﻿@eba_upgrade_construction_time_1 = 180
@eba_upgrade_construction_time_2 = 240
@eba_upgrade_construction_time_3 = 300
@eba_upgrade_construction_time_4 = 360

## 神龛
# 纪念碑
temple_monument_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = temple_small_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		legitimacy_gain_mult = 0.02
		dynasty_opinion = 5
		monthly_dynasty_prestige = 0.1
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_temple_monument.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
temple_monument_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = temple_monument_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		legitimacy_gain_mult = 0.02
		dynasty_opinion = 5
		monthly_dynasty_prestige = 0.1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_temple_monument.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
temple_monument_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = temple_monument_02

	can_construct = {
		domicile ?= { 
			OR = {
				has_domicile_building_or_higher = temple_crypt_04
				has_domicile_building_or_higher = temple_large_04
				has_domicile_building_or_higher = temple_monastery_04
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	
	parameters = {
	}

	character_modifier = {
		legitimacy_gain_mult = 0.03
		dynasty_opinion = 5
		monthly_dynasty_prestige = 0.1
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_temple_monument.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
temple_monument_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = temple_monument_03

	can_construct = {
		domicile ?= { 
			OR = {
				has_domicile_building_or_higher = temple_crypt_06
				has_domicile_building_or_higher = temple_large_06
				has_domicile_building_or_higher = temple_monastery_06
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		legitimacy_gain_mult = 0.03
		dynasty_opinion = 5
		monthly_dynasty_prestige = 0.2
		monthly_dynasty_prestige_mult = 0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_temple_monument.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 名人堂
temple_hall_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = temple_small_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
		domicile_monthly_influence_add = 0.1
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
temple_hall_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = temple_hall_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
		domicile_monthly_influence_add = 0.1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
temple_hall_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = temple_hall_02

	can_construct = {
		domicile ?= { 
			OR = {
				has_domicile_building_or_higher = temple_crypt_04
				has_domicile_building_or_higher = temple_large_04
				has_domicile_building_or_higher = temple_monastery_04
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
		monthly_dynasty_prestige = 0.1
		domicile_monthly_influence_add = 0.1
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
temple_hall_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = temple_hall_03

	can_construct = {
		domicile ?= { 
			OR = {
				has_domicile_building_or_higher = temple_crypt_06
				has_domicile_building_or_higher = temple_large_06
				has_domicile_building_or_higher = temple_monastery_06
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.2
		monthly_dynasty_prestige = 0.2
		monthly_dynasty_prestige_mult = 0.05
		domicile_monthly_influence_add = 0.2
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proof_of_claims.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 图书馆
temple_archive_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = temple_small_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		owned_legend_spread_mult = 0.05
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
temple_archive_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = temple_archive_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		owned_legend_spread_mult = 0.05
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
temple_archive_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = temple_archive_02

	can_construct = {
		domicile ?= { 
			OR = {
				has_domicile_building_or_higher = temple_crypt_04
				has_domicile_building_or_higher = temple_large_04
				has_domicile_building_or_higher = temple_monastery_04
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
		estate_reduced_tutor_cost = yes
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		owned_legend_spread_mult = 0.05
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
temple_archive_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = temple_archive_03

	can_construct = {
		domicile ?= { 
			OR = {
				has_domicile_building_or_higher = temple_crypt_06
				has_domicile_building_or_higher = temple_large_06
				has_domicile_building_or_higher = temple_monastery_06
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	
	parameters = {
		estate_reduced_tutor_cost = yes
		estate_increased_tutor_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		owned_legend_spread_mult = 0.10
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tutor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

## 兵营
# 战士公会
barracks_knight_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = barracks_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		knight_limit = 1
		knight_effectiveness_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
barracks_knight_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = barracks_knight_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		knight_limit = 1
		knight_effectiveness_mult = 0.02
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
barracks_knight_03 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = barracks_knight_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = barracks_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		knight_limit = 1
		knight_effectiveness_mult = 0.02
		knight_effectiveness_per_martial = 0.01
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
barracks_knight_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = barracks_knight_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = barracks_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		knight_limit = 2
		knight_effectiveness_mult = 0.04
		knight_effectiveness_per_diplomacy = 0.01
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 步兵训练场
barracks_training_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = barracks_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		skirmishers_damage_mult = 0.02
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
barracks_training_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = barracks_training_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		skirmishers_damage_mult = 0.02
		skirmishers_toughness_mult = 0.01
		skirmishers_max_size_add = 1
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		heavy_infantry_max_size_add = 1
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		pikemen_max_size_add = 1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
barracks_training_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = barracks_training_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = barracks_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.02
		skirmishers_max_size_add = 2
		heavy_infantry_damage_mult = 0.03
		heavy_infantry_toughness_mult = 0.02
		heavy_infantry_max_size_add = 2
		pikemen_damage_mult = 0.03
		pikemen_toughness_mult = 0.02
		pikemen_max_size_add = 2
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
barracks_training_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = barracks_training_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = barracks_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.02
		skirmishers_max_size_add = 3
		heavy_infantry_damage_mult = 0.03
		heavy_infantry_toughness_mult = 0.02
		heavy_infantry_max_size_add = 3
		pikemen_damage_mult = 0.03
		pikemen_toughness_mult = 0.02
		pikemen_max_size_add = 3
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_proving.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 征兵办公室
barracks_levies_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = barracks_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		skirmishers_maintenance_mult = -0.01
		heavy_infantry_maintenance_mult = -0.01
		pikemen_maintenance_mult = -0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
barracks_levies_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = barracks_levies_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		skirmishers_maintenance_mult = -0.01
		skirmishers_recruitment_cost_mult = -0.02
		heavy_infantry_maintenance_mult = -0.01
		heavy_infantry_recruitment_cost_mult = -0.02
		pikemen_maintenance_mult = -0.01
		pikemen_recruitment_cost_mult = -0.02
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
barracks_levies_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = barracks_levies_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = barracks_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		skirmishers_maintenance_mult = -0.03
		skirmishers_recruitment_cost_mult = -0.03
		heavy_infantry_maintenance_mult = -0.03
		heavy_infantry_recruitment_cost_mult = -0.03
		pikemen_maintenance_mult = -0.03
		pikemen_recruitment_cost_mult = -0.03
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
barracks_levies_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = barracks_levies_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = barracks_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_barracks }
				multiply = 0.75
				desc = raid_insight_barracks
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		skirmishers_maintenance_mult = -0.05
		skirmishers_recruitment_cost_mult = -0.05
		heavy_infantry_maintenance_mult = -0.05
		heavy_infantry_recruitment_cost_mult = -0.05
		pikemen_maintenance_mult = -0.05
		pikemen_recruitment_cost_mult = -0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_pavillion.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 塔楼
# 要塞
watchtower_fort_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = watchtower_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_2 = yes
	}

