﻿maxout_building_effect = {
	if = {
		limit = {
			OR = {
				has_building = $BUILDING$_07
				has_building = $BUILDING$_06
				has_building = $BUILDING$_05
				has_building = $BUILDING$_04
				has_building = $BUILDING$_03
				has_building = $BUILDING$_02
				has_building = $BUILDING$_01
			}
		}
		add_building = 	$BUILDING$_08
	}
}

maxout_building_fourlevels_effect = {
	if = {
		limit = {
			OR = {
				has_building = $BUILDING$_03
				has_building = $BUILDING$_02
				has_building = $BUILDING$_01
			}
		}
		add_building = 	$BUILDING$_04
	}
}

maxout_building_threelevels_effect = {
	if = {
		limit = {
			OR = {
				has_building = $BUILDING$_02
				has_building = $BUILDING$_01
			}
		}
		add_building = 	$BUILDING$_03
	}
}

maxout_building_twolevels_effect = {
	if = {
		limit = {
			has_building = $BUILDING$_01
		}
		add_building = 	$BUILDING$_02
	}
}
maxout_realm_buildings_effect = {	
	maxout_building_effect = { BUILDING = windmills }
	maxout_building_effect = { BUILDING = watermills }
	maxout_building_effect = { BUILDING = guild_halls }
	maxout_building_effect = { BUILDING = hospices }
	maxout_building_effect = { BUILDING = pastures }
	maxout_building_effect = { BUILDING = outposts }
	maxout_building_effect = { BUILDING = logging_camps }
	maxout_building_effect = { BUILDING = peat_quarries }
	maxout_building_effect = { BUILDING = hill_forts }
	maxout_building_effect = { BUILDING = plantations }
	maxout_building_effect = { BUILDING = quarries }
	maxout_building_effect = { BUILDING = hunting_grounds }
	maxout_building_effect = { BUILDING = military_camps }
	maxout_building_effect = { BUILDING = pastures }
	maxout_building_effect = { BUILDING = ramparts }
	maxout_building_effect = { BUILDING = curtain_walls }
	maxout_building_effect = { BUILDING = watchtowers }
	maxout_building_effect = { BUILDING = cereal_fields }
	maxout_building_effect = { BUILDING = barracks }
	maxout_building_effect = { BUILDING = camel_farms }
	maxout_building_effect = { BUILDING = hill_farms }
	maxout_building_effect = { BUILDING = elephant_pens }
	maxout_building_effect = { BUILDING = common_tradeport }
	maxout_building_effect = { BUILDING = orchards }
	maxout_building_effect = { BUILDING = farm_estates }
	maxout_building_effect = { BUILDING = regimental_grounds }
	maxout_building_effect = { BUILDING = monastic_schools }
	maxout_building_effect = { BUILDING = warrior_lodges }
	maxout_building_effect = { BUILDING = scriptorium }
	maxout_building_effect = { BUILDING = murex_farm }
	maxout_building_effect = { BUILDING = qanats }
	maxout_building_effect = { BUILDING = megalith }
	maxout_building_effect = { BUILDING = stables }
	maxout_building_effect = { BUILDING = smiths }
	maxout_building_effect = { BUILDING = horse_pastures }
	maxout_building_effect = { BUILDING = hillside_grazing }
	maxout_building_effect = { BUILDING = caravanserai }
	maxout_building_effect = { BUILDING = workshops }
	
	
	maxout_building_fourlevels_effect = { BUILDING = castle }
	maxout_building_fourlevels_effect = { BUILDING = city }
	maxout_building_fourlevels_effect = { BUILDING = temple }
	maxout_building_fourlevels_effect = { BUILDING = kutna_hora_mines }
	maxout_building_fourlevels_effect = { BUILDING = rammelsberg_mines }
	maxout_building_fourlevels_effect = { BUILDING = kremnica_mines }
	maxout_building_fourlevels_effect = { BUILDING = falun_mines }
	maxout_building_fourlevels_effect = { BUILDING = schwaz_mines }
	maxout_building_fourlevels_effect = { BUILDING = argentiera_mines }
	maxout_building_fourlevels_effect = { BUILDING = kollur_mines }
	maxout_building_fourlevels_effect = { BUILDING = siderokausia_mines }
	maxout_building_fourlevels_effect = { BUILDING = mali_mines }
	
	maxout_building_threelevels_effect = { BUILDING = military_academy }
	maxout_building_threelevels_effect = { BUILDING = march }
	maxout_building_threelevels_effect = { BUILDING = siege_works }
	maxout_building_threelevels_effect = { BUILDING = royal_armory }
	maxout_building_threelevels_effect = { BUILDING = jousting_lists }
	maxout_building_threelevels_effect = { BUILDING = blacksmiths }
	maxout_building_threelevels_effect = { BUILDING = archery_ranges }
	maxout_building_threelevels_effect = { BUILDING = tax_assessor }
	maxout_building_threelevels_effect = { BUILDING = leisure_palace }
	maxout_building_threelevels_effect = { BUILDING = royal_forest }
	maxout_building_threelevels_effect = { BUILDING = burial_site }
	
