﻿@holding_illustration_western = "gfx/interface/illustrations/holding_types/city_western.dds"
@holding_illustration_india = "gfx/interface/illustrations/holding_types/city_india.dds"
@holding_illustration_mediterranean = "gfx/interface/illustrations/holding_types/city_mediterranean.dds"
@holding_illustration_mena = "gfx/interface/illustrations/holding_types/city_mena.dds"
@holding_illustration_norse = "gfx/interface/illustrations/holding_types/fp1_city_norse.dds"
@holding_illustration_iberian = "gfx/interface/illustrations/holding_types/fp2_city_iberian.dds"
@holding_illustration_iranian = "gfx/interface/illustrations/holding_types/fp3_city_iranian.dds"
@holding_illustration_byzantine = "gfx/interface/illustrations/holding_types/ep3_city_byzantine.dds"


@holding_illustration_gah_julan = "gfx/interface/illustrations/holding_types/city_india.dds" ## need replacing
@holding_illustration_hlaalu = "gfx/interface/illustrations/holding_types/city_india.dds" ## need replacing
@holding_illustration_telvanni = "gfx/interface/illustrations/holding_types/city_india.dds" ## need replacing
@holding_illustration_argonian = "gfx/interface/illustrations/holding_types/city_india.dds" ## need replacing
@holding_illustration_magyar = "gfx/interface/illustrations/holding_types/mhg_city_magyar.dds"
@holding_illustration_guinean = "gfx/interface/illustrations/holding_types/mhg_city_african.dds"
@holding_illustration_sahelian = "gfx/interface/illustrations/holding_types/mhg_city_sahelian.dds"
@holding_illustration_slavic = "gfx/interface/illustrations/holding_types/mhg_city_slavic.dds"
@holding_illustration_japanese = "gfx/interface/illustrations/holding_types/mhg_city_japanese.dds"

@holding_illustration_black_marsh_nede = "gfx/interface/illustrations/holding_types/mhg_city_african.dds"

@holding_illustration_alinori = "gfx/interface/illustrations/holding_types/ek_city_alinori.dds"


city_01 = {
	construction_time = slow_construction_time
	
	#EK DISABLED: graphical_regions removed due to bugging the mod (if interested ask AJ or Azwraith)

	### WESTERN (iliac) ###
	asset = {
		type = pdxmesh
		names = {
			"western_city_01_a_mesh"
			"western_city_01_b_mesh"
			"western_city_01_c_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
	}
	
	### WESTERN_MEDITERRANEAN (glenumbran) ###
	asset = {
		type = pdxmesh
		names = {
			"western_city_01_mediterranean_a_mesh"
			"western_city_01_mediterranean_b_mesh"
			"western_city_01_mediterranean_c_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_iliac_building_gfx }
	}
	
	### MENA (yokudan group / dwemer) ###
	asset = {
		type = pdxmesh
		names = {
			"building_mena_city_01_mesh"
		}
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_redguard_building_gfx ek_dwemer_building_gfx }
	}

	### INDIAN (south nedes / aylieds / daedric) ###
	asset = {
		type = pdxmesh
		names = {
			"building_india_city_01_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_ayleid_building_gfx ek_daedric_building_gfx }		
	}

	### MEDITERRANEAN ( nibenese / akaviri) ###
	asset = {
		type = pdxmesh
		names = {
			"building_mediterranean_city_01_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_cyrodilic_building_gfx }			
	}

	### FP1 Norse (eastmarcher) ###
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_city_01_a_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_nordic_building_gfx }			
	}

	### FP2 Iberian (strident) ###
	asset = {
		type = pdxmesh
		name = "fp2_building_iberian_city_01_mesh"
		requires_dlc_flag = the_fate_of_iberia
		illustration = @holding_illustration_iberian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_strident_building_gfx }
	}

	### EP3 Byzantine ###
	#EK DISABLED: No Byzantines right now.
	#asset = {
	#	type = pdxmesh
	#	name = "ep3_byzantine_city_01_mesh"
	#	### TODO Add DLC Check
	#	illustration = @holding_illustration_byzantine
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 0 } }
	#	graphical_cultures = { byzantine_building_gfx }
	#}