	character_modifier = {
		defender_holding_advantage = 2
		hostile_raid_time = 0.2
		monthly_county_control_growth_factor = 0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower_fort.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
watchtower_fort_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = watchtower_fort_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_2 = yes
	}

	character_modifier = {
		defender_holding_advantage = 2
		hostile_raid_time = 0.2
		monthly_county_control_growth_factor = 0.01
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower_fort.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
watchtower_fort_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = watchtower_fort_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = watchtower_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_2 = yes
	}

	character_modifier = {
		defender_holding_advantage = 2
		hostile_raid_time = 0.2
		monthly_county_control_growth_factor = 0.02
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower_fort.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
watchtower_fort_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = watchtower_fort_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = watchtower_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_3 = yes
	}

	character_modifier = {
		defender_holding_advantage = 2
		hostile_raid_time = 0.2
		monthly_county_control_growth_factor = 0.02
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower_fort.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 靶场
watchtower_range_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = watchtower_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		archers_maintenance_mult = -0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_the_stump.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
watchtower_range_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = watchtower_range_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		archers_max_size_add = 1
		archers_maintenance_mult = -0.01
		archers_recruitment_cost_mult = -0.02
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_the_stump.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
watchtower_range_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = watchtower_range_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = watchtower_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		archers_damage_mult = 0.03
		archers_toughness_mult = 0.02
		archers_max_size_add = 2
		archers_maintenance_mult = -0.03
		archers_recruitment_cost_mult = -0.03
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_the_stump.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
watchtower_range_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = watchtower_range_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = watchtower_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		archers_damage_mult = 0.03
		archers_toughness_mult = 0.02
		archers_max_size_add = 3
		archers_maintenance_mult = -0.05
		archers_recruitment_cost_mult = -0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_the_stump.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 哨所
watchtower_sentry_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = watchtower_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		enemy_hostile_scheme_phase_duration_add = 2
		enemy_hostile_scheme_success_chance_add = -2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
watchtower_sentry_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = watchtower_sentry_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		enemy_hostile_scheme_phase_duration_add = 2
		enemy_hostile_scheme_success_chance_add = -2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
watchtower_sentry_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = watchtower_sentry_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = watchtower_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		scheme_discovery_chance_mult = 0.1
		enemy_hostile_scheme_phase_duration_add = 3
		enemy_hostile_scheme_success_chance_add = -3
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
watchtower_sentry_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = watchtower_sentry_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = watchtower_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		scheme_discovery_chance_mult = 0.1
		enemy_hostile_scheme_phase_duration_add = 3
		enemy_hostile_scheme_success_chance_add = -3
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 警卫
# 亲卫
guardhouse_guard_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = guardhouse_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		men_at_arms_limit = 1
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_personal_bouts.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guardhouse_guard_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guardhouse_guard_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		men_at_arms_limit = 1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_personal_bouts.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guardhouse_guard_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guardhouse_guard_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = guardhouse_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		men_at_arms_cap = 1
		men_at_arms_limit = 1
		men_at_arms_title_limit = 1
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_personal_bouts.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guardhouse_guard_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guardhouse_guard_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = guardhouse_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		men_at_arms_cap = 1
		men_at_arms_limit = 1
		men_at_arms_title_limit = 1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_personal_bouts.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 军官
guardhouse_officer_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = guardhouse_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		men_at_arms_limit = 1
		maa_damage_mult = 0.02
		maa_toughness_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guardhouse_officer_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guardhouse_officer_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		men_at_arms_limit = 1
		maa_damage_mult = 0.02
		maa_toughness_mult = 0.02
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guardhouse_officer_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guardhouse_officer_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = guardhouse_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		men_at_arms_title_limit = 1
		men_at_arms_limit = 1
		maa_damage_mult = 0.03
		maa_toughness_mult = 0.03
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guardhouse_officer_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guardhouse_officer_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = guardhouse_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		men_at_arms_title_limit = 1
		men_at_arms_limit = 1
		maa_damage_mult = 0.03
		maa_toughness_mult = 0.03
		knight_effectiveness_per_learning = 0.01
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 线人
guardhouse_spy_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = guardhouse_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		enemy_hostile_scheme_phase_duration_add = 1
		enemy_hostile_scheme_success_chance_add = -1
		hostile_scheme_phase_duration_add = -1
		owned_hostile_scheme_success_chance_add = 1
		enemy_political_scheme_success_chance_add = -2
		owned_political_scheme_success_chance_add = 2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guardhouse_spy_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guardhouse_spy_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
		estate_unlock_hire_agents_decision = yes
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		enemy_hostile_scheme_phase_duration_add = 1
		enemy_hostile_scheme_success_chance_add = -1
		hostile_scheme_phase_duration_add = -1
		owned_hostile_scheme_success_chance_add = 1
		enemy_political_scheme_success_chance_add = -2
		owned_political_scheme_success_chance_add = 2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guardhouse_spy_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guardhouse_spy_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = guardhouse_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
		estate_unlock_hire_agents_decision = yes
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		enemy_hostile_scheme_phase_duration_add = 1
		enemy_hostile_scheme_success_chance_add = -1
		hostile_scheme_phase_duration_add = -1
		owned_hostile_scheme_success_chance_add = 1
		enemy_political_scheme_success_chance_add = -3
		owned_political_scheme_success_chance_add = 3
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
guardhouse_spy_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = guardhouse_spy_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = guardhouse_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
		estate_unlock_hire_agents_decision = yes
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		enemy_hostile_scheme_phase_duration_add = 2
		enemy_hostile_scheme_success_chance_add = -2
		hostile_scheme_phase_duration_add = -2
		owned_hostile_scheme_success_chance_add = 2
		enemy_political_scheme_success_chance_add = -3
		owned_political_scheme_success_chance_add = 3
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 花园
# 园丁
garden_gardener_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = garden_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_gardener_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_gardener_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_gardener_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_gardener_02

