﻿##################
# CASTLE BUILDINGS
##################

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

### Estate Main Building - The Villa
castle_main_01 = {
	slot_type = main
	internal_slots = 13
	construction_time = 720
	allowed_domicile_types = { castle }

	cost = {
		gold = 150
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_external_slots_capacity_add = 14
	}

	ai_value = {
		value = 100
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/Jpv1.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/Jpv1.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

castle_main_02 = {
	slot_type = main
	internal_slots = 13
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_main_01
	
	can_construct = {
		culture ?= { has_innovation = innovation_city_planning }
	}

	cost = {
		gold = 400
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_external_slots_capacity_add = 0
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds"
		texture = "gfx/interface/window_domiciles/jpv2.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds"
		texture = "gfx/interface/window_domiciles/jpv2.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_manor.dds"
		texture = "gfx/interface/window_domiciles/jpv2.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_manor_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

castle_main_03 = {
	slot_type = main
	internal_slots = 13
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_main_02
	
	can_construct = {
		culture ?= { has_innovation = innovation_manorialism }
	}

	cost = {
		gold = 800
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.02
		domicile_external_slots_capacity_add = 0
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds"
		texture = "gfx/interface/window_domiciles/jpv3.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds"
		texture = "gfx/interface/window_domiciles/ejpv3.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_mansion.dds"
		texture = "gfx/interface/window_domiciles/jpv3.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_mansion_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

castle_main_04 = {
	slot_type = main
	internal_slots = 13
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_main_03
	
	can_construct = {
		culture ?= { has_innovation = innovation_development_03 }
	}

	cost = {
		gold = 1400
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.5
		domicile_monthly_gold_mult = 0.03
		domicile_external_slots_capacity_add = 0
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds"
		texture = "gfx/interface/window_domiciles/jpv4.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds"
		texture = "gfx/interface/window_domiciles/jpv4.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_estate.dds"
		texture = "gfx/interface/window_domiciles/jpv4.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_estate_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

castle_main_05 = {
	slot_type = main
	internal_slots = 13
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_main_04
	
	can_construct = {
		culture ?= { has_innovation = innovation_cranes }
	}

	cost = {
		gold = 2000
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.75
		domicile_monthly_gold_mult = 0.05
		domicile_external_slots_capacity_add = 0
	}

	ai_value = {
		value = 100
	}
	
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds"
		texture = "gfx/interface/window_domiciles/jpv5.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds"
		texture = "gfx/interface/window_domiciles/jpv5.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds"
		texture = "gfx/interface/window_domiciles/jpv5.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}

####################
##### VILLA UPGRADES
### Diplomacy Upgrade
castle_living_quarters_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_living_quarters_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_living_quarters_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_living_quarters_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_living_quarters_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_living_quarters_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
castle_trophy_room_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_trophy_room_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_trophy_room_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_trophy_room_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_trophy_room_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_trophy_room_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
castle_office_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_office_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_office_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_office_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_office_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_office_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
castle_servants_quarters_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_servants_quarters_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_servants_quarters_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_servants_quarters_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_servants_quarters_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_servants_quarters_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
castle_library_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_library_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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
castle_library_observatory_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_library_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_library_observatory_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_library_observatory_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
castle_library_education_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_library_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_library_education_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_library_education_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
castle_bath_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_bath_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_bath_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_bath_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_bath_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_bath_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
castle_guest_room_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_guest_room_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_guest_room_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_guest_room_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_guest_room_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_guest_room_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_guest_room_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_guest_room_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

	cost = {
		gold = {
			value = 50
			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
castle_wine_cellar_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_wine_cellar_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_wine_cellar_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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
castle_courtyard_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_courtyard_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_courtyard_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_courtyard_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_courtyard_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_courtyard_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
castle_prison_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_prison_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}
castle_prison_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_prison_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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"
	}
}
castle_prison_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_prison_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
castle_reception_hall_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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
castle_cabinet_of_curiosities_01 = {
	construction_time = 720 
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_main_01

