﻿##################
# ESTATE BUILDINGS
##################

### NOTE: If updating, adding, or changing buildings, ensure the following effects are updated too:
### destroy_random_estate_building_variable_effect
### destroy_random_estate_building_effect

### Estate Main Building - The Villa
settlement_main_01 = {
	slot_type = main
	internal_slots = 2
	construction_time = 730
	allowed_domicile_types = { settlement }

	cost = {
		gold = 100
		prestige = 200
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
		domicile_external_slots_capacity_add = 0
	}

	ai_value = {
		value = 100
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/settlement_main.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/settlement_main_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

settlement_main_02 = {
	slot_type = main
	internal_slots = 4
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_main_01
	
	can_construct = {
	}

	cost = {
		gold = 200
		prestige = 200
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
		domicile_external_slots_capacity_add = 1
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/settlement_main.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/settlement_main_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
	
}

settlement_main_03 = {
	slot_type = main
	internal_slots = 6
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_main_02
	
	can_construct = {
	}

	cost = {
		gold = 400
		prestige = 400
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.5
		domicile_monthly_prestige_mult = 0.02
		domicile_external_slots_capacity_add = 1
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/settlement_main.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/settlement_main_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

settlement_main_04 = {
	slot_type = main
	internal_slots = 8
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_main_03
	
	can_construct = {
	}

	cost = {
		gold = 700
		prestige = 700
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_prestige_add = 0.5
		domicile_monthly_prestige_mult = 0.03
		domicile_external_slots_capacity_add = 1
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/settlement_main.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/settlement_main_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

settlement_main_05 = {
	slot_type = main
	internal_slots = 10
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_main_04
	
	can_construct = {
	}

	cost = {
		gold = 1000
		prestige = 1000
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.75
		domicile_monthly_prestige_add = 0.75
		domicile_monthly_prestige_mult = 0.05
		domicile_external_slots_capacity_add = 1
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/settlement_main.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/settlement_main_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

####################
##### VILLA UPGRADES
### Diplomacy Upgrade
settlement_living_quarters_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		personal_scheme_phase_duration_add = -10
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_living_quarters_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_living_quarters_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		dynasty_house_opinion = 5
		personal_scheme_phase_duration_add = -10
		owned_personal_scheme_success_chance_add = 5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_living_quarters_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_living_quarters_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		personal_scheme_phase_duration_add = -10
		owned_personal_scheme_success_chance_add = 5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_living_quarters_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_living_quarters_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		dynasty_house_opinion = 5
		personal_scheme_phase_duration_add = -10
		owned_personal_scheme_success_chance_add = 5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_living_quarters.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Martial Upgrade
settlement_trophy_room_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_trophy_room_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_trophy_room_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		prowess = 1
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_trophy_room_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_trophy_room_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		advantage = 3
	}

	parameters = {
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_trophy_room_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_trophy_room_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_trophy_room }
				multiply = 0.75
				desc = raid_insight_trophy_room
			}
		}
	}

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		advantage = 3
		prowess = 1
	}

	parameters = {
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_trophy.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Stewardship Upgrade
settlement_office_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_office_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_office_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_office_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_office_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_office_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_office_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_office }
				multiply = 0.75
				desc = raid_insight_office
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_office.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Intrigue Upgrade
settlement_servants_quarters_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		hostile_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_servants_quarters_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_servants_quarters_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}
	
	parameters = {
		estate_unlock_hire_agents_decision = yes
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_servants_quarters_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_servants_quarters_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}
	
	parameters = {
		estate_unlock_hire_agents_decision = yes
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		owned_hostile_scheme_success_chance_add = 5
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_servants_quarters_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_servants_quarters_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_servants_quarters }
				multiply = 0.75
				desc = raid_insight_servants_quarters
			}
		}
	}
	
	parameters = {
		estate_unlock_hire_agents_decision = yes
	}

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		owned_hostile_scheme_success_chance_add = 5
		max_hostile_schemes_add = 1
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_servant.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Learning Upgrade
settlement_library_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_library_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_library_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_library.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