	can_construct = {
			domicile ?= { 
				OR = {
					has_domicile_building_or_higher = garden_leisure_04
					has_domicile_building_or_higher = garden_fruit_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_add = 0.1
		domicile_monthly_prestige_mult = 0.05
		stress_loss_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_gardener_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_gardener_03

	can_construct = {
			domicile ?= { 
				OR = {
					has_domicile_building_or_higher = garden_leisure_06
					has_domicile_building_or_higher = garden_fruit_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_prestige_add = 0.1
		domicile_monthly_prestige_mult = 0.05
		stress_loss_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 草药园
garden_herb_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = garden_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		negate_health_penalty_add = 0.02
		epidemic_resistance = 2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_herbalists.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_herb_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_herb_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		negate_health_penalty_add = 0.03
		epidemic_resistance = 3
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_herbalists.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_herb_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_herb_02

	can_construct = {
		
			domicile ?= { 
				OR = {
					has_domicile_building_or_higher = garden_leisure_04
					has_domicile_building_or_higher = garden_fruit_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		negate_health_penalty_add = 0.04
		epidemic_resistance = 5
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_herbalists.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_herb_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_herb_03

	can_construct = {
			domicile ?= { 
				OR = {
					has_domicile_building_or_higher = garden_leisure_06
					has_domicile_building_or_higher = garden_fruit_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		negate_health_penalty_add = 0.06
		epidemic_resistance = 5
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_herbalists.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 迷宫花园
garden_maze_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = garden_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.02
		stress_loss_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_maze_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_maze_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.03
		stress_loss_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_maze_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_maze_02

	can_construct = {
		
			domicile ?= { 
				OR = {
					has_domicile_building_or_higher = garden_leisure_04
					has_domicile_building_or_higher = garden_fruit_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	character_modifier = {
		attraction_opinion = 5
		stress_gain_mult = -0.05
		stress_loss_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_maze_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_maze_03

	can_construct = {
			domicile ?= { 
				OR = {
					has_domicile_building_or_higher = garden_leisure_06
					has_domicile_building_or_higher = garden_fruit_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	character_modifier = {
		attraction_opinion = 5
		stress_gain_mult = -0.10
		stress_loss_mult = 0.10
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_courtyard.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 水果园
garden_wine_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = garden_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth_factor = 0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_wine_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_wine_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		development_growth_factor = 0.02
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_wine_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_wine_02

	can_construct = {
		domicile ?= { 
			OR = {
				has_domicile_building_or_higher = garden_leisure_04
				has_domicile_building_or_higher = garden_fruit_04
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.03
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
garden_wine_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = garden_wine_03

	can_construct = {
		domicile ?= { 
			OR = {
				has_domicile_building_or_higher = garden_leisure_06
				has_domicile_building_or_higher = garden_fruit_06
			}
		}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_garden }
				multiply = 0.75
				desc = raid_insight_garden
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		development_growth_factor = 0.04
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_provisions.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 马厩
# 骑士公会
stabl_knight_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = stable_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		knight_limit = 1
		knight_effectiveness_mult = 0.02
	}
	
	ai_value = {
		value = 7
		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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
stabl_knight_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = stabl_knight_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		knight_limit = 1
		knight_effectiveness_mult = 0.02
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
stabl_knight_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = stabl_knight_02

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = stable_grand_04
					has_domicile_building_or_higher = stable_kennel_04
					has_domicile_building_or_higher = stable_chariot_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		knight_limit = 1
		knight_effectiveness_mult = 0.02
		knight_effectiveness_per_martial = 0.01
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
stabl_knight_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = stabl_knight_03