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

	cost = {
		gold = {
			value = 100
			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"
	}
}

castle_cabinet_of_curiosities_02 = {
	construction_time = 720 
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}

castle_cabinet_of_curiosities_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_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"
	}
}

### Grand Solar
castle_grand_solar_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_main_01

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_grand_solar }
				multiply = 0.75
				desc = raid_insight_grand_solar
			}
		}
	}

	character_modifier = {
		dynasty_opinion = 5
		stress_gain_mult = -0.05
	}

	ai_value = {
		value = 8
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_solar.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}

castle_grand_solar_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_grand_solar_01

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_grand_solar }
				multiply = 0.75
				desc = raid_insight_grand_solar
			}
		}
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.1
		dynasty_opinion = 5
		stress_gain_mult = -0.1
	}

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

castle_grand_solar_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	slot_type = internal
	previous_building = castle_grand_solar_02

	parameters = {
		solar_white_peace_stress_loss = yes
	}

	cost = {
		gold = {
			value = estate_internal_building_high_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_grand_solar }
				multiply = 0.75
				desc = raid_insight_grand_solar
			}
		}
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.1
		dynasty_opinion = 5
		stress_gain_mult = -0.1
	}

	ai_value = {
		value = 4
		add = estate_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_solar.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 Building
castle_temple_small_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		domicile_monthly_piety_add = 0.1
	}
	parameters = {
	}
	
	ai_value = {
		value = 8
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_altar.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
castle_temple_small_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_small_01

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

	character_modifier = {
		domicile_monthly_piety_add = 0.1
	}
	parameters = {
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_altar.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
castle_temple_small_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_small_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		domicile_monthly_piety_add = 0.1
	}
	parameters = {
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_Temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

# Crypt sub-branch
castle_temple_crypt_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_small_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							has_cultural_tradition = tradition_mystical_ancestors
						}
						faith ?= { has_doctrine = tenet_ancestor_worship }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_Temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
castle_temple_crypt_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_crypt_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							has_cultural_tradition = tradition_mystical_ancestors
						}
						faith ?= { has_doctrine = tenet_ancestor_worship }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_Temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
castle_temple_crypt_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_crypt_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		monthly_dynasty_prestige_mult = 0.05
	}
	
	ai_value = {
		value = 3
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							has_cultural_tradition = tradition_mystical_ancestors
						}
						faith ?= { has_doctrine = tenet_ancestor_worship }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_Temple.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

# Temple sub-branch
castle_temple_large_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_small_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		domicile_monthly_gold_add = 0.3
		clergy_opinion = 5
	}
	parameters = {
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_pagoda.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
castle_temple_large_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_large_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		domicile_monthly_piety_add = 0.2
		domicile_monthly_gold_add = 0.4
		clergy_opinion = 5
	}
	parameters = {
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_pagoda.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
castle_temple_large_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_large_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		domicile_monthly_piety_add = 0.3
		domicile_monthly_gold_add = 0.5
		clergy_opinion = 5
	}

	parameters = {
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_pagoda.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

# Monastery sub-branch
castle_temple_monastery_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_small_03
	
	can_construct = {
		faith = { has_doctrine = tenet_monasticism }
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}
	
	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	parameters = {
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		domicile_monthly_gold_add = 0.6
	}

	parameters = {
		estate_unlocks_commission_icon = yes
	}
	
	ai_value = {
		value = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_monk.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
castle_temple_monastery_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_monastery_04
	
	can_construct = {
		faith = { has_doctrine = tenet_monasticism }
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}
	
	cost = {
		gold = {
			value = 750
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	parameters = {
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		domicile_monthly_gold_add = 0.8
	}

	parameters = {
		estate_unlocks_commission_icon = yes
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_monk.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}
castle_temple_monastery_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_temple_monastery_05
	
	can_construct = {
		faith = { has_doctrine = tenet_monasticism }
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}
	
	cost = {
		gold = {
			value = 900
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}
	parameters = {
	}

	character_modifier = {
		domicile_monthly_piety_mult = 0.05
		domicile_monthly_gold_add = 1
	}

	parameters = {
		estate_unlocks_commission_icon = yes
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_shrine.dds"
		texture = "gfx/interface/window_domiciles/jp_monk.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
}

