﻿####################
# QUARTERS BUILDINGS
####################

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

####################
##### QUARTERS #####
####################
### Quarters Main Building - The Personal Quarters
royal_quarters_main_01 = {
	slot_type = main
	internal_slots = 3
	construction_time = 730
	allowed_domicile_types = { quarters }

	cost = {
		gold = 34
	}

	character_modifier = {
		domicile_external_slots_capacity_add = 4
	}

	ai_value = {
		value = 0
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_mena.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 = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_villa.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_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_villa.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.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"
	}
}
royal_quarters_main_02 = {
	slot_type = main
	internal_slots = 5
	construction_time = 730
	allowed_domicile_types = { quarters }
	previous_building = royal_quarters_main_01

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 54
	}

	character_modifier = {
	}

	ai_value = {
		value = 0
	}

	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/estate_building_manor_mena.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/estate_building_manor_western.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/estate_building_manor_byzantine.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"
	}
}
royal_quarters_main_03 = {
	slot_type = main
	internal_slots = 7
	construction_time = 730
	allowed_domicile_types = { quarters }
	previous_building = royal_quarters_main_02

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 74
	}

	character_modifier = {
	}

	ai_value = {
		value = 0
	}

	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/estate_building_mansion_mena.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/estate_building_mansion_western.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/estate_building_mansion_byzantine.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"
	}
}
royal_quarters_main_04 = {
	slot_type = main
	internal_slots = 9
	construction_time = 730
	allowed_domicile_types = { quarters }
	previous_building = royal_quarters_main_03

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 104
	}

	character_modifier = {
	}

	ai_value = {
		value = 0
	}

	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/estate_building_estate_mena.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/estate_building_estate_western.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/estate_building_estate_byzantine.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"
	}
}
royal_quarters_main_05 = {
	slot_type = main
	internal_slots = 11
	construction_time = 730
	allowed_domicile_types = { quarters }
	previous_building = royal_quarters_main_04

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 144
	}

	character_modifier = {
	}

	ai_value = {
		value = 0
	}

	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/estate_building_grand_estate_mena.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/estate_building_grand_estate_western.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/estate_building_grand_estate_byzantine.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"
	}
}
### Close Quarters
close_quarters_01 = {
	construction_time = 730
	internal_slots = 3
	allowed_domicile_types = { quarters }

	cost = {
		gold = 34
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}
	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
}
close_quarters_02 = {
	construction_time = 730
	internal_slots = 4
	allowed_domicile_types = { quarters }
	previous_building = close_quarters_01

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 54
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}
	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
}
close_quarters_03 = {
	construction_time = 730
	internal_slots = 6
	allowed_domicile_types = { quarters }
	previous_building = close_quarters_02

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 74
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}
	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
}
close_quarters_04 = {
	construction_time = 730
	internal_slots = 8
	allowed_domicile_types = { quarters }
	previous_building = close_quarters_03

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 104
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}
	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
}
close_quarters_05 = {
	construction_time = 730
	internal_slots = 10
	allowed_domicile_types = { quarters }
	previous_building = close_quarters_04

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 144
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}
	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:islam_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_islamic.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_islamic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_christian_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_generic_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_generic_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_temple_small"
	}
	asset = {
		trigger = {
			owner = {
				faith.religion = religion:christianity_religion
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture = "gfx/interface/window_domiciles/estate_building_temple_christian_orthodox.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"
	}
}
### Cellar Quarters
cellar_quarters_01 = {
	construction_time = 730
	internal_slots = 3
	allowed_domicile_types = { quarters }

	cost = {
		gold = 34
	}

	character_modifier = {
		supply_capacity_mult = 0.02
	}

	parameters = {
	}

	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_cellar
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.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"
	}
}
cellar_quarters_02 = {
	construction_time = 730
	internal_slots = 4
	allowed_domicile_types = { quarters }
	previous_building = cellar_quarters_01

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 54
	}

	character_modifier = {
		supply_capacity_mult = 0.02
	}

	parameters = {
	}

	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_cellar
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.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"
	}
}
cellar_quarters_03 = {
	construction_time = 730
	internal_slots = 5
	allowed_domicile_types = { quarters }
	previous_building = cellar_quarters_02