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = stable_grand_06
					has_domicile_building_or_higher = stable_kennel_06
					has_domicile_building_or_higher = stable_chariot_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		knight_limit = 2
		knight_effectiveness_mult = 0.04
		knight_effectiveness_per_stewardship = 0.01
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 驿站
stable_caravanserai_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = stable_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.3
		owned_legend_spread_mult = 0.05
		character_travel_speed = 2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
stable_caravanserai_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = stable_caravanserai_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.4
		owned_legend_spread_mult = 0.05
		character_travel_speed = 2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
stable_caravanserai_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = stable_caravanserai_02

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = stable_grand_04
					has_domicile_building_or_higher = stable_kennel_04
					has_domicile_building_or_higher = stable_chariot_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.5
		owned_legend_spread_mult = 0.05
		character_travel_speed = 3
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
stable_caravanserai_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = stable_caravanserai_03

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = stable_grand_06
					has_domicile_building_or_higher = stable_kennel_06
					has_domicile_building_or_higher = stable_chariot_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.6
		owned_legend_spread_mult = 0.10
		character_travel_speed = 3
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 赛马场
stable_race_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = stable_01

	cost = {
		gold = {
			value = estate_internal_building_normal_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
		estate_charioteer_training_task = yes
	}

	character_modifier = {
		character_travel_safety_mult = 0.05
		same_culture_opinion = 1
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
stable_race_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = stable_race_01

	cost = {
		gold = {
			value = estate_internal_building_normal_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
		estate_charioteer_training_task = yes
	}

	character_modifier = {
		character_travel_safety_mult = 0.05
		same_culture_opinion = 1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
stable_race_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = stable_race_02

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = stable_grand_04
					has_domicile_building_or_higher = stable_kennel_04
					has_domicile_building_or_higher = stable_chariot_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_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
		estate_charioteer_training_task = yes
		estate_increase_charioteer_aptitude = yes
	}

	character_modifier = {
		character_travel_safety_mult = 0.05
		same_culture_opinion = 1
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
stable_race_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = stable_race_03

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = stable_grand_06
					has_domicile_building_or_higher = stable_kennel_06
					has_domicile_building_or_higher = stable_chariot_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_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_charioteer_training_task = yes
		estate_increase_charioteer_aptitude = yes
	}

	character_modifier = {
		character_travel_safety_mult = 0.1
		same_culture_opinion = 2
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ample_steeds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 工坊
# 学徒
workshop_apprentice_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = workshop_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_build_speed = -0.05
		development_growth_factor = 0.02
		build_speed = -0.05
		build_gold_cost = -0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_apprentice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
workshop_apprentice_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = workshop_apprentice_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		development_growth_factor = 0.03
		domicile_build_speed = -0.05
		build_speed = -0.05
		build_gold_cost = -0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_apprentice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
workshop_apprentice_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = workshop_apprentice_02

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = workshop_carpenter_04
					has_domicile_building_or_higher = workshop_mason_04
					has_domicile_building_or_higher = workshop_textile_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth_factor = 0.05
		domicile_build_speed = -0.05
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_apprentice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
workshop_apprentice_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = workshop_apprentice_03

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = workshop_carpenter_06
					has_domicile_building_or_higher = workshop_mason_06
					has_domicile_building_or_higher = workshop_textile_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		development_growth_factor = 0.05
		domicile_build_speed = -0.05
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_apprentice.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 铁匠铺
workshop_smith_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = workshop_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		maa_damage_mult = 0.02
		maa_toughness_mult = 0.02
		army_maintenance_mult = -0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_smith.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
workshop_smith_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = workshop_smith_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		maa_damage_mult = 0.02
		maa_toughness_mult = 0.02
		army_maintenance_mult = -0.01
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_smith.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
workshop_smith_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = workshop_smith_02

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = workshop_carpenter_04
					has_domicile_building_or_higher = workshop_mason_04
					has_domicile_building_or_higher = workshop_textile_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		maa_damage_mult = 0.03
		maa_toughness_mult = 0.03
		army_maintenance_mult = -0.03
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_smith.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
workshop_smith_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = workshop_smith_03

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = workshop_carpenter_06
					has_domicile_building_or_higher = workshop_mason_06
					has_domicile_building_or_higher = workshop_textile_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		maa_damage_mult = 0.03
		maa_toughness_mult = 0.03
		army_maintenance_mult = -0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_smith.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 工匠行会
workshop_guild_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = workshop_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_guild.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
workshop_guild_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = workshop_guild_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_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 = 0.2
		domicile_monthly_gold_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_guild.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
workshop_guild_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = workshop_guild_02

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = workshop_carpenter_04
					has_domicile_building_or_higher = workshop_mason_04
					has_domicile_building_or_higher = workshop_textile_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_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 = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_guild.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
workshop_guild_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = workshop_guild_03