### Barracks
castle_barracks_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		#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/jp_Barracks.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
castle_barracks_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_barracks_01

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

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#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/jp_Barracks.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
castle_barracks_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_barracks_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#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/jp_Barracks.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
castle_barracks_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_barracks_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		skirmishers_damage_mult = 0.03
		skirmishers_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#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/jp_Barracks.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
castle_barracks_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_barracks_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		skirmishers_damage_mult = 0.04
		skirmishers_toughness_mult = 0.03
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#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/jp_Barracks.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
castle_barracks_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_barracks_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		skirmishers_damage_mult = 0.04
		skirmishers_toughness_mult = 0.03
		heavy_infantry_damage_mult = 0.02
		heavy_infantry_toughness_mult = 0.01
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		#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/jp_Barracks.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_barracks_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}

### Watchtower
castle_watchtower_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		hostile_raid_time = 0.1
	}

	parameters = {
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/jp_Tower.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
castle_watchtower_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_watchtower_01

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

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

	parameters = {
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/jp_Tower.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
castle_watchtower_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_watchtower_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.1
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/jp_Tower.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
castle_watchtower_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_watchtower_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.2
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/jp_Tower2.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
castle_watchtower_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_watchtower_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

	cost = {
		gold = {
			value = 750
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.2
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/jp_Tower2.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}
castle_watchtower_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_watchtower_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

	cost = {
		gold = {
			value = 900
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}
	
	parameters = {
		estate_unlock_patrol_decision = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.03
		defender_holding_advantage = 2
		archers_damage_mult = 0.02
		archers_toughness_mult = 0.01
		hostile_raid_time = 0.3
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_watchtower.dds"
		texture = "gfx/interface/window_domiciles/jp_Tower2.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_watchtower_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_watchtower"
	}
}

### Guardhouse
castle_guardhouse_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		enemy_hostile_scheme_success_chance_add = -2
		character_travel_safety = 2
	}

	parameters = {
		house_head_can_ask_for_knight = yes
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/jp_guard.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
castle_guardhouse_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_guardhouse_01

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
		estate_increase_bodyguard_aptitude_1 = yes
		house_head_can_ask_for_knight = yes
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_add = -2
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/jp_guard.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
castle_guardhouse_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_guardhouse_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

	cost = {
		gold = {
			value = 450
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
		estate_increase_bodyguard_aptitude_1 = yes
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_add = -2
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/jp_guard.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
castle_guardhouse_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_guardhouse_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_guardhouse }
				multiply = 0.75
				desc = raid_insight_guardhouse
			}
		}
	}
	
	parameters = {
		estate_increase_bodyguard_aptitude_2 = yes
		house_head_can_ask_for_knight = yes
		house_head_can_ask_for_maa = yes
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_add = -4
		character_travel_safety = 2
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guardhouse.dds"
		texture = "gfx/interface/window_domiciles/jp_guard.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}

### Garden
castle_garden_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}

	parameters = {
		increased_gardener_aptitude_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/jp_garden.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
castle_garden_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_garden_01

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

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}

	parameters = {
		increased_gardener_aptitude_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/jp_garden.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
castle_garden_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_garden_02

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

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		stress_loss_mult = 0.05
	}

	parameters = {
		increased_gardener_aptitude_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/jp_garden.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}

