﻿destroy_random_estate_building_variable_effect = { # Domicile scope
	save_scope_as = raid_domicile
	if = {
		limit = { has_variable = destroyed_building_variable }
		remove_variable = destroyed_building_variable
	}
	random_list = { # Which building?
		# Generic/Terrain
		10 = { # barracks : Normal
			trigger = { has_domicile_building_or_higher = barracks_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 0
				months = 1
			}
		}
		10 = { # watchtower : Normal
			trigger = { has_domicile_building_or_higher = watchtower_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 1
				months = 1
			}
		}
		10 = { # guardhouse : Normal
			trigger = { has_domicile_building_or_higher = guardhouse_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 2
				months = 1
			}
		}
		10 = { # garden : Normal
			trigger = { has_domicile_building_or_higher = garden_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 3
				months = 1
			}
		}
		10 = { # stable : Normal
			trigger = { has_domicile_building_or_higher = stable_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 4
				months = 1
			}
		}
		10 = { # workshop : Normal
			trigger = { has_domicile_building_or_higher = workshop_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 5
				months = 1
			}
		}
		10 = { # storage : Normal
			trigger = { has_domicile_building_or_higher = storage_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 6
				months = 1
			}
		}
		10 = { # market : Normal
			trigger = { has_domicile_building_or_higher = market_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 7
				months = 1
			}
		}
		10 = { # grazing_land : Normal
			trigger = { has_domicile_building_or_higher = grazing_land_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 8
				months = 1
			}
		}
		10 = { # grain_field : Normal
			trigger = { has_domicile_building_or_higher = grain_field_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 9
				months = 1
			}
		}
		10 = { # living_quarters : Normal
			trigger = { has_domicile_building_or_higher = living_quarters_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 10
				months = 1
			}
		}
		10 = { # vineyard : Normal
			trigger = { has_domicile_building_or_higher = vineyard_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 11
				months = 1
			}
		}
		10 = { # olive : Normal
			trigger = { has_domicile_building_or_higher = olive_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 12
				months = 1
			}
		}
		10 = { # temple : Normal
			trigger = { has_domicile_building_or_higher = temple_small_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 13
				months = 1
			}
		}
		10 = { # grand_solar : Normal
			trigger = { has_domicile_building_or_higher = grand_solar_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 14
				months = 1
			}
		}
		10 = { # cabinet_of_curiosities : Normal
			trigger = { has_domicile_building_or_higher = cabinet_of_curiosities_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 15
				months = 1
			}
		}
		10 = { # reception_hall : Normal
			trigger = { has_domicile_building_or_higher = reception_hall_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 16
				months = 1
			}
		}
		10 = { # prison : Normal
			trigger = { has_domicile_building_or_higher = prison_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 17
				months = 1
			}
		}
		10 = { # courtyard : Normal
			trigger = { has_domicile_building_or_higher = courtyard_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 18
				months = 1
			}
		}
		10 = { # wine_cellar : Normal
			trigger = { has_domicile_building_or_higher = wine_cellar_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 19
				months = 1
			}
		}
		10 = { # guest_room : Normal
			trigger = { has_domicile_building_or_higher = guest_room_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 20
				months = 1
			}
		}
		10 = { # bath : Normal
			trigger = { has_domicile_building_or_higher = bath_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 21
				months = 1
			}
		}
		10 = { # library : Normal
			trigger = { has_domicile_building_or_higher = library_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 22
				months = 1
			}
		}
		10 = { # servants_quarters : Normal
			trigger = { has_domicile_building_or_higher = servants_quarters_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 23
				months = 1
			}
		}
		10 = { # office : Normal
			trigger = { has_domicile_building_or_higher = office_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 24
				months = 1
			}
		}
		10 = { # trophy_room : Normal
			trigger = { has_domicile_building_or_higher = trophy_room_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 25
				months = 1
			}
		}
		10 = { # silk : Normal
			trigger = { has_domicile_building_or_higher = silk_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 26
				months = 1
			}
		}