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = workshop_carpenter_06
					has_domicile_building_or_higher = workshop_mason_06
					has_domicile_building_or_higher = workshop_textile_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_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_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop_guild.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 仓库
# 审计员
storage_auditor_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = storage_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.1
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage_auditor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_auditor_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_auditor_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.2
		domicile_monthly_gold_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage_auditor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_auditor_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_auditor_02

	can_construct = {
		domicile ?= {
				OR = {
					has_domicile_building_or_higher = storage_warehouse_04
					has_domicile_building_or_higher = storage_granary_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage_auditor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_auditor_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_auditor_03

	can_construct = {
		domicile ?= {
				OR = {
					has_domicile_building_or_higher = storage_warehouse_06
					has_domicile_building_or_higher = storage_granary_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage_auditor.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 慈善厨房
storage_kitchen_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = storage_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth = 0.02
		supply_limit_mult = 0.05
		domicile_monthly_piety_add = 0.1
		domicile_monthly_piety_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_kitchen_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_kitchen_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth = 0.03
		supply_limit_mult = 0.05
		domicile_monthly_piety_add = 0.2
		domicile_monthly_piety_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_kitchen_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_kitchen_02

	can_construct = {
		domicile ?= {
				OR = {
					has_domicile_building_or_higher = storage_warehouse_04
					has_domicile_building_or_higher = storage_granary_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth = 0.05
		supply_limit_mult = 0.05
		domicile_monthly_piety_add = 0.3
		domicile_monthly_piety_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_kitchen_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_kitchen_03

	can_construct = {
		domicile ?= {
				OR = {
					has_domicile_building_or_higher = storage_warehouse_06
					has_domicile_building_or_higher = storage_granary_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth = 0.05
		supply_limit_mult = 0.05
		domicile_monthly_piety_add = 0.4
		domicile_monthly_piety_mult = 0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 大仓库
storage_extra_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = storage_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		house_head_can_ask_building_support = yes
	}

	character_modifier = {
		build_gold_cost = -0.02
		domicile_monthly_gold_add = 0.1
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_extra_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_extra_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		house_head_can_ask_building_support = yes
	}

	character_modifier = {
		build_gold_cost = -0.03
		domicile_monthly_gold_add = 0.2
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_extra_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_extra_02

	can_construct = {
		domicile ?= {
				OR = {
					has_domicile_building_or_higher = storage_warehouse_04
					has_domicile_building_or_higher = storage_granary_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		house_head_can_ask_building_support = yes
	}

	character_modifier = {
		build_gold_cost = -0.05
		domicile_monthly_gold_add = 0.3
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_extra_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_extra_03

	can_construct = {
		domicile ?= {
				OR = {
					has_domicile_building_or_higher = storage_warehouse_06
					has_domicile_building_or_higher = storage_granary_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		house_head_can_ask_building_support = yes
	}

	character_modifier = {
		build_gold_cost = -0.1
		domicile_monthly_gold_add = 0.4
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 谷仓
storage_food_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = storage_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.02
		county_opinion_add = 2
		domicile_monthly_gold_add = 0.1
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_food_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_food_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.03
		epidemic_resistance = 2
		county_opinion_add = 3
		domicile_monthly_gold_add = 0.2
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_food_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_food_02

	can_construct = {
		domicile ?= {
				OR = {
					has_domicile_building_or_higher = storage_warehouse_04
					has_domicile_building_or_higher = storage_granary_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_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 = 0.05
		epidemic_resistance = 3
		county_opinion_add = 5
		domicile_monthly_gold_add = 0.3
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
storage_food_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = storage_food_03

	can_construct = {
		domicile ?= {
				OR = {
					has_domicile_building_or_higher = storage_warehouse_06
					has_domicile_building_or_higher = storage_granary_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_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 = 0.05
		epidemic_resistance = 5
		county_opinion_add = 10
		domicile_monthly_gold_add = 0.4
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 市场
# 仓库
market_storage_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = market_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.1
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
market_storage_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = market_storage_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.2
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
market_storage_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = market_storage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = market_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.3
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
market_storage_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = market_storage_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = market_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
		estate_unlock_granary_decision = yes
		house_head_can_ask_building_support = yes
	}

	character_modifier = {
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.4
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 税局
market_tax_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = market_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
market_tax_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = market_tax_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
market_tax_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = market_tax_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = market_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
market_tax_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = market_tax_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = market_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bartering_grounds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 商人行会
market_guild_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = market_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.02
		domicile_monthly_gold_add = 0.1
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market_guild.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
market_guild_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = market_guild_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.03
		domicile_monthly_gold_add = 0.2
		domicile_monthly_gold_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market_guild.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
market_guild_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = market_guild_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = market_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		development_growth_factor = 0.05
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market_guild.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
market_guild_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = market_guild_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = market_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		development_growth_factor = 0.05
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market_guild.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 牧场
# 牧马场
grazing_pasture_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = grazing_land_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		light_cavalry_maintenance_mult = -0.01
		heavy_cavalry_maintenance_mult = -0.01
		archer_cavalry_maintenance_mult = -0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_barding_drills.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grazing_pasture_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grazing_pasture_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		light_cavalry_maintenance_mult = -0.01
		light_cavalry_recruitment_cost_mult = -0.02
		heavy_cavalry_maintenance_mult = -0.01
		heavy_cavalry_recruitment_cost_mult = -0.02
		archer_cavalry_maintenance_mult = -0.01
		archer_cavalry_recruitment_cost_mult = -0.02
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_barding_drills.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grazing_pasture_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grazing_pasture_02

	can_construct = {domicile ?= { 
				OR = {
					has_domicile_building_or_higher = grazing_land_04
					has_domicile_building_or_higher = horse_pasture_04
					has_domicile_building_or_higher = camel_pasture_04
					has_domicile_building_or_higher = elephant_pasture_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		light_cavalry_maintenance_mult = -0.03
		light_cavalry_recruitment_cost_mult = -0.03
		heavy_cavalry_maintenance_mult = -0.03
		heavy_cavalry_recruitment_cost_mult = -0.03
		archer_cavalry_maintenance_mult = -0.03
		archer_cavalry_recruitment_cost_mult = -0.03
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_barding_drills.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grazing_pasture_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grazing_pasture_03