# Leisure Garden sub-branch
castle_garden_leisure_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_garden_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.05
		fertility = 0.05
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_garden_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/jp_garden2.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
castle_garden_leisure_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_garden_leisure_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.1
		fertility = 0.05
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
		scope:owner = {
			random = {
				chance = 75
				add_character_flag = {
					flag = domicile_new_built_castle_garden_leisure
					months = 1
				}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/jp_garden2.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
castle_garden_leisure_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_garden_leisure_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		courtier_opinion = 5
		stress_loss_mult = 0.1
		fertility = 0.05
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_garden_leisure
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 3
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/jp_garden2.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}

# Fruit Garden sub-branch
castle_garden_fruit_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_garden_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.05
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/jp_garden3.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
castle_garden_fruit_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_garden_fruit_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.1
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/jp_garden3.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}
castle_garden_fruit_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_garden_fruit_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		development_growth = 0.1
		negate_health_penalty_add = 0.15
	}

	parameters = {
		increased_gardener_aptitude_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_garden_fruit
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 3
		if = {
			limit = {
				scope:owner = {
					OR = {
						culture ?= {
							OR = {
								has_cultural_tradition = tradition_gardening
								has_cultural_tradition = tradition_fp3_irrigation_experts
								has_cultural_tradition = tradition_sacred_groves
							}
						}
						faith ?= { has_doctrine = tenet_sanctity_of_nature }
					}
				}
			}
			add = 10
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/jp_garden3.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
}

### Stable
castle_stable_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Stable.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
castle_stable_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_01

	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Stable.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
castle_stable_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_02

	cost = {
		gold = {
			value = 450
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Stable.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}

# Grand Stable sub-branch
castle_stable_grand_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.05
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Stable.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
castle_stable_grand_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_grand_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

	cost = {
		gold = {
			value = 750
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_increase_master_of_horse_aptitude = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.1
		domicile_monthly_prestige_add = 0.2
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Stable.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
castle_stable_grand_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_grand_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

	cost = {
		gold = {
			value = 900
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_increase_master_of_horse_aptitude = yes
	}

	character_modifier = {
		character_travel_speed_mult = 0.15
		domicile_monthly_prestige_add = 0.3
		movement_speed = 0.01
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Stable.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}

# Kennel sub-branch
castle_stable_kennel_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		kennels_more_successful_hunts_1 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.1
		prowess = 1
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Kennel.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
castle_stable_kennel_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_kennel_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

	cost = {
		gold = {
			value = 750
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		estate_cheaper_hunt_cost = yes
		kennels_more_successful_hunts_1 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.1
		diplomacy = 1
	}
	
	ai_value = {
		value = 4
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Kennel.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
castle_stable_kennel_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_kennel_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

	cost = {
		gold = {
			value = 900
			if = {
				limit = { has_character_modifier = raid_insight_stable }
				multiply = 0.75
				desc = raid_insight_stable
			}
		}
	}
	
	parameters = {
		estate_unlock_mount_travel_option = yes
		estate_unlock_adopt_puppy_decision = yes
		estate_cheaper_hunt_cost = yes
		estate_increase_master_of_hunt_aptitude = yes
		kennels_more_successful_hunts_2 = yes
	}

	character_modifier = {
		stress_gain_mult = -0.2
		prowess = 1
	}
	
	ai_value = {
		value = 3
		if = {
			limit = {
				scope:owner.culture ?= {
					has_cultural_tradition = tradition_hunters
				}
			}
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Kennel.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}

# War Stable (FEE Custom)
castle_stable_war_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		movement_speed = 0.01
		light_cavalry_damage_mult = 0.03
		light_cavalry_toughness_mult = 0.01
		heavy_cavalry_damage_mult = 0.03
		heavy_cavalry_toughness_mult = 0.01
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Stable.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
castle_stable_war_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_war_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		movement_speed = 0.01
		light_cavalry_damage_mult = 0.03
		light_cavalry_toughness_mult = 0.02
		heavy_cavalry_damage_mult = 0.03
		heavy_cavalry_toughness_mult = 0.02
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Stable.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}
castle_stable_war_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_stable_war_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		movement_speed = 0.01
		light_cavalry_damage_mult = 0.04
		light_cavalry_toughness_mult = 0.02
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_stable.dds"
		texture = "gfx/interface/window_domiciles/jp_Stable.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_stable_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_stable"
	}
}