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 74
	}

	character_modifier = {
		supply_capacity_mult = 0.02
	}

	parameters = {
	}

	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_cellar
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.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"
	}
}
cellar_quarters_04 = {
	construction_time = 730
	internal_slots = 6
	allowed_domicile_types = { quarters }
	previous_building = cellar_quarters_03

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 104
	}

	character_modifier = {
		supply_capacity_mult = 0.02
	}

	parameters = {
	}

	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_cellar
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.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"
	}
}
cellar_quarters_05 = {
	construction_time = 730
	internal_slots = 9
	allowed_domicile_types = { quarters }
	previous_building = cellar_quarters_04

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 144
	}

	character_modifier = {
		supply_capacity_mult = 0.02
	}

	parameters = {
	}

	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_cellar
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_extra_watch.dds"
		texture = "gfx/interface/window_domiciles/estate_building_guard_house_byzantine.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 Quarters
garden_quarters_01 = {
	construction_time = 730
	internal_slots = 3
	allowed_domicile_types = { quarters }

	cost = {
		gold = 34
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	parameters = {

	}

	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_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.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"
	}
}
garden_quarters_02 = {
	construction_time = 730
	internal_slots = 4
	allowed_domicile_types = { quarters }
	previous_building = garden_quarters_01

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 54
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	parameters = {

	}

	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_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.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"
	}
}
garden_quarters_03 = {
	construction_time = 730
	internal_slots = 5
	allowed_domicile_types = { quarters }
	previous_building = garden_quarters_02

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 74
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	parameters = {

	}

	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_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.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"
	}
}
garden_quarters_04 = {
	construction_time = 730
	internal_slots = 6
	allowed_domicile_types = { quarters }
	previous_building = garden_quarters_03

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 104
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	parameters = {

	}

	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_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.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"
	}
}
garden_quarters_05 = {
	construction_time = 730
	internal_slots = 8
	allowed_domicile_types = { quarters }
	previous_building = garden_quarters_04

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 144
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
	}

	parameters = {

	}

	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_garden
						months = 1
					}
					trigger_event = {
						id = ep3_governor_yearly.3001
						days = 5
					}
				}
			}
		}
	}

	ai_value = {
		value = 0
		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 = 0
		}
		add = quarters_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_garden_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_garden"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_garden.dds"
		texture = "gfx/interface/window_domiciles/estate_building_garden_byzantine.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"
	}
}
### Courtly Quarters
courtly_quarters_01 = {
	construction_time = 730
	internal_slots = 3
	allowed_domicile_types = { quarters }

	cost = {
		gold = 34
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	parameters = {
	}

	ai_value = {
		value = 0
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 0
		}
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.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"
	}
}
courtly_quarters_02 = {
	construction_time = 730
	internal_slots = 5
	allowed_domicile_types = { quarters }
	previous_building = courtly_quarters_01

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 54
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	parameters = {
	}

	ai_value = {
		value = 0
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 0
		}
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.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"
	}
}
courtly_quarters_03 = {
	construction_time = 730
	internal_slots = 7
	allowed_domicile_types = { quarters }
	previous_building = courtly_quarters_02

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 74
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	parameters = {
	}

	ai_value = {
		value = 0
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 0
		}
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.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"
	}
}
courtly_quarters_04 = {
	construction_time = 730
	internal_slots = 9
	allowed_domicile_types = { quarters }
	previous_building = courtly_quarters_03

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 104
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	parameters = {
	}

	ai_value = {
		value = 0
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 0
		}
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.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"
	}
}
courtly_quarters_05 = {
	construction_time = 730
	internal_slots = 11
	allowed_domicile_types = { quarters }
	previous_building = courtly_quarters_04

	#can_construct = {
	#	culture ?= { has_innovation = innovation_city_planning }
	#}

	cost = {
		gold = 144
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.25
	}

	parameters = {
	}

	ai_value = {
		value = 0
		if = {
			limit = {
				has_domicile_building_or_higher = grain_field_01
			}
			add = 0
		}
		add = estate_building_ai_modifier_value
	}

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_mena_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_mena.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_mena_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_storage_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_storage"
	}
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_local_hangers_on.dds"
		texture = "gfx/interface/window_domiciles/estate_building_storage_byzantine.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"
	}
}