	#Steppe fallbacks
	#Iranian
	#EK DISABLED: No steppe buildings for now.
	#asset = {
	#	type = pdxmesh
	#	name = "fp3_building_persian_city_01_a_01_mesh"
	#	requires_dlc_flag = legacy_of_persia
	#	illustration = @holding_illustration_iranian
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
	#	graphical_cultures = { steppe_building_gfx }
	#}
	#mena
	#EK DISABLED: No steppe buildings for now.
	#asset = {
	#	type = pdxmesh
	#	names = {
	#		"building_mena_city_01_mesh"
	#	}
	#	illustration = @holding_illustration_mena
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
	#	graphical_cultures = { steppe_building_gfx }
	#}

	#### EK ADDITIONS ####
	### SEA (pellitine) ###
	asset = {
		type = pdxmesh
		names = {
			"building_sea_city_01_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_khajiit_building_gfx }
	}

	### SLAVIC (cyro-nord) ###
	asset = {
		type = pdxmesh
		names = {
			"slavic_city_01_a_mesh"
			"slavic_city_01_b_mesh"
			"slavic_city_01_c_mesh"
		}
		illustration = @holding_illustration_slavic
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_cyro_nordic_building_gfx }			
	}

	### MAGYAR (colovian) ###
	asset = {
		type = pdxmesh
		name = "magyar_city_01_mesh"
		illustration = @holding_illustration_magyar
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { "ek_colovian_building_gfx" }
	}
		
	### EK WESTHOLDER (westholder) ###
	asset = {
		type = pdxmesh
		names = {
			"building_westholder_city_01_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_westholder_building_gfx }
	}

	### CELTIC (nordic nedes / northern bertons) ###
	asset = {
		type = pdxmesh
		names = {
			"building_celtic_city_01_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_nedic_north_building_gfx ek_northmen_building_gfx }
	}

	### EK HEARTLANDER (heartlander) ###
	asset = {
		type = pdxmesh
		names = {
			"building_heartlander_city_01_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_heartlander_building_gfx }
	}
	
	### EK GAH JULAN (gah julan / redoran / ashlander) ###    
	asset = {
		type = pdxmesh
		names = {
			"building_gahjulan_city_01_mesh"
		}
		illustration = @holding_illustration_gah_julan
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_gah_julan_building_gfx ek_dres_building_gfx }
	}
	
	### EK ARMUN AN (armun an / deshaan) ###
	asset = {
		type = pdxmesh
		names = {
			"building_armun_city_01_mesh"
		}
		illustration = @holding_illustration_hlaalu
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_armun_an_building_gfx ek_velothi_building_gfx }
	}
	
	### EK TELVANNI (chi adduni) ###
	asset = {
		type = pdxmesh
		names = {
			"building_telvanni_city_01_mesh"
		}
		illustration = @holding_illustration_telvanni
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_telvanni_building_gfx }
	}
	
	### ALINORI (alinori) ###
	asset = {
		type = pdxmesh
		names = {
			"building_alinori_city_01_mesh"
		}
		illustration = @holding_illustration_alinori
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_aldmer_building_gfx }
	}
	
	### MESOAMERICAN (argonians) ###
	asset = {
		type = pdxmesh
		names = {
			"meso_city_01_mesh"
		}
		illustration = @holding_illustration_gah_julan
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_argonian_building_gfx }
	}

	### BLACK MARSH (black marsh nede) ###
	asset = {
		type = pdxmesh
		names = {
			"black_marsh_city_01_mesh"
		}
		illustration = @holding_illustration_black_marsh_nede
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_nedic_south_building_gfx }
	}

	### Guinean (ket-keptu) ###
	asset = {
		type = pdxmesh
		names = {
			"guinean_city_01_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_nedic_keptu_building_gfx }
	}