### Workshop
castle_workshop_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_01

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

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

# Carpenter sub-branch
castle_workshop_carpenter_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_carpenter.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_carpenter_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_carpenter_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_1 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_carpenter.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_carpenter_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_carpenter_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

	cost = {
		gold = {
			value = 750
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_carpenter.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_carpenter_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_carpenter_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

	cost = {
		gold = {
			value = 900
			if = {
				limit = { has_character_modifier = raid_insight_workshop }
				multiply = 0.75
				desc = raid_insight_workshop
			}
		}
	}
	
	parameters = {
		estate_improved_inspirations_2 = yes
		estate_reduce_commission_artifact_cost = yes
		estate_increase_antiquarian_aptitude = yes
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_carpenter.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

# Mason sub-branch
castle_workshop_mason_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_mason_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_mason_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_mason_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_mason_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_mason_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_mason_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_speed = -0.05
		build_gold_cost = -0.05
		holding_build_gold_cost = -0.05
		holding_build_speed = -0.05
		domicile_build_speed = -0.05
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_smith.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

# Textile sub-branch
castle_workshop_textile_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_weaver.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_textile_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_textile_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_1 = yes
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_weaver.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_textile_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_textile_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_weaver.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
castle_workshop_textile_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_workshop_textile_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.2
		domicile_monthly_prestige_mult = 0.05
	}

	parameters = {
		estate_improved_inspirations_2 = yes
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_workshop.dds"
		texture = "gfx/interface/window_domiciles/jp_weaver.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}

### Storage
castle_storage_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		supply_capacity_mult = 0.1
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/jp_storage.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}
castle_storage_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_storage_01

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

	character_modifier = {
		supply_capacity_mult = 0.15
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/jp_storage.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}

# Warehouse sub-branch
castle_storage_warehouse_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_storage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.05
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/jp_storage.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}
castle_storage_warehouse_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_storage_warehouse_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		build_gold_cost = -0.1
	}

	parameters = {
		house_head_can_ask_building_support = yes
	}
	
	ai_value = {
		value = 5
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/jp_storage.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}

# Granary sub-branch
castle_storage_granary_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_storage_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		development_growth_factor = 0.05
		epidemic_resistance = 2
		county_opinion_add = 10
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/jp_storage.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}
castle_storage_granary_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_storage_granary_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_storage }
				multiply = 0.75
				desc = raid_insight_storage
			}
		}
	}
	
	parameters = {
		estate_unlock_granary_decision = yes
	}

	character_modifier = {
		development_growth_factor = 0.1
		epidemic_resistance = 5
		county_opinion_add = 10
	}
	
	ai_value = {
		value = 5
		if = {
			limit = {
				has_domicile_building_or_higher = estate_grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_storage.dds"
		texture = "gfx/interface/window_domiciles/jp_storage.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
}

### Market
castle_market_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

	cost = {
		gold = {
			value = 100
			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 = 8
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = castle_grain_field_01
					has_domicile_building_or_higher = castle_vineyard_01
					has_domicile_building_or_higher = castle_olive_01
				}
			}
			add = 20
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/jp_market.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
castle_market_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_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/jp_market.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
castle_market_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_market_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/jp_market.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
castle_market_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_market_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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/jp_market.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
castle_market_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_market_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
	}
	
	ai_value = {
		value = 4
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/jp_market.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}
castle_market_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_market_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_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
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_market.dds"
		texture = "gfx/interface/window_domiciles/jp_market.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_market_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_market"
	}
}

### Grazing Lands
castle_grazing_land_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = 0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/jp_pasture.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}
}
castle_grazing_land_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grazing_land_01