# Observatory sub-branch
settlement_library_observatory_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_library_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		owned_legend_spread_mult = 0.05
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_library_observatory_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_library_observatory_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		owned_legend_spread_mult = 0.05
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_observatory.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

# Education sub-branch
settlement_library_education_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_library_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_increase_physician_aptitude = yes
		estate_reduced_tutor_cost = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 4
	}
	
	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"
	}
}
settlement_library_education_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_library_education_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_library }
				multiply = 0.75
				desc = raid_insight_library
			}
		}
	}
	
	parameters = {
		estate_unlock_tier_5_education = yes
		estate_increase_physician_aptitude = yes
		estate_reduced_tutor_cost = yes
		estate_increased_tutor_aptitude = yes
	}

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
	}
	
	ai_value = {
		value = 3
	}
	
	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"
	}
}

### Bath
settlement_bath_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
	}

	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_bath_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_bath_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
		epidemic_resistance = 2
	}

	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_bath_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_bath_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
		epidemic_resistance = 3
	}

	parameters = {
		estate_increase_safe_treatment_success_1 = yes
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_bath_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_bath_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_bath }
				multiply = 0.75
				desc = raid_insight_bath
			}
		}
	}

	character_modifier = {
		negate_health_penalty_add = 0.05
		attraction_opinion = 3
		epidemic_resistance = 5
	}

	parameters = {
		estate_increase_safe_treatment_success_2 = yes
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_bath.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Guest Room
settlement_guest_room_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		courtier_and_guest_opinion = 2
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_guest_room_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_guest_room_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		courtier_and_guest_opinion = 2
	}

	parameters = {
		increased_success_personal_schemes_1 = yes
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_guest_room_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_guest_room_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		courtier_and_guest_opinion = 2
	}

	parameters = {
		increased_success_personal_schemes_1 = yes
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_guest_room_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_guest_room_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		courtier_and_guest_opinion = 2
	}

	parameters = {
		increased_success_personal_schemes_2 = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_guest_room_05 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_guest_room_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_04 }
	}

	cost = {
		gold = {
			value = 500
			if = {
				limit = { has_character_modifier = raid_insight_guest_room }
				multiply = 0.75
				desc = raid_insight_guest_room
			}
		}
	}

	character_modifier = {
		courtier_and_guest_opinion = 2
	}

	parameters = {
		increased_success_personal_schemes_2 = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Wine Cellar
settlement_wine_cellar_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_wine_cellar }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_unlock_feast_influence_option_1 = yes
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_pillar = heritage_byzantine
				}
			}
			add = 5
		}
	}
	
	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"
	}
}
settlement_wine_cellar_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_wine_cellar_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_wine_cellar }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_unlock_feast_influence_option_2 = yes
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_pillar = heritage_byzantine
				}
			}
			add = 5
		}
	}
	
	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"
	}
}
settlement_wine_cellar_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_wine_cellar_02

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_wine_cellar }
				multiply = 0.75
			}
		}
	}
	
	parameters = {
		estate_unlock_feast_influence_option_3 = yes
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_pillar = heritage_byzantine
				}
			}
			add = 5
		}
	}
	
	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"
	}
}

### Courtyard
settlement_courtyard_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_courtyard }
				multiply = 0.75
				desc = raid_insight_courtyard
			}
		}
	}
	
	parameters = {
		estate_improved_feast_opinion = yes
	}
	
	character_modifier = {
		political_scheme_phase_duration_add = -3
	}
	
	ai_value = {
		value = 6
	}
	
	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"
	}
}
settlement_courtyard_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_courtyard_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_courtyard }
				multiply = 0.75
				desc = raid_insight_courtyard
			}
		}
	}
	
	parameters = {
		estate_improved_feast_opinion = yes
		estate_cheaper_feast_cost = yes
	}
	