	maxout_building_twolevels_effect = { BUILDING = tribe }
	maxout_building_twolevels_effect = { BUILDING = longhouses }
	maxout_building_twolevels_effect = { BUILDING = war_camps }
	maxout_building_twolevels_effect = { BUILDING = palisades }
	maxout_building_twolevels_effect = { BUILDING = market_villages }
	maxout_building_twolevels_effect = { BUILDING = alhambra }
	maxout_building_twolevels_effect = { BUILDING = citadel_of_aleppo }
	maxout_building_twolevels_effect = { BUILDING = hagia_sophia }
}

destroy_anylevel_building_effect = {
	if = {
		limit = { has_building = $BUILDING$_08 }
		remove_building = $BUILDING$_08
	}
	else_if = {
		limit = { has_building = $BUILDING$_07 }
		remove_building = $BUILDING$_07
	}
	else_if = {
		limit = { has_building = $BUILDING$_06 }
		remove_building = $BUILDING$_06
	}
	else_if = {
		limit = { has_building = $BUILDING$_05 }
		remove_building = $BUILDING$_05
	}
	else_if = {
		limit = { has_building = $BUILDING$_04 }
		remove_building = $BUILDING$_04
	}
	else_if = {
		limit = { has_building = $BUILDING$_03 }
		remove_building = $BUILDING$_03
	}
	else_if = {
		limit = { has_building = $BUILDING$_02 }
		remove_building = $BUILDING$_02
	}
	else = { remove_building = $BUILDING$_01 }
}
	


clear_vanilla_buildings_effect = {
	destroy_anylevel_building_effect = { BUILDING = stables }
	destroy_anylevel_building_effect = { BUILDING = hospices }
	destroy_anylevel_building_effect = { BUILDING = pastures }
	destroy_anylevel_building_effect = { BUILDING = outposts }
	destroy_anylevel_building_effect = { BUILDING = logging_camps }
	destroy_anylevel_building_effect = { BUILDING = peat_quarries }
	destroy_anylevel_building_effect = { BUILDING = hill_forts }
	destroy_anylevel_building_effect = { BUILDING = plantations }
	destroy_anylevel_building_effect = { BUILDING = quarries }
	destroy_anylevel_building_effect = { BUILDING = hunting_grounds }
	destroy_anylevel_building_effect = { BUILDING = military_camps }
	destroy_anylevel_building_effect = { BUILDING = pastures }
	destroy_anylevel_building_effect = { BUILDING = ramparts }
	destroy_anylevel_building_effect = { BUILDING = curtain_walls }
	destroy_anylevel_building_effect = { BUILDING = watchtowers }
	destroy_anylevel_building_effect = { BUILDING = cereal_fields }
	destroy_anylevel_building_effect = { BUILDING = barracks }
	destroy_anylevel_building_effect = { BUILDING = camel_farms }
	destroy_anylevel_building_effect = { BUILDING = hill_farms }
	destroy_anylevel_building_effect = { BUILDING = elephant_pens }
	destroy_anylevel_building_effect = { BUILDING = common_tradeport }
	destroy_anylevel_building_effect = { BUILDING = orchards }
	destroy_anylevel_building_effect = { BUILDING = farm_estates }
	destroy_anylevel_building_effect = { BUILDING = regimental_grounds }
	destroy_anylevel_building_effect = { BUILDING = monastic_schools }
}

maxout_domicile_twolevels_effect = {
	if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_02
		}
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_01
		}
		add_domicile_building =	$BUILDING$_02
	}
}

maxout_domicile_threelevels_effect = {
	if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_03
		}
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_02
		}
		add_domicile_building =	$BUILDING$_03
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_01
		}
		add_domicile_building =	$BUILDING$_02
		add_domicile_building =	$BUILDING$_03
	}
}

maxout_domicile_fourlevels_effect = {
	if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_04
		}
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_03
		}
		add_domicile_building =	$BUILDING$_04
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_02
		}
		add_domicile_building =	$BUILDING$_03
		add_domicile_building =	$BUILDING$_04
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_01
		}
		add_domicile_building =	$BUILDING$_02
		add_domicile_building =	$BUILDING$_03
		add_domicile_building =	$BUILDING$_04
	}
}

maxout_domicile_fivelevels_effect = {
	if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_05
		}
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_04
		}
		add_domicile_building =	$BUILDING$_05
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_03
		}
		add_domicile_building =	$BUILDING$_04
		add_domicile_building =	$BUILDING$_05
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_02
		}
		add_domicile_building =	$BUILDING$_03
		add_domicile_building =	$BUILDING$_04
		add_domicile_building =	$BUILDING$_05
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_01
		}
		add_domicile_building =	$BUILDING$_02
		add_domicile_building =	$BUILDING$_03
		add_domicile_building =	$BUILDING$_04
		add_domicile_building =	$BUILDING$_05
	}
}