		## EBA
		# 神龛
		5 = {
			trigger = { has_domicile_building_or_higher = temple_monument_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 27
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = temple_hall_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 28
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = temple_archive_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 29
				months = 1
			}
		}
		# 兵营
		5 = {
			trigger = { has_domicile_building_or_higher = barracks_knight_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 30
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = barracks_training_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 31
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = barracks_levies_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 32
				months = 1
			}
		}
		# 塔楼
		5 = {
			trigger = { has_domicile_building_or_higher = watchtower_fort_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 33
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = watchtower_range_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 34
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = watchtower_sentry_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 35
				months = 1
			}
		}
		# 警卫
		5 = {
			trigger = { has_domicile_building_or_higher = guardhouse_guard_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 36
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = guardhouse_officer_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 37
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = guardhouse_spy_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 38
				months = 1
			}
		}
		# 花园
		5 = {
			trigger = { has_domicile_building_or_higher = garden_gardener_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 39
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = garden_herb_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 40
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = garden_maze_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 41
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = garden_wine_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 42
				months = 1
			}
		}
		# 马厩
		5 = {
			trigger = { has_domicile_building_or_higher = stabl_knight_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 43
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = stable_caravanserai_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 44
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = stable_race_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 45
				months = 1
			}
		}
		# 工坊
		5 = {
			trigger = { has_domicile_building_or_higher = workshop_apprentice_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 46
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = workshop_smith_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 47
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = workshop_guild_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 48
				months = 1
			}
		}
		# 仓库
		5 = {
			trigger = { has_domicile_building_or_higher = storage_auditor_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 49
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = storage_kitchen_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 50
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = storage_extra_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 51
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = storage_food_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 52
				months = 1
			}
		}
		# 市场
		5 = {
			trigger = { has_domicile_building_or_higher = market_storage_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 53
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = market_tax_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 54
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = market_guild_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 55
				months = 1
			}
		}
		# 牧场
		5 = {
			trigger = { has_domicile_building_or_higher = grazing_pasture_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 56
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = grazing_wool_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 57
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = grazing_cavalry_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 58
				months = 1
			}
		}
		# 粮田
		5 = {
			trigger = { has_domicile_building_or_higher = grain_mill_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 59
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = grain_vegetable_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 60
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = grain_beer_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 61
				months = 1
			}
		}
		# 葡萄
		5 = {
			trigger = { has_domicile_building_or_higher = vineyard_breeding_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 62
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = vineyard_cellar_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 63
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = vineyard_wine_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 64
				months = 1
			}
		}
		# 橄榄
		5 = {
			trigger = { has_domicile_building_or_higher = olive_oil_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 65
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = olive_soap_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 66
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = olive_perfume_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 67
				months = 1
			}
		}
		# 丝绸
		5 = {
			trigger = { has_domicile_building_or_higher = silk_morus_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 68
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = silk_textile_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 69
				months = 1
			}
		}
		5 = {
			trigger = { has_domicile_building_or_higher = silk_trade_01 }
			set_variable = {
				name = destroyed_building_variable
				value = 70
				months = 1
			}
		}
	}
}