	can_construct = {
			domicile ?= { 
				OR = {
					has_domicile_building_or_higher = grazing_land_06
					has_domicile_building_or_higher = horse_pasture_06
					has_domicile_building_or_higher = camel_pasture_06
					has_domicile_building_or_higher = elephant_pasture_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		light_cavalry_maintenance_mult = -0.05
		light_cavalry_recruitment_cost_mult = -0.05
		heavy_cavalry_maintenance_mult = -0.05
		heavy_cavalry_recruitment_cost_mult = -0.05
		archer_cavalry_maintenance_mult = -0.05
		archer_cavalry_recruitment_cost_mult = -0.05
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_nightly_barding_drills.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 羊毛业
grazing_wool_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = grazing_land_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grazing_wool_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grazing_wool_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grazing_wool_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grazing_wool_02

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = grazing_land_04
					has_domicile_building_or_higher = horse_pasture_04
					has_domicile_building_or_higher = camel_pasture_04
					has_domicile_building_or_higher = elephant_pasture_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grazing_wool_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grazing_wool_03

	can_construct = {
			domicile ?= { 
				OR = {
					has_domicile_building_or_higher = grazing_land_06
					has_domicile_building_or_higher = horse_pasture_06
					has_domicile_building_or_higher = camel_pasture_06
					has_domicile_building_or_higher = elephant_pasture_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barber.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 骑兵学校
grazing_cavalry_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = grazing_land_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		heavy_cavalry_damage_mult = 0.02
		heavy_cavalry_toughness_mult = 0.01
		archer_cavalry_damage_mult = 0.02
		archer_cavalry_toughness_mult = 0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grazing_cavalry_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grazing_cavalry_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_max_size_add = 1
		heavy_cavalry_damage_mult = 0.02
		heavy_cavalry_toughness_mult = 0.01
		heavy_cavalry_max_size_add = 1
		archer_cavalry_damage_mult = 0.02
		archer_cavalry_toughness_mult = 0.01
		archer_cavalry_max_size_add = 1
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grazing_cavalry_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grazing_cavalry_02

	can_construct = {
		domicile ?= { 
				OR = {
					has_domicile_building_or_higher = grazing_land_04
					has_domicile_building_or_higher = horse_pasture_04
					has_domicile_building_or_higher = camel_pasture_04
					has_domicile_building_or_higher = elephant_pasture_04
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.03
		light_cavalry_toughness_mult = 0.02
		light_cavalry_max_size_add = 2
		heavy_cavalry_damage_mult = 0.03
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_max_size_add = 2
		archer_cavalry_damage_mult = 0.03
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_max_size_add = 2
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grazing_cavalry_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grazing_cavalry_03