maxout_domicile_sixlevels_effect = {
	if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_06
		}
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_05
		}
		add_domicile_building =	$BUILDING$_06
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_04
		}
		add_domicile_building =	$BUILDING$_05
		add_domicile_building =	$BUILDING$_06
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_03
		}
		add_domicile_building =	$BUILDING$_04
		add_domicile_building =	$BUILDING$_05
		add_domicile_building =	$BUILDING$_06
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_02
		}
		add_domicile_building =	$BUILDING$_03
		add_domicile_building =	$BUILDING$_04
		add_domicile_building =	$BUILDING$_05
		add_domicile_building =	$BUILDING$_06
	}
	else_if = {
		limit = {
			has_domicile_building_or_higher = $BUILDING$_01
		}
		add_domicile_building =	$BUILDING$_02
		add_domicile_building =	$BUILDING$_03
		add_domicile_building =	$BUILDING$_04
		add_domicile_building =	$BUILDING$_05
		add_domicile_building =	$BUILDING$_06
	}
}
maxout_camp_buildings_effect = {
	maxout_domicile_fourlevels_effect = { BUILDING = camp_main }
	
	maxout_domicile_sixlevels_effect = { BUILDING = supply_tent }
	maxout_domicile_sixlevels_effect = { BUILDING = barber_tent }
	maxout_domicile_sixlevels_effect = { BUILDING = baggage_train }
	maxout_domicile_sixlevels_effect = { BUILDING = mess_tent }
	maxout_domicile_sixlevels_effect = { BUILDING = camp_fire }
	maxout_domicile_sixlevels_effect = { BUILDING = proving_grounds }
	maxout_domicile_sixlevels_effect = { BUILDING = camp_perimeter }
}

maxout_estate_buildings_effect = {
	maxout_domicile_fivelevels_effect = { BUILDING = estate_main }
	
	
	#Branchable - Two Levels
	maxout_domicile_twolevels_effect = { BUILDING = library }
	maxout_domicile_twolevels_effect = { BUILDING = workshop }
	maxout_domicile_twolevels_effect = { BUILDING = storage }
	
	#Branchable - Three Levels
	maxout_domicile_threelevels_effect = { BUILDING = temple_small }
	maxout_domicile_threelevels_effect = { BUILDING = garden }
	maxout_domicile_threelevels_effect = { BUILDING = stable }
	maxout_domicile_threelevels_effect = { BUILDING = grazing_land }
	
	#Official - Six levels
	maxout_domicile_sixlevels_effect = { BUILDING = market }
	maxout_domicile_sixlevels_effect = { BUILDING = barracks }
	maxout_domicile_sixlevels_effect = { BUILDING = watchtower }
	maxout_domicile_sixlevels_effect = { BUILDING = guest_room }
	maxout_domicile_sixlevels_effect = { BUILDING = grain_field }
	maxout_domicile_sixlevels_effect = { BUILDING = vineyard }
	maxout_domicile_sixlevels_effect = { BUILDING = olive }
	maxout_domicile_sixlevels_effect = { BUILDING = silk }
	
	
	#Official - Five levels
	maxout_domicile_fivelevels_effect = { BUILDING = reception_hall }
	
	
	#Official - Four levels
	maxout_domicile_fourlevels_effect = { BUILDING = living_quarters }	
	maxout_domicile_fourlevels_effect = { BUILDING = trophy_room }
	maxout_domicile_fourlevels_effect = { BUILDING = office }
	maxout_domicile_fourlevels_effect = { BUILDING = servants_quarters }
	maxout_domicile_fourlevels_effect = { BUILDING = bath }
	maxout_domicile_fourlevels_effect = { BUILDING = courtyard }
	maxout_domicile_fourlevels_effect = { BUILDING = grand_solar }
	maxout_domicile_fourlevels_effect = { BUILDING = guardhouse }
	
	
	#Official - Three levels
	maxout_domicile_threelevels_effect = { BUILDING = wine_cellar }
	maxout_domicile_threelevels_effect = { BUILDING = cabinet_of_curiosities }
	
	#Branch - Six levels
	maxout_domicile_sixlevels_effect = { BUILDING = temple_crypt }
	maxout_domicile_sixlevels_effect = { BUILDING = temple_large }
	maxout_domicile_sixlevels_effect = { BUILDING = temple_monastery }
	maxout_domicile_sixlevels_effect = { BUILDING = garden_leisure }
	maxout_domicile_sixlevels_effect = { BUILDING = garden_fruit }
	maxout_domicile_sixlevels_effect = { BUILDING = stable_grand }
	maxout_domicile_sixlevels_effect = { BUILDING = stable_kennel }
	maxout_domicile_sixlevels_effect = { BUILDING = stable_chariot }
	maxout_domicile_sixlevels_effect = { BUILDING = workshop_carpenter }
	maxout_domicile_sixlevels_effect = { BUILDING = workshop_mason }
	maxout_domicile_sixlevels_effect = { BUILDING = workshop_textile }
	maxout_domicile_sixlevels_effect = { BUILDING = horse_pasture }
	maxout_domicile_sixlevels_effect = { BUILDING = camel_pasture }
	maxout_domicile_sixlevels_effect = { BUILDING = elephant_pasture }
	
}