destroy_random_estate_building_effect = {
	if = {
		limit = { has_variable = destroyed_building_variable }
		switch = {
			trigger = var:destroyed_building_variable
			0 = { # barracks : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = barracks }
			}
			1 = { # watchtower : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = watchtower }
			}
			2 = { # guardhouse : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = guardhouse }
			}
			3 = { # garden : Cheap
				if = {
					limit = { has_domicile_building_or_higher = garden_leisure_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = garden_leisure }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = garden_fruit_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = garden_fruit }
				}
				else = {
					destroy_or_downgrade_estate_building_3_effect = { BUILDING = garden }
				}
			}
			4 = { # stable : Cheap
				if = {
					limit = { has_domicile_building_or_higher = stable_grand_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_grand }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = stable_kennel_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_kennel }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = stable_chariot_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = stable_chariot }
				}
				else = {
					destroy_or_downgrade_estate_building_3_effect = { BUILDING = stable }
				}
			}
			5 = { # workshop : Cheap
				if = {
					limit = { has_domicile_building_or_higher = workshop_carpenter_03 }
					destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_carpenter }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = workshop_mason_03 }
					destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_mason }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = workshop_textile_03 }
					destroy_or_downgrade_estate_building_2_6_replacement_effect = { BUILDING = workshop_textile }
				}
				else = {
					destroy_or_downgrade_estate_building_2_effect = { BUILDING = workshop }
				}
			}
			6 = { # storage : Cheap
				if = {
					limit = { has_domicile_building_or_higher = storage_warehouse_03 }
					destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = storage_warehouse }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = storage_granary_03 }
					destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = storage_granary }
				}
				else = {
					destroy_or_downgrade_estate_building_2_effect = { BUILDING = storage }
				}
			}
			7 = { # market : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = market }
			}
			8 = { # grazing_land : Cheap
				if = {
					limit = { has_domicile_building_or_higher = horse_pasture_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = horse_pasture }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = camel_pasture_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = camel_pasture }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = elephant_pasture_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = elephant_pasture }
				}
				else = {
					destroy_or_downgrade_estate_building_6_effect = { BUILDING = grazing_land }
				}
			}
			9 = { # grain_field : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = grain_field }
			}
			10 = { # living_quarters : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = living_quarters }
			}
			11 = { # vineyard : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = vineyard }
			}
			12 = { # olive : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = olive }
			}
			13 = { # temple : Cheap
				if = {
					limit = { has_domicile_building_or_higher = temple_crypt_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_crypt }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = temple_large_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_large }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = temple_monastery_04 }
					destroy_or_downgrade_estate_building_3_6_replacement_effect = { BUILDING = temple_monastery }
				}
				else = {
					destroy_or_downgrade_estate_building_3_effect = { BUILDING = temple_small }
				}
			}
			14 = { # grand_solar : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = grand_solar }
			}
			15 = { # cabinet_of_curiosities : Cheap
				destroy_or_downgrade_estate_building_3_effect = { BUILDING = cabinet_of_curiosities }
			}
			16 = { # reception_hall : Cheap
				destroy_or_downgrade_estate_building_5_effect = { BUILDING = reception_hall }
			}
			17 = { # prison : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = prison }
			}
			18 = { # courtyard : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = courtyard }
			}
			19 = { # wine_cellar : Cheap
				destroy_or_downgrade_estate_building_3_effect = { BUILDING = wine_cellar }
			}
			20 = { # guest_room : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = guest_room }
			}
			21 = { # bath : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = bath }
			}
			22 = { # library : Cheap
				if = {
					limit = { has_domicile_building_or_higher = library_observatory_03 }
					destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = library_observatory }
				}
				else_if = {
					limit = { has_domicile_building_or_higher = library_education_03 }
					destroy_or_downgrade_estate_building_2_4_replacement_effect = { BUILDING = library_education }
				}
				else = {
					destroy_or_downgrade_estate_building_2_effect = { BUILDING = library }
				}
			}
			23 = { # servants_quarters : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = servants_quarters }
			}
			24 = { # office : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = office }
			}
			25 = { # trophy_room : Cheap
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = trophy_room }
			}
			26 = { # silk : Cheap
				destroy_or_downgrade_estate_building_6_effect = { BUILDING = silk }
			}
			## EBA
			27 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = temple_monument }
			}
			28 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = temple_hall }
			}
			29 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = temple_archive }
			}
			30 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = barracks_knight }
			}
			31 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = barracks_training }
			}
			32 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = barracks_levies }
			}
			33 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = watchtower_fort }
			}
			34 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = watchtower_range }
			}
			35 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = watchtower_sentry }
			}
			36 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = guardhouse_guard }
			}
			37 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = guardhouse_officer }
			}
			38 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = guardhouse_spy }
			}
			39 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = garden_gardener }
			}
			40 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = garden_herb }
			}
			41 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = garden_maze }
			}
			42 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = garden_wine }
			}
			43 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = stabl_knight }
			}
			44 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = stable_caravanserai }
			}
			45 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = stable_race }
			}
			46 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = workshop_apprentice }
			}
			47 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = workshop_smith }
			}
			48 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = workshop_guild }
			}
			49 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = storage_auditor }
			}
			50 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = storage_kitchen }
			}
			51 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = storage_extra }
			}
			52 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = storage_food }
			}
			53 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = market_storage }
			}
			54 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = market_tax }
			}
			55 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = market_guild }
			}
			56 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = grazing_pasture }
			}
			57 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = grazing_wool }
			}
			58 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = grazing_cavalry }
			}
			59 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = grain_mill }
			}
			60 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = grain_vegetable }
			}
			61 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = grain_beer }
			}
			62 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = vineyard_breeding }
			}
			63 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = vineyard_cellar }
			}
			64 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = vineyard_wine }
			}
			65 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = olive_oil }
			}
			66 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = olive_soap }
			}
			67 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = olive_perfume }
			}
			68 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = silk_morus }
			}
			69 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = silk_textile }
			}
			70 = {
				destroy_or_downgrade_estate_building_4_effect = { BUILDING = silk_trade }
			}
		}
		remove_variable = destroyed_building_variable
	}
}

# # 修复符牌建筑无法升到3级bug
# mpo_paiza_improve_maa_smol_effect = {
# 	add_character_modifier = mpo_paiza_improve_maa_modifier
# 	add_character_flag = paiza_metal_trade_yurt_flag
# 	domicile ?= {
# 		switch = {
# 			trigger = has_domicile_building
# 			paiza_metal_trade_yurt_01 = {
# 				add_domicile_building = paiza_metal_trade_yurt_02
# 			}
# 			paiza_metal_trade_yurt_02 = {
# 				add_domicile_building = paiza_metal_trade_yurt_03
# 			}
# 			paiza_metal_trade_yurt_03 = {
# 				custom_tooltip = paiza_metal_yurt_smol_block
# 			}
# 		}
# 		if = {
# 			limit = {
# 				NOT = {
# 					has_domicile_building_or_higher = paiza_metal_trade_yurt_01
# 				}
# 			}
# 			add_domicile_building = paiza_metal_trade_yurt_01
# 		}
# 	}
# 	remove_character_flag = paiza_metal_trade_yurt_flag	
# }