	can_construct = {
			domicile ?= { 
				OR = {
					has_domicile_building_or_higher = grazing_land_06
					has_domicile_building_or_higher = horse_pasture_06
					has_domicile_building_or_higher = camel_pasture_06
					has_domicile_building_or_higher = elephant_pasture_06
				}
			}
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grazing_land }
				multiply = 0.75
				desc = raid_insight_grazing_land
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.03
		light_cavalry_toughness_mult = 0.02
		light_cavalry_max_size_add = 3
		heavy_cavalry_damage_mult = 0.03
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_max_size_add = 3
		archer_cavalry_damage_mult = 0.03
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_max_size_add = 3
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 粮田
# 面包与磨坊
grain_mill_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = grain_field_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.01
		domicile_monthly_gold_add = 0.1
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grain_mill_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grain_mill_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.02
		domicile_monthly_gold_add = 0.2
		domicile_monthly_gold_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grain_mill_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grain_mill_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = grain_field_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth = 0.05
		development_growth_factor = 0.03
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grain_mill_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grain_mill_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = grain_field_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth = 0.05
		development_growth_factor = 0.04
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bakers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 蔬菜
grain_vegetable_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = grain_field_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.01
		county_opinion_add = 3
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.1
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grain_vegetable_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grain_vegetable_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.02
		county_opinion_add = 3
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grain_vegetable_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grain_vegetable_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = grain_field_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.03
		county_opinion_add = 4
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.3
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grain_vegetable_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grain_vegetable_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = grain_field_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.04
		county_opinion_add = 5
		supply_limit_mult = 0.05
		domicile_monthly_gold_add = 0.4
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_supply_tent.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 啤酒工坊
grain_beer_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = grain_field_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grain_beer_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grain_beer_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grain_beer_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grain_beer_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = grain_field_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
grain_beer_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = grain_beer_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = grain_field_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_gold_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 葡萄园
# 育种
vineyard_breeding_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = vineyard_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.01
		domicile_monthly_gold_add = 0.1
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vineyard_breeding_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = vineyard_breeding_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.02
		domicile_monthly_gold_add = 0.2
		domicile_monthly_gold_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vineyard_breeding_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = vineyard_breeding_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = vineyard_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth = 0.05
		development_growth_factor = 0.03
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vineyard_breeding_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = vineyard_breeding_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = vineyard_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth = 0.05
		development_growth_factor = 0.04
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 酒窖
vineyard_cellar_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = vineyard_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_increase_house_member_investment_cap_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_influence_add = 0.1
		domicile_monthly_influence_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vineyard_cellar_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = vineyard_cellar_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_unlock_feast_influence_option_1 = yes
		estate_increase_house_member_investment_cap_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_influence_add = 0.2
		domicile_monthly_influence_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vineyard_cellar_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = vineyard_cellar_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = vineyard_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_unlock_feast_influence_option_2 = yes
		estate_increase_house_member_investment_cap_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		domicile_monthly_influence_add = 0.3
		domicile_monthly_influence_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vineyard_cellar_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = vineyard_cellar_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = vineyard_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_unlock_feast_influence_option_3 = yes
		estate_increase_house_member_investment_cap_3 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_influence_add = 0.4
		domicile_monthly_influence_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cellar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 葡萄酒厂
vineyard_wine_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = vineyard_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vineyard_wine_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = vineyard_wine_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.03
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vineyard_wine_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = vineyard_wine_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = vineyard_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vineyard_wine_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = vineyard_wine_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = vineyard_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_vineyard }
				multiply = 0.75
				desc = raid_insight_vineyard
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_gold_mult = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 橄榄园
# 榨油工坊
olive_oil_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = olive_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.02
		negate_health_penalty_add = 0.05
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
olive_oil_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = olive_oil_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.03
		negate_health_penalty_add = 0.05
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
olive_oil_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = olive_oil_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = olive_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.05
		negate_health_penalty_add = 0.05
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
olive_oil_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = olive_oil_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = olive_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_gold_mult = 0.1
		negate_health_penalty_add = 0.1
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reserve_water.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 肥皂工坊
olive_soap_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = olive_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_gold_mult = 0.02
		epidemic_resistance = 3
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
olive_soap_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = olive_soap_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.03
		epidemic_resistance = 3
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
olive_soap_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = olive_soap_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = olive_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.05
		epidemic_resistance = 4
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
olive_soap_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = olive_soap_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = olive_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.1
		epidemic_resistance = 6
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_hygiene.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 香水工坊
olive_perfume_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = olive_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_gold_mult = 0.02
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive_perfume.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
olive_perfume_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = olive_perfume_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_monthly_gold_mult = 0.03
		attraction_opinion = 2
		personal_scheme_phase_duration_add = -2
		owned_personal_scheme_success_chance_add = 2
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive_perfume.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
olive_perfume_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = olive_perfume_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = olive_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		domicile_monthly_gold_mult = 0.05
		attraction_opinion = 3
		personal_scheme_phase_duration_add = -3
		owned_personal_scheme_success_chance_add = 3
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive_perfume.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
olive_perfume_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = olive_perfume_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = olive_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_olive }
				multiply = 0.75
				desc = raid_insight_olive
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.1
		attraction_opinion = 5
		personal_scheme_phase_duration_add = -5
		owned_personal_scheme_success_chance_add = 5
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_olive_perfume.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 丝绸
# 桑葚产业
silk_morus_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = silk_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		development_growth_factor = 0.01
	}
	
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_morus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
silk_morus_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = silk_morus_01

	cost = {
		gold = {
			value = estate_internal_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 = 0.1
		development_growth_factor = 0.02
	}
	
	ai_value = {
		value = 6
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_morus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
silk_morus_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = silk_morus_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = silk_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.05
		development_growth_factor = 0.03
	}
	
	ai_value = {
		value = 5
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_morus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
silk_morus_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = silk_morus_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = silk_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_improved_wine_cellar_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		development_growth = 0.05
		development_growth_factor = 0.04
	}
	
	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_morus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 丝绸工坊
silk_textile_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = silk_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.2
		domicile_monthly_influence_mult = 0.02
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
silk_textile_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = silk_textile_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.3
		domicile_monthly_influence_mult = 0.03
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
silk_textile_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = silk_textile_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = silk_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.4
		domicile_monthly_influence_mult = 0.05
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
silk_textile_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = silk_textile_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = silk_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.5
		domicile_monthly_influence_mult = 0.1
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 丝绸市场
silk_trade_01 = {
	slot_type = internal
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	previous_building = silk_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_increase_influence_on_building_construction_1 = yes
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.2
		domicile_monthly_influence_mult = 0.02
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
silk_trade_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = silk_trade_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating = yes
		estate_increase_influence_on_building_construction_2 = yes
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.3
		domicile_monthly_influence_mult = 0.03
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
silk_trade_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = silk_trade_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = silk_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating = yes
		estate_increase_influence_on_building_construction_3 = yes
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.4
		domicile_monthly_influence_mult = 0.05
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
silk_trade_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = silk_trade_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = silk_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
		estate_increase_powerful_family_rating = yes
		estate_increase_influence_on_building_construction_4 = yes
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.5
		domicile_monthly_influence_mult = 0.1
	}
	
	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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
## 茶园
# 点茶坊
tea_matcha_factory_01 = {
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.1
		domicile_monthly_gold_mult = 0.1
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_matcha_factory.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
tea_matcha_factory_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_matcha_factory_01