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

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = 0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_1 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/jp_pasture.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}

}
castle_grazing_land_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grazing_land_02

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

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = 0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_2 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/jp_pasture.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}

}
castle_grazing_land_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grazing_land_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = 0.05
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = 0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_2 = yes
	}

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

}
castle_grazing_land_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grazing_land_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = 0.05
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = 0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_3 = yes
	}

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

}
castle_grazing_land_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grazing_land_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		light_cavalry_damage_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_maintenance_mult = 0.05
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.02
		heavy_cavalry_maintenance_mult = 0.05
	}

	parameters = {
		cheaper_grain_fields_buildings_3 = yes
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grazing_land
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 3
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/jp_pasture.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}

}

# Horse Archer sub-branch
castle_horse_pasture_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grazing_land_03

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_maintenance_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 10
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/jp_Harcher.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}

}
castle_horse_pasture_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_horse_pasture_04

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_maintenance_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/jp_Harcher.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}

}
castle_horse_pasture_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_horse_pasture_05

	can_construct = {
		can_recruit_archer_cavalry_trigger = yes
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		archer_cavalry_damage_mult = 0.04
		archer_cavalry_toughness_mult = 0.02
		archer_cavalry_maintenance_mult = 0.1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_horse_pasture
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grazing.dds"
		texture = "gfx/interface/window_domiciles/jp_Harcher.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grazing_fields_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grazing_lands"
	}

}

### Grain Fields
castle_grain_field_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

	cost = {
		gold = {
			add = {
				value = 100
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

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

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = castle_vineyard_01
					has_domicile_building_or_higher = castle_olive_01
					has_domicile_building_or_higher = castle_market_01
				}
			}
			add = 20
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/jp_Rice.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
castle_grain_field_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grain_field_01

	cost = {
		gold = {
			add = {
				value = 30
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}
	character_modifier = {
		domicile_monthly_gold_add = 0.4
		development_growth_factor = 0.04
		supply_limit_mult = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/jp_Rice.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
castle_grain_field_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grain_field_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

	cost = {
		gold = {
			add = {
				value = 450
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

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

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/jp_Rice.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
castle_grain_field_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grain_field_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

	cost = {
		gold = {
			add = {
				value = 600
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

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

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/jp_Rice.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
castle_grain_field_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grain_field_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

	cost = {
		gold = {
			add = {
				value = 750
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

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

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/jp_Rice.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}
castle_grain_field_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_grain_field_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

	cost = {
		gold = {
			add = {
				value = 900
				if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_1 }
					}
					multiply = 0.85
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_2 }
					}
					multiply = 0.75
					desc = grazing_land_in_domicile
				}
				else_if = {
					limit = {
						domicile ?= { has_domicile_parameter = cheaper_grain_fields_buildings_3 }
					}
					multiply = 0.65
					desc = grazing_land_in_domicile
				}
				if = {
					limit = { has_character_modifier = raid_insight_grain_field }
					multiply = 0.75
					desc = raid_insight_grain_field
				}
			}
		}
	}

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

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_grain_field
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grain.dds"
		texture = "gfx/interface/window_domiciles/jp_Rice.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

### Vineyard
castle_vineyard_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_monthly_influence_add = 0.025
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
		if = { # Let's make sure the AI builds at least one good income building
			limit = {
				NOR = {
					has_domicile_building_or_higher = castle_grain_field_01
					has_domicile_building_or_higher = castle_olive_01
					has_domicile_building_or_higher = castle_market_01
				}
			}
			add = 20
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/jp_sake.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
castle_vineyard_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_vineyard_01