# mpo_paiza_improve_maa_effect = {
# 	add_character_modifier = mpo_paiza_improve_maa_modifier
# 	add_character_flag = paiza_metal_trade_yurt_flag
# 	domicile ?= {
# 		switch = {
# 			trigger = has_domicile_building
# 			paiza_metal_trade_yurt_01 = {
# 				add_domicile_building = paiza_metal_trade_yurt_02
# 			}
# 			paiza_metal_trade_yurt_02 = {
# 				add_domicile_building = paiza_metal_trade_yurt_03
# 			}
# 			paiza_metal_trade_yurt_03 = {
# 				add_domicile_building = paiza_metal_trade_yurt_04
# 			}
# 			paiza_metal_trade_yurt_04 = {
# 				add_domicile_building = paiza_metal_trade_yurt_05
# 			}
# 			paiza_metal_trade_yurt_05 = {
# 				add_domicile_building = paiza_metal_trade_yurt_06
# 			}
# 		}
# 		if = {
# 			limit = {
# 				NOT = {
# 					has_domicile_building_or_higher = paiza_metal_trade_yurt_01
# 				}
# 			}
# 			add_domicile_building = paiza_metal_trade_yurt_01
# 		}
# 	}
# 	remove_character_flag = paiza_metal_trade_yurt_flag
# }

fill_external_estate_building_effect = {
	switch = {
		trigger = has_domicile_building_or_higher
		estate_main_05 = { # 6/12
			while = {
				limit = { free_external_domicile_building_slots >= 6 }
				add_random_external_estate_building = yes
			}
		}
		estate_main_04 = { # 5/10
			while = {
				limit = { free_external_domicile_building_slots >= 7 }
				add_random_external_estate_building = yes
			}
		}
		estate_main_03 = { # 4/8
			while = {
				limit = { free_external_domicile_building_slots >= 8 }
				add_random_external_estate_building = yes
			}
		}
		estate_main_02 = { # 3/6
			while = {
				limit = { free_external_domicile_building_slots >= 9 }
				add_random_external_estate_building = yes
			}
		}
		estate_main_01 = { # 2/4
			while = {
				limit = { free_external_domicile_building_slots >= 10 }
				add_random_external_estate_building = yes
			}
		}
	}
}

fill_external_east_asian_estate_building_effect = {
	switch = {
		trigger = has_domicile_building_or_higher
		east_asian_estate_main_05 = { # 6/12
			while = {
				# count = 10
				limit = { free_external_domicile_building_slots >= 9 }
				add_random_external_east_asian_estate_building = yes
			}
		}
		east_asian_estate_main_04 = { # 5/10
			while = {
				# count = 8
				limit = { free_external_domicile_building_slots >= 10 }
				add_random_external_east_asian_estate_building = yes
			}
		}
		east_asian_estate_main_03 = { # 4/8
			while = {
				# count = 6
				limit = { free_external_domicile_building_slots >= 11 }
				add_random_external_east_asian_estate_building = yes
			}
		}
		east_asian_estate_main_02 = { # 3/6
			while = {
				# count = 4
				limit = { free_external_domicile_building_slots >= 12 } # +8
				add_random_external_east_asian_estate_building = yes
			}
		}
		east_asian_estate_main_01 = { # 2/4
			while = {
				# count = 2
				limit = { free_external_domicile_building_slots >= 12 }
				add_random_external_east_asian_estate_building = yes
			}
		}
	}
}

fill_external_japanese_manor_building_effect = {
	switch = {
		trigger = has_domicile_building_or_higher
		japanese_manor_main_05 = {
			while = {
				# count = 4
				limit = { free_external_domicile_building_slots >= 6 }
				add_random_external_japanese_manor_building = yes
			}
		}
		japanese_manor_main_04 = {
			while = {
				# count = 4
				limit = { free_external_domicile_building_slots >= 7 }
				add_random_external_japanese_manor_building = yes
			}
		}
		japanese_manor_main_03 = {
			while = {
				# count = 3
				limit = { free_external_domicile_building_slots >= 8 }
				add_random_external_japanese_manor_building = yes
			}
		}
		japanese_manor_main_02 = {
			while = {
				# count = 3
				limit = { free_external_domicile_building_slots >= 9 }
				add_random_external_japanese_manor_building = yes
			}
		}
		japanese_manor_main_01 = {
			while = {
				# count = 2
				limit = { free_external_domicile_building_slots >= 10 }
				add_random_external_japanese_manor_building = yes
			}
		}
	}
}