	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.1
		domicile_monthly_gold_mult = 0.1
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_matcha_factory.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
tea_matcha_factory_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_matcha_factory_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tea_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.1
		domicile_monthly_gold_mult = 0.1
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_matcha_factory.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
tea_matcha_factory_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_matcha_factory_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tea_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.2
		domicile_monthly_gold_mult = 0.2
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_matcha_factory.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 药房
tea_medicine_house_01 = {
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		learning = 1
		negate_health_penalty_add = 0.05
		epidemic_resistance = 4
	}
	
	parameters = {
		estate_increase_physician_aptitude_1 = 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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
tea_medicine_house_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_medicine_house_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		learning = 1
		negate_health_penalty_add = 0.05
		epidemic_resistance = 4
	}

	parameters = {
		estate_increase_physician_aptitude_2 = 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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
tea_medicine_house_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_medicine_house_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tea_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		learning = 1
		negate_health_penalty_add = 0.05
		epidemic_resistance = 4
		negate_prowess_penalty_add = 1
	}

	parameters = {
		estate_increase_physician_aptitude_4 = 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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
tea_medicine_house_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_medicine_house_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tea_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		learning = 2
		negate_health_penalty_add = 0.05
		epidemic_resistance = 4
	}

	parameters = {
		estate_increase_physician_aptitude_6 = 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_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
# 烘焙坊
tea_roastery_01 = {
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.2
		character_capital_county_monthly_control_add = 0.05

	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_roastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
tea_roastery_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_roastery_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.3
		character_capital_county_monthly_control_add = 0.05
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_roastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
tea_roastery_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_roastery_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tea_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.4
		character_capital_county_monthly_control_add = 0.05
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_roastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
tea_roastery_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = tea_roastery_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = tea_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_tea }
				multiply = 0.75
				desc = raid_insight_tea
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.6
		domicile_monthly_influence_add = 0.5
		character_capital_county_monthly_control_add = 0.05
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_roastery.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

## 稻田
#地窖
rice_cellar_cave_01 = {
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_field_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		monthly_county_control_growth_factor = 0.05
	}

	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_cellar_cave.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
rice_cellar_cave_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_cellar_cave_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		monthly_county_control_growth_factor = 0.05
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_cellar_cave.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
rice_cellar_cave_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_cellar_cave_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = rice_field_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		monthly_county_control_growth_factor = 0.05
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_cellar_cave.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
rice_cellar_cave_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_cellar_cave_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = rice_field_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		monthly_county_control_growth_factor = 0.05
	}
	
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/east_asian_estate_cellar_cave.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
# 米酒
rice_wine_stores_01 = {
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_field_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.03
		domicile_monthly_gold_add = 0.2
	}

	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/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
rice_wine_stores_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_wine_stores_01

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}

	parameters = {
		estate_improved_wine_cellar_1 = yes
	}
	character_modifier = {
		domicile_monthly_gold_mult = 0.03
		domicile_monthly_gold_add = 0.1
	}
	
	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/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
rice_wine_stores_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_wine_stores_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = rice_field_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}

	parameters = {
		estate_improved_wine_cellar_2 = yes
	}
	character_modifier = {
		domicile_monthly_gold_mult = 0.03
		domicile_monthly_gold_add = 0.1
	}
	
	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/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
rice_wine_stores_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_wine_stores_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = rice_field_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_grain_field }
				multiply = 0.75
				desc = raid_insight_grain_field
			}
		}
	}

	parameters = {
		estate_improved_wine_cellar_2 = yes
	}
	character_modifier = {
		domicile_monthly_gold_mult = 0.03
		domicile_monthly_gold_add = 0.1
	}
	
	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/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
#稻鱼鸭池塘
rice_fish_duck_ponds_01 = {
	construction_time = @eba_upgrade_construction_time_1
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_field_01

	can_construct = {
		
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_1_value
		}
	}
	parameters = {
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_gold_mult = 0.03
		trait_track_lifestyle_poet_xp_gain_mult = 0.1
	}
	province_modifier = {
		development_growth_factor = 0.025
		county_opinion_add = 2
	}
	ai_value = {
		value = 10
		add = estate_building_ai_modifier_value
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/rice_fish_duck_ponds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
	}
}
rice_fish_duck_ponds_02 = {
	construction_time = @eba_upgrade_construction_time_2
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_fish_duck_ponds_01

	can_construct = {
		
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_2_value
		}
	}
	parameters = {
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_gold_mult = 0.03
		trait_track_lifestyle_poet_xp_gain_mult = 0.1
	}
	province_modifier = {
		development_growth_factor = 0.025
		county_opinion_add = 2
	}
	ai_value = {
		value = 9
		add = estate_building_ai_modifier_value
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/rice_fish_duck_ponds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
	}
}
rice_fish_duck_ponds_03 = {
	construction_time = @eba_upgrade_construction_time_3
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_fish_duck_ponds_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = rice_field_04 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_3_value
		}
	}
	parameters = {
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_gold_mult = 0.03
		trait_track_lifestyle_poet_xp_gain_mult = 0.1
	}
	province_modifier = {
		development_growth_factor = 0.025
		county_opinion_add = 2
	}
	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/rice_fish_duck_ponds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
	}
}
rice_fish_duck_ponds_04 = {
	construction_time = @eba_upgrade_construction_time_4
	allowed_domicile_types = { estate }
	slot_type = internal
	previous_building = rice_fish_duck_ponds_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = rice_field_06 }
	}

	cost = {
		gold = {
			value = estate_internal_building_normal_cost_tier_4_value
		}
	}
	parameters = {
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_gold_mult = 0.03
		trait_track_lifestyle_poet_xp_gain_mult = 0.1
	}
	province_modifier = {
		development_growth_factor = 0.025
		county_opinion_add = 2
	}
	ai_value = {
		value = 7
		add = estate_building_ai_modifier_value
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/rice_fish_duck_ponds.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_chinese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_chinese_mask.png"
	}
}