	character_modifier = {
		political_scheme_phase_duration_add = -3
	}
	
	ai_value = {
		value = 5
	}
	
	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"
	}
}
settlement_courtyard_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_courtyard_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_courtyard }
				multiply = 0.75
				desc = raid_insight_courtyard
			}
		}
	}
	
	parameters = {
		estate_improved_feast_opinion = yes
		estate_cheaper_feast_cost = yes
	}
	
	character_modifier = {
		political_scheme_phase_duration_add = -3
	}
	
	ai_value = {
		value = 4
	}
	
	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"
	}
}
settlement_courtyard_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_courtyard_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_courtyard }
				multiply = 0.75
				desc = raid_insight_courtyard
			}
		}
	}
	
	parameters = {
		estate_improved_feast_opinion = yes
		estate_cheaper_feast_cost = yes
	}
	
	character_modifier = {
		political_scheme_phase_duration_add = -3
	}
	
	ai_value = {
		value = 3
	}
	
	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"
	}
}

### Prison
settlement_prison_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 6
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_prison_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_prison_01

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	parameters = {
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 6
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_prison_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_prison_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	parameters = {
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
		hostage_renown_mult = 0.05
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 6
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
settlement_prison_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_prison_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_prison }
				multiply = 0.75
				desc = raid_insight_prison
			}
		}
	}
	
	parameters = {
	}
	
	character_modifier = {
		dread_gain_mult = 0.05
		hostage_income_mult = 0.05
		hostage_renown_mult = 0.05
	}
	
	ai_value = {
		value = 3
		if = {
			limit = {
				scope:owner = {
					OR = {
						has_trait = vengeful
						has_trait = callous
						has_trait = sadistic
					}
				}
			}
			add = 6
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Reception Hall
settlement_reception_hall_01 = {
	construction_time = 1000
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	can_construct = {
		dynasty ?= { has_dynasty_perk = glory_legacy_3 }
	}

	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_reception_hall }
				multiply = 0.75
				desc = raid_insight_reception_hall
			}
		}
	}

	character_modifier = {
		monthly_prestige_gain_mult = 0.1
	}

	parameters = {
	}

	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_reception_hall.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

### Cabinet of Curiosities
settlement_cabinet_of_curiosities_01 = {
	construction_time = 1000 
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_main_01

	can_construct = {
		dynasty ?= { has_dynasty_perk = ce1_heroic_legacy_3 }
	}

	cost = {
		gold = {
			value = 200
			if = {
				limit = { has_character_modifier = raid_insight_cabinet_of_curiosities }
				multiply = 0.75
				desc = raid_insight_cabinet_of_curiosities
			}
		}
	}

	character_modifier = {
	}
	
	parameters = {
		can_receive_artifacts = yes
		estate_improved_inspirations_1 = yes
		house_head_can_ask_for_artifacts = yes
	}

	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

settlement_cabinet_of_curiosities_02 = {
	construction_time = 1000 
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_cabinet_of_curiosities_01

	can_construct = {

	}

	cost = {
		gold = {
			value = 400
			if = {
				limit = { has_character_modifier = raid_insight_cabinet_of_curiosities }
				multiply = 0.75
				desc = raid_insight_cabinet_of_curiosities
			}
		}
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.5
	}
	
	parameters = {
		can_receive_artifacts = yes
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
		house_head_can_ask_for_artifacts = yes
	}

	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

settlement_cabinet_of_curiosities_03 = {
	construction_time = 1000 
	allowed_domicile_types = { settlement }
	slot_type = internal
	previous_building = settlement_cabinet_of_curiosities_02

	can_construct = {

	}

	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_cabinet_of_curiosities }
				multiply = 0.75
				desc = raid_insight_cabinet_of_curiosities
			}
		}
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.5
		general_opinion = 10
	}
	
	parameters = {
		can_receive_artifacts = yes
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
		house_head_can_ask_for_artifacts = yes
	}

	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_cabinet_of_curiosities.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