	### Sahelian (yokudan) ###
	asset = {
		type = pdxmesh
		names = {
			"building_african_city_01_mesh"
		}
		illustration = @holding_illustration_sahelian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_yokudan_building_gfx }
	}

	### Japanese (ilniviri) ###
	asset = {
		type = pdxmesh
		names = {
			"building_japanese_city_01_mesh"
		}
		illustration = @holding_illustration_japanese
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 0 } }
		graphical_cultures = { ek_ilniviri_building_gfx }
	}
	#EK ADDITIONS END

	can_construct_potential = {
		barony_cannot_construct_holding = no
	}

	can_construct = {
		culture = {
			has_innovation = innovation_city_planning
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		building_requirement_tribal_holding_in_county = yes
		building_requirement_nomad = no
		building_requirement_nomad_holding_in_county = yes
		building_requirement_herder = no
		building_requirement_herder_holding_in_county = yes
		ek_building_requirement_general = yes# EK ADDITION
	}
	cost_gold = main_building_tier_1_cost

	levy = poor_building_levy_tier_2
	max_garrison = normal_building_max_garrison_tier_1
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_1
	province_modifier = {
		monthly_income = good_building_tax_tier_2
		travel_danger = -10
	}

	province_culture_modifier = {
		parameter = city_buildings_more_powerful
		levy_size = 0.25
		tax_mult = 0.01
	}

	county_culture_modifier = {
		parameter = city_buildings_more_county_opinion
		county_opinion_add = 5
	}

	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	county_culture_modifier = {
		parameter = city_buildings_more_powerful
		development_growth_factor = 0.05
	}

	county_culture_modifier = {
		parameter = city_buildings_less_control
		monthly_county_control_growth_factor = -0.25
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 2
	}

	province_terrain_modifier = { #EK ADDITION: new parameter
		parameter = coastal_holding_fortifications
		is_coastal = yes
		defender_holding_advantage = 2
		additional_fort_level = 2
		hostile_raid_time = 0.5
	}
	
	province_terrain_modifier = { #EK ADDITION: new parameter
		parameter = coastal_levies
		is_coastal = yes
		levy_size = 0.1
	}

	county_dynasty_modifier = {
		county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk
		development_growth_factor = fp2_urbanism_legacy_1_bonus_value
	}

	flag = city
	next_building = city_02

	type_icon = "icon_building_guild_halls.dds"

	on_complete = {
		county.holder = {
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_construction
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = parochial
						}
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_construction_opinion
						}
					}
				}
			}
		}
	}

	ai_value = {
		base = 0
		modifier = {
			add = 100
			scope:holder = {
				domain_limit_available < 1
			}
		}
		modifier = {
			factor = 0
			scope:holder = {
				government_has_flag = government_is_theocracy
			}
		}
		modifier = {
			add = 50
			county = {
				NOT = {
					any_county_province = {
						has_building_or_higher = city_01
					}
				}
			}
		}
		modifier = {
			factor = 5
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city }
		}
	}
}

city_02 = {
	construction_time = slow_construction_time
	
	### WESTERN (iliac) ###
	asset = {
		type = pdxmesh
		names = {
			"western_city_01_a_mesh"
			"western_city_01_b_mesh"
			"western_city_01_c_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } }
	}
	
	### WESTERN_MEDITERRANEAN (glenumbran) ###
	asset = {
		type = pdxmesh
		names = {
			"western_city_01_mediterranean_a_mesh"
			"western_city_01_mediterranean_b_mesh"
			"western_city_01_mediterranean_c_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_iliac_building_gfx }
	}
	
	### MENA (yokudan group / dwemer) ###
	asset = {
		type = pdxmesh
		names = {
			"building_mena_city_01_mesh"
		}
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_redguard_building_gfx ek_dwemer_building_gfx }
	}
	
	### INDIAN (south nedes / aylieds / daedric) ###
	asset = {
		type = pdxmesh
		names = {
			"building_india_city_01_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_ayleid_building_gfx ek_daedric_building_gfx }		
	}
	
	### MEDITERRANEAN ( nibenese / akaviri) ###
	asset = {
		type = pdxmesh
		names = {
			"building_mediterranean_city_01_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_cyrodilic_building_gfx }		
	}

