﻿#############################
## Close Quarters Upgrades
#############
personal_library_01 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		learning_scheme_phase_duration = -5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
personal_library_02 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = personal_library_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		learning_scheme_phase_duration = -5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
personal_library_03 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = personal_library_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		learning_scheme_phase_duration = -5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
personal_library_04 = {
	construction_time = 1200
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = personal_library_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		learning_scheme_phase_duration = -5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
archive_01 = {	#Modest Archive
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		title_creation_cost_mult = -0.1
		owned_legend_spread_mult = 0.075
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
archive_02 = {	#Chamber of Chronicles
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = archive_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	#can_construct = {
	#	ROOT = { has_innovation = innovation_chronicle_writing }
	#}

	character_modifier = {
		title_creation_cost_mult = -0.1
		owned_legend_spread_mult = 0.075
	}

	parameters = {
		quarters_increase_chronicler_aptitude_1 = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
archive_03 = {	#Esteemed Repository
	construction_time = 1240
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = archive_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		title_creation_cost_mult = -0.1
		owned_legend_spread_mult = 0.075
	}

	parameters = {
		quarters_increase_chronicler_aptitude_2 = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
archive_04 = {	#Royal Scriptorium
	construction_time = 1240
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = archive_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		title_creation_cost_mult = -0.1
		owned_legend_spread_mult = 0.075
	}

	parameters = {
		quarters_increase_chronicler_aptitude_3 = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
council_wing_01 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		councillor_opinion = 5
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		monthly_county_control_growth_factor = 0.02
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
council_wing_02 = {
	construction_time = 1240
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = council_wing_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		councillor_opinion = 5
		monthly_county_control_growth_factor = 0.03
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
council_wing_03 = {
	construction_time = 1640
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = council_wing_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	#can_construct = {
	#	ROOT = { has_innovation = innovation_baliffs }
	#}

	character_modifier = {
		councillor_opinion = 5
		domain_limit = 1
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
council_wing_04 = {
	construction_time = 2440
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = council_wing_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		councillor_opinion = 5
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
observatory_01 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
observatory_02 = {
	construction_time = 1240
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = observatory_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
observatory_03 = {
	construction_time = 1640
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = observatory_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
observatory_04 = {
	construction_time = 2040
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = observatory_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		domicile_monthly_prestige_add = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
apothecary_01 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		health = 0.10
		negate_health_penalty_add = 0.15
	}

	parameters = {
		camp_improved_court_physician_aptitude = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_surgeons_tools.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
apothecary_02 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = apothecary_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		health = 0.10
		negate_health_penalty_add = 0.15
	}

	parameters = {
		camp_improved_court_physician_aptitude = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_surgeons_tools.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
apothecary_03 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = apothecary_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		health = 0.10
		negate_health_penalty_add = 0.15
	}

	parameters = {
		camp_improved_court_physician_aptitude = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_surgeons_tools.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
apothecary_04 = {
	construction_time = 1200
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = apothecary_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		health = 0.10
		negate_health_penalty_add = 0.15
	}

	parameters = {
		camp_improved_court_physician_aptitude = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_surgeons_tools.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
alchemy_laboratory_01 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		owned_scheme_secrecy_add = 5
	}

	parameters = {
		camp_unlocks_poisoner_scheme_agents = yes
		quarters_unlocks_wizard_court_position = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
alchemy_laboratory_02 = {
	construction_time = 1240
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = alchemy_laboratory_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		owned_scheme_secrecy_add = 5
	}

	parameters = {
		camp_unlocks_poisoner_scheme_agents = yes
		quarters_increase_wizard_aptitude_1 = yes
		quarters_unlocks_wizard_court_position = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
alchemy_laboratory_03 = {
	construction_time = 1640
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = alchemy_laboratory_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		owned_scheme_secrecy_add = 5
	}

	parameters = {
		camp_unlocks_poisoner_scheme_agents = yes
		quarters_increase_wizard_aptitude_2 = yes
		quarters_unlocks_wizard_court_position = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
alchemy_laboratory_04 = {
	construction_time = 2000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = alchemy_laboratory_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		owned_scheme_secrecy_add = 5
	}

	parameters = {
		camp_unlocks_poisoner_scheme_agents = yes
		quarters_increase_wizard_aptitude_3 = yes
		quarters_unlocks_wizard_court_position = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_cooks.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
gallery_01 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		same_culture_opinion = 5
		artifact_decay_reduction_mult = -0.02
		domicile_monthly_prestige_add = 0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
gallery_02 = {
	construction_time = 1240
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = gallery_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		same_culture_opinion = 5
		artifact_decay_reduction_mult = -0.02
		domicile_monthly_prestige_add = 0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
gallery_03 = {
	construction_time = 1640
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = gallery_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		same_culture_opinion = 5
		artifact_decay_reduction_mult = -0.02
		domicile_monthly_prestige_add = 0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
gallery_04 = {
	construction_time = 2000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = gallery_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		same_culture_opinion = 5
		artifact_decay_reduction_mult = -0.04
		domicile_monthly_prestige_add = 0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
chapel_01 = {	#Small Tabernacle
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		#realm_priest_opinion = 2
		clergy_opinion = 5
		domicile_monthly_piety_add = 0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
chapel_02 = {	#Modest Shrine
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = chapel_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		#realm_priest_opinion = 2
		clergy_opinion = 5
		domicile_monthly_piety_add = 0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
chapel_03 = {	#Private Chapel
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = chapel_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		#realm_priest_opinion = 2
		clergy_opinion = 5
		domicile_monthly_piety_add = 0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
chapel_04 = {	#Worship Sanctuary
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = chapel_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		#realm_priest_opinion = 2
		clergy_opinion = 5
		domicile_monthly_piety_add = 0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
evil_chapel_01 = {	#Deviant Shrine
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = chapel_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	can_construct = {
		ROOT = { has_trait = possessed }
		NOT = { ROOT = { faith = { has_doctrine = doctrine_witchcraft_accepted } } }
	}

	character_modifier = {
		#realm_priest_opinion = 2
		clergy_opinion = -15
		domicile_monthly_piety_add = -1.125
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
evil_chapel_02 = {	#Sinister Chapel
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = evil_chapel_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		#realm_priest_opinion = 2
		clergy_opinion = -5
		domicile_monthly_piety_add = -0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
evil_chapel_03 = {	#Satanic Sanctuary
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = evil_chapel_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		#realm_priest_opinion = 2
		clergy_opinion = -5
		domicile_monthly_piety_add = -0.375
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_shrine.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
knighthouse_01 = {	#
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
knighthouse_02 = {	#Modest Shrine
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = knighthouse_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		knight_effectiveness_mult = 0.10
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
knighthouse_03 = {	#Modest Shrine
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = knighthouse_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		knight_effectiveness_mult = 0.15
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
knighthouse_04 = {	#Modest Shrine
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = knighthouse_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.1
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_martial_study.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
diplomatic_wing_01 = {	#
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = close_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		independent_ruler_opinion = 5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
diplomatic_wing_02 = {	#Modest Shrine
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = diplomatic_wing_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		independent_ruler_opinion = 5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
diplomatic_wing_03 = {	#Modest Shrine
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = diplomatic_wing_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		independent_ruler_opinion = 5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
diplomatic_wing_04 = {	#Modest Shrine
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = diplomatic_wing_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		independent_ruler_opinion = 5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_negotiators.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}