####################
#### BUILDINGS #####
####################
### Temple FEE
settlement_temple_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }

	cost = {
		gold = 50
		piety = 100
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.4
	}
	parameters = {
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/fee_temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
settlement_temple_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_temple_01

	cost = {
		gold = 100
		piety = 200
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.4
	}
	parameters = {
	}
	
	ai_value = {
		value = 7
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/fee_temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

settlement_temple_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_temple_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = 150
		piety = 300
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		monthly_dynasty_prestige_mult = 0.02
	}

	parameters = {
	}
	
	ai_value = {
		value = 7
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/fee_temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

### Temple FEE Sub
settlement_large_temple_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_temple_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_04 }
	}

	cost = {
		gold = 250
		piety = 500
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.5
		monthly_dynasty_prestige_mult = 0.05
	}
	parameters = {
	}
	
	ai_value = {
		value = 7
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/fee_temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

settlement_large_temple_05 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_large_temple_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_05 }
	}

	cost = {
		gold = 350
		piety = 600
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.5
		monthly_dynasty_prestige_mult = 0.08
	}
	parameters = {
	}
	
	ai_value = {
		value = 15
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/fee_temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

# Nornen Schrein sub-branch
settlement_temple_norns_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_temple_03
	
	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_04 }
	}
	
	cost = {
		gold = 250
		piety = 1000
	}
	parameters = {
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		skirmishers_damage_mult = 0.05
		skirmishers_toughness_mult = 0.02
	}

	parameters = {
		estate_unlocks_commission_icon = yes
	}
	
	ai_value = {
		value = 10
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/fee_temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

settlement_temple_norns_05 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_temple_norns_04
	
	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_05 }
	}
	
	cost = {
		gold = 350
		piety = 1200
	}
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_mult = 0.05
		skirmishers_damage_mult = 0.05
		skirmishers_toughness_mult = 0.03
	}

	parameters = {
		estate_unlocks_commission_icon = yes
	}
	
	ai_value = {
		value = 10
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_monastery.dds"
		texture = "gfx/interface/window_domiciles/fee_temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

### FEE Fighting Grounds
settlement_barracks_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }

	cost = {
		gold = 150
		prestige = 300
	}

	character_modifier = {
		skirmishers_damage_mult = 0.05
		skirmishers_toughness_mult = 0.02
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/fee_fighting_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
settlement_barracks_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_barracks_01

	cost = {
		gold = 250
		prestige = 400
	}

	character_modifier = {
		skirmishers_damage_mult = 0.05
		skirmishers_toughness_mult = 0.03
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/fee_fighting_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
settlement_barracks_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_barracks_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = 350
		prestige = 600
	}

	character_modifier = {
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.05
		pikemen_toughness_mult = 0.02
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/fee_fighting_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
settlement_barracks_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_barracks_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = 400
		prestige = 800
	}

	character_modifier = {
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.05
		pikemen_toughness_mult = 0.03
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/fee_fighting_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
settlement_barracks_05 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_barracks_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_04 }
	}

	cost = {
		gold = 500
		prestige = 900
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.05
		light_cavalry_toughness_mult = 0.02
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/fee_fighting_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
settlement_barracks_06 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_barracks_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_05 }
	}

	cost = {
		gold = 600
		prestige = 1000
	}

	character_modifier = {
		light_cavalry_damage_mult = 0.05
		light_cavalry_toughness_mult = 0.03
		heavy_infantry_damage_mult = 0.04
		heavy_infantry_toughness_mult = 0.02
		#men_at_arms_maintenance = -0.02
		#men_at_arms_recruitment_cost = -0.02
	}

	parameters = {
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_barracks.dds"
		texture = "gfx/interface/window_domiciles/fee_fighting_grounds.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}

### FEE Shipyard
settlement_shipyard_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }

	cost = {
		gold = 100
		prestige = 100
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		raid_speed = 0.5
		 naval_movement_speed_mult = 0.2
	}

	parameters = {
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/fee_shipyard.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}

settlement_shipyard_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_shipyard_01