	### FP1 Norse (eastmarcher) ###
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_city_01_a_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_nordic_building_gfx }			
	}


	### FP2 Iberian (strident) ###
	asset = {
		type = pdxmesh
		name = "fp2_building_iberian_city_01_mesh"
		requires_dlc_flag = the_fate_of_iberia
		illustration = @holding_illustration_iberian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_strident_building_gfx }
	}

	### EP3 Byzantine ###
	#EK DISABLED: No Byzantines right now.
	#asset = {
	#	type = pdxmesh
	#	name = "ep3_byzantine_city_01_mesh"
	#	requires_dlc_flag = roads_to_power
	#	illustration = @holding_illustration_byzantine
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 1 } }
	#	graphical_cultures = { byzantine_building_gfx }
	#}

	#Steppe fallbacks
	#Iranian
	#EK DISABLED: No steppe buildings for now.
	#asset = {
	#	type = pdxmesh
	#	name = "fp3_building_persian_city_01_a_01_mesh"
	#	requires_dlc_flag = legacy_of_persia
	#	illustration = @holding_illustration_iranian
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } }
	#	graphical_cultures = { steppe_building_gfx }
	#}
	#mena
	#EK DISABLED: No steppe buildings for now.
	#asset = {
	#	type = pdxmesh
	#	names = {
	#		"building_mena_city_01_mesh"
	#	}
	#	illustration = @holding_illustration_mena
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } }
	#	graphical_cultures = { steppe_building_gfx }
	#}
	
	#### EK ADDITIONS ####
	### SEA (pellitine) ###
	asset = {
		type = pdxmesh
		names = {
			"building_sea_city_01_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_khajiit_building_gfx }
	}

	### CELTIC (nordic nedes / northern bertons) ###
	asset = {
		type = pdxmesh
		names = {
			"building_celtic_city_01_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_nedic_north_building_gfx ek_northmen_building_gfx }
	}

	### SLAVIC (cyro-nord) ###
	asset = {
		type = pdxmesh
		names = {
			"slavic_city_01_a_mesh"
			"slavic_city_01_b_mesh"
			"slavic_city_01_c_mesh"
		}
		illustration = @holding_illustration_slavic
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_cyro_nordic_building_gfx }			
	}

	### MAGYAR (colovian) ###
	asset = {
		type = pdxmesh
		name = "magyar_city_01_mesh"
		illustration = @holding_illustration_magyar
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { "ek_colovian_building_gfx" }
	}
			
	### EK WESTHOLDER (westholder) ###
	asset = {
		type = pdxmesh
		names = {
			"building_westholder_city_01_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_westholder_building_gfx }
	}
	
	### EK HEARTLANDER (heartlander) ###
	asset = {
		type = pdxmesh
		names = {
			"building_heartlander_city_01_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_heartlander_building_gfx }	
	}

	### EK GAH JULAN (gah julan / redoran / ashlander) ###
	asset = {
		type = pdxmesh
		names = {
			"building_gahjulan_city_01_mesh"
		}
		illustration = @holding_illustration_gah_julan
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_gah_julan_building_gfx ek_dres_building_gfx }
	}
	
	### EK ARMUN AN (armun an / deshaan) ###
	asset = {
		type = pdxmesh
		names = {
			"building_armun_city_01_mesh"
		}
		illustration = @holding_illustration_hlaalu
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_armun_an_building_gfx ek_velothi_building_gfx }
	}
	
	### EK TELVANNI (chi adduni) ###
	asset = {
		type = pdxmesh
		names = {
			"building_telvanni_city_01_mesh"
		}
		illustration = @holding_illustration_telvanni
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_telvanni_building_gfx }
	}
	
	### ALINORI (alinori) ###
	asset = {
		type = pdxmesh
		names = {
			"building_alinori_city_01_mesh"
		}
		illustration = @holding_illustration_alinori
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_aldmer_building_gfx }
	}
	
	### MESOAMERICAN (argonians) ###
	asset = {
		type = pdxmesh
		names = {
			"meso_city_01_mesh"
		}
		illustration = @holding_illustration_gah_julan
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_argonian_building_gfx }
	}
	
	### BLACK MARSH (black marsh nede) ###
	asset = {
		type = pdxmesh
		names = {
			"black_marsh_city_01_mesh"
		}
		illustration = @holding_illustration_black_marsh_nede
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_nedic_south_building_gfx }
	}

	### Guinean (ket-keptu) ###
	asset = {
		type = pdxmesh
		names = {
			"guinean_city_01_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_nedic_keptu_building_gfx }
	}

	### Sahelian (yokudan) ###
	asset = {
		type = pdxmesh
		names = {
			"building_african_city_01_mesh"
		}
		illustration = @holding_illustration_sahelian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_yokudan_building_gfx }
	}

	### Japanese (ilniviri) ###
	asset = {
		type = pdxmesh
		names = {
			"building_japanese_city_01_mesh"
		}
		illustration = @holding_illustration_japanese
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 1 } }
		graphical_cultures = { ek_ilniviri_building_gfx }
	}
	
	#EK ADDITIONS END
	
	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_cities
					}
				}
			}
			culture = {
				has_innovation = innovation_manorialism
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = next_level_cities
			}
		}
		
	}
	can_construct_showing_failures_only = { # EK ADDITION
		ek_upgrading_requirement_general = yes
	} # EK ADDITION END
	
	cost_gold = main_building_tier_2_cost

	levy = poor_building_levy_tier_4
	max_garrison = normal_building_max_garrison_tier_2
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_2
	province_modifier = {
		monthly_income = good_building_tax_tier_4
		travel_danger = -12
	}

	province_culture_modifier = {
		parameter = city_buildings_more_powerful
		levy_size = 0.5
		tax_mult = 0.02
	}

	county_culture_modifier = {
		parameter = city_buildings_more_county_opinion
		county_opinion_add = 10
	}

	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	county_culture_modifier = {
		parameter = city_buildings_more_powerful
		development_growth_factor = 0.1
	}

	county_culture_modifier = {
		parameter = city_buildings_less_control
		monthly_county_control_growth_factor = -0.25
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 3
	}

	province_terrain_modifier = { #EK ADDITION: new parameter
		parameter = coastal_holding_fortifications
		is_coastal = yes
		defender_holding_advantage = 2
		additional_fort_level = 2
		hostile_raid_time = 0.5
	}
	
	province_terrain_modifier = { #EK ADDITION: new parameter
		parameter = coastal_levies
		is_coastal = yes
		levy_size = 0.1
	}

	county_dynasty_modifier = {
		county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk
		development_growth_factor = fp2_urbanism_legacy_1_bonus_value
	}

	flag = city
	next_building = city_03

	on_complete = {
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = parochial
						}
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
		}
	}
	ai_value = {
		base = 6
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city }
		}
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 0.1
			free_building_slots >= 1
		}
		modifier = {
			factor = 0.3
			years_from_game_start <= 0.01
		}
	}
}

city_03 = {
	construction_time = slow_construction_time

	### WESTERN (iliac) ###
	asset = {
		type = pdxmesh
		names = {
			"building_western_city_02_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
	}
	
	### WESTERN_MEDITERRANEAN (glenumbran) ###
	asset = {
		type = pdxmesh
		names = {
			"building_western_city_02_mediterranean_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_iliac_building_gfx }
	}

	### MENA (yokudan group / dwemer) ###
	asset = {
		type = pdxmesh
		names = {
			"building_mena_city_02_mesh"
		}
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_redguard_building_gfx ek_dwemer_building_gfx }
	}
	
	### INDIAN (south nedes / aylieds / daedric) ###
	asset = {
		type = pdxmesh
		names = {
			"building_india_city_02_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_ayleid_building_gfx ek_daedric_building_gfx }		
	}
	
	### MEDITERRANEAN ( nibenese / akaviri) ###
	asset = {
		type = pdxmesh
		