﻿#############################
## Cellar Quarters Upgrades
#############
buttery_01 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = cellar_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		health = 0.10
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_curers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
buttery_02 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = buttery_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		health = 0.12
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_curers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
buttery_03 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = buttery_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		health = 0.15
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_curers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
buttery_04 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = buttery_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		health = 0.2
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_curers.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
wine_basement_01 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = cellar_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {

	}

	parameters = {
		estate_unlock_feast_influence_option_1 = yes
		quarters_increase_cupbearer_aptitude_1 = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
wine_basement_02 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = wine_basement_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {

	}

	parameters = {
		estate_unlock_feast_influence_option_2 = yes
		quarters_increase_cupbearer_aptitude_1 = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
wine_basement_03 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = wine_basement_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {

	}

	parameters = {
		estate_unlock_feast_influence_option_3 = yes
		quarters_increase_cupbearer_aptitude_1 = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
vault_01 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = cellar_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {

	}

	parameters = {
		camp_unlocks_master_of_spoils_officer = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vault_02 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = vault_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {

	}

	parameters = {
		camp_unlocks_master_of_spoils_officer = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vault_03 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = vault_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {

	}

	parameters = {
		camp_unlocks_master_of_spoils_officer = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
vault_04 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = vault_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {

	}

	parameters = {
		camp_unlocks_master_of_spoils_officer = yes
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_lock_wagons.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
spy_room_01 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = cellar_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		scheme_discovery_chance_mult = 0.03
	}

	parameters = {

	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
spy_room_02 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = spy_room_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		scheme_discovery_chance_mult = 0.02
	}

	parameters = {

	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
spy_room_03 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = spy_room_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		scheme_discovery_chance_mult = 0.03
	}

	parameters = {

	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
spy_room_04 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = spy_room_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		scheme_discovery_chance_mult = 0.02
	}

	parameters = {

	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
secret_passages_01 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = cellar_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
		hostile_scheme_power_mult = 0.03
	}

	parameters = {

	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
secret_passages_02 = {
	construction_time = 1195
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = secret_passages_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
	}

	parameters = {

	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
secret_passages_03 = {
	construction_time = 1460
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = secret_passages_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
	}

	parameters = {

	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
secret_passages_04 = {
	construction_time = 1460
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = secret_passages_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		enemy_hostile_scheme_phase_duration_add = minor_scheme_phase_duration_malus_value
	}

	parameters = {

	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
armory_01 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = cellar_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_martial_lifestyle_xp_gain_add = 1
		prowess = 1
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
armory_02 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = armory_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		prowess = 1
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
armory_03 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = armory_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		prowess = 1
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
armory_04 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = armory_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		prowess = 1
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_arsenal.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
ice_house_01 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = cellar_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		domicile_monthly_prestige_add = 0.02
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
ice_house_02 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = ice_house_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_ditches.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
ice_house_03 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = ice_house_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		domicile_monthly_prestige_add = 0.08
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_ditches.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
crypt_01 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = cellar_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_dynasty_prestige = 0.1
		dynasty_opinion = 5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
crypt_02 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = crypt_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_dynasty_prestige = 0.1
		dynasty_opinion = 5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
crypt_03 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = crypt_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_dynasty_prestige = 0.1
		dynasty_opinion = 5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
crypt_04 = {
	construction_time = 1000
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = crypt_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		monthly_dynasty_prestige = 0.1
		dynasty_opinion = 5
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
dungeon_01 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = cellar_quarters_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		dread_baseline_add = 2
		hostage_income_mult = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
dungeon_02 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = dungeon_01

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		dread_baseline_add = 2
		hostage_income_mult = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
dungeon_03 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = dungeon_02

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		dread_baseline_add = 2
		hostage_income_mult = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}
dungeon_04 = {
	construction_time = 730
	allowed_domicile_types = { quarters }
	slot_type = internal
	previous_building = dungeon_03

	cost = { gold = supply_tent_03_domicile_building_gold_cost_value }

	character_modifier = {
		dread_baseline_add = 2
		hostage_income_mult = 0.05
	}

	parameters = {
	}

	ai_value = {
		value = 0
		add = quarters_building_ai_modifier_value
	}

	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"
	}
}