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = 150
		prestige = 200
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		raid_speed = 0.5
		naval_movement_speed_mult = 0.3
	}

	parameters = {
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/fee_shipyard.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}

settlement_shipyard_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_shipyard_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_04 }
	}

	cost = {
		gold = 200
		prestige = 300
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		raid_speed = 1.0
		naval_movement_speed_mult = 0.5
	}

	parameters = {
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/fee_shipyard.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}


### Smith
settlement_smith_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }

	cost = {
		gold = 200
		prestige = 50
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.3
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/fee_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

settlement_smith_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_smith_01

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = 300
		prestige = 100
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/fee_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

settlement_smith_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_smith_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = 400
		prestige = 150
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.7
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/fee_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

settlement_smith_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_smith_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_04 }
	}

	cost = {
		gold = 500
		prestige = 200
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.9
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/fee_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

### FEE Harbour translation and picture
settlement_market_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }

	cost = {
		gold = {
			value = 150
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/fee_harbour.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
settlement_market_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_market_01

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.2
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/fee_harbour.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
settlement_market_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_market_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = {
			value = 450
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth = 0.1
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/fee_harbour.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
settlement_market_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_market_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.8
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/fee_harbour.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
settlement_market_05 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_market_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_04 }
	}

	cost = {
		gold = {
			value = 750
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 1.6
		development_growth = 0.1
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/fee_harbour.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
settlement_market_06 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_market_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_05 }
	}

	cost = {
		gold = {
			value = 900
			if = {
				limit = { has_character_modifier = raid_insight_market }
				multiply = 0.75
				desc = raid_insight_market
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 3.2
		development_growth = 0.1
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/fee_harbour.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}

### Grain Fields
settlement_grain_field_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }

	cost = {
		prestige = 150
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.4
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/fee_farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
settlement_grain_field_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_grain_field_01

	cost = {
		prestige = 300
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.4
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/fee_farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
settlement_grain_field_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_grain_field_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		prestige = 450
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.4
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/fee_farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
settlement_grain_field_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_grain_field_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		prestige = 600
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.4
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/fee_farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
settlement_grain_field_05 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_grain_field_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_04 }
	}

	cost = {
		prestige = 750
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.4
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/fee_farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
settlement_grain_field_06 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_grain_field_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_05 }
	}

	cost = {
		prestige = 900
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.4
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/fee_farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

### FEE Meadhall
settlement_meadhall_01 = {
	construction_time = 730
	allowed_domicile_types = { settlement }

	cost = {
		gold = 150
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.8
		courtier_opinion = 4
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/fee_meadhall.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
settlement_meadhall_02 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_meadhall_01

	cost = {
		gold = 300
	}
	character_modifier = {
		domicile_monthly_prestige_add = 0.8
		courtier_opinion = 4
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/fee_meadhall.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
settlement_meadhall_03 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_meadhall_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_02 }
	}

	cost = {
		gold = 450
	}
	character_modifier = {
		domicile_monthly_prestige_add = 0.8
		courtier_opinion = 4
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/fee_meadhall.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
settlement_meadhall_04 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_meadhall_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_03 }
	}

	cost = {
		gold = 600
	}
	character_modifier = {
		domicile_monthly_prestige_add = 0.8
		courtier_opinion = 4
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/fee_meadhall.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
settlement_meadhall_05 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_meadhall_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_04 }
	}

	cost = {
		gold = 750
	}
	character_modifier = {
		domicile_monthly_prestige_add = 0.8
		courtier_opinion = 4
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/fee_meadhall.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
settlement_meadhall_06 = {
	construction_time = 730
	allowed_domicile_types = { settlement }
	previous_building = settlement_meadhall_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = settlement_main_05 }
	}

	cost = {
		gold = 900
	}
	character_modifier = {
		domicile_monthly_prestige_add = 0.8
		courtier_opinion = 5
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/fee_meadhall.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