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

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_monthly_influence_add = 0.05
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 8
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/jp_sake.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
castle_vineyard_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_vineyard_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_monthly_influence_add = 0.075
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/jp_sake.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
castle_vineyard_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_vineyard_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_monthly_influence_add = 0.1
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/jp_sake.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
castle_vineyard_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_vineyard_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_monthly_influence_add = 0.125
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/jp_sake.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}
castle_vineyard_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_vineyard_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		domicile_monthly_gold_add = 0.25
		domicile_monthly_influence_add = 0.15
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_vineyard
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 6
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture = "gfx/interface/window_domiciles/jp_sake.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_vinyard_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_vineyard"
	}
}


castle_millet_farms_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }

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

	character_modifier = {
		development_growth_factor = 0.05
		epidemic_resistance = 2
		county_opinion_add = 5
		domicile_monthly_gold_add = 0.5
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = castle_grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/jp_Farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

castle_millet_farms_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_millet_farms_01

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

	character_modifier = {
		epidemic_resistance = 2
		county_opinion_add = 2
		domicile_monthly_gold_add = 0.5
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = castle_grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/jp_Farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

castle_millet_farms_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_millet_farms_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_02 }
	}

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

	character_modifier = {
		development_growth_factor = 0.05
		epidemic_resistance = 2
		county_opinion_add = 2
		domicile_monthly_gold_add = 1
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = castle_grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/jp_Farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

castle_millet_farms_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_millet_farms_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_03 }
	}

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

	character_modifier = {
		epidemic_resistance = 3
		county_opinion_add = 2
		domicile_monthly_gold_add = 1
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = castle_grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/jp_Farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

castle_millet_farms_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_millet_farms_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_04 }
	}

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

	character_modifier = {
		development_growth_factor = 0.05
		epidemic_resistance = 3
		county_opinion_add = 2
		domicile_monthly_gold_add = 2
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = castle_grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/jp_Farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

castle_millet_farms_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_millet_farms_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = castle_main_05 }
	}

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

	character_modifier = {
		development_growth_factor = 0.05
		epidemic_resistance = 3
		county_opinion_add = 2
		domicile_monthly_gold_add = 3
	}
	
	ai_value = {
		value = 6
		if = {
			limit = {
				has_domicile_building_or_higher = castle_grain_field_01
			}
			add = 2
		}
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_granary.dds"
		texture = "gfx/interface/window_domiciles/jp_Farm.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grain_fields_byzantine_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_grain_fields"
	}
}

castle_silk_01 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	
	cost = {
		gold = {
			value = 100
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.05
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 15
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/jp_silk.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
castle_silk_02 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_silk_01
	
	cost = {
		gold = {
			value = 300
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.05
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 13
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/jp_silk.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
castle_silk_03 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_silk_02
	
	cost = {
		gold = {
			value = 450
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.05
		owned_political_scheme_success_chance_add = 3
	}

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 11
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/jp_silk.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
castle_silk_04 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_silk_03
	
	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

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

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
			scope:owner = {
				random = {
					chance = 75
					add_character_flag = {
						flag = domicile_new_built_castle_silk
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 9
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/jp_silk.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
castle_silk_05 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_silk_04
	
	cost = {
		gold = {
			value = 600
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

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

	on_complete = {
		if = {
			limit = {
				scope:owner = {
					is_alive = yes
				}
				years_from_game_start >= 1
			}
		scope:owner = {
			random = {
				chance = 75
				add_character_flag = {
					flag = domicile_new_built_castle_silk
					months = 1
				}
				trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}
	
	ai_value = {
		value = 7
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_magnanery.dds"
		texture = "gfx/interface/window_domiciles/jp_silk.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_magnanery_mask.png"
	}
}
castle_silk_06 = {
	construction_time = 720
	allowed_domicile_types = { castle }
	previous_building = castle_silk_05
	
	cost = {
		gold = {
			value = 750
			if = {
				limit = { has_character_modifier = raid_insight_silk }
				multiply = 0.75
				desc = raid_insight_silk
			}
		}
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		domicile_monthly_influence_add = 0.15
		owned_political_scheme_success_chance_add = 4
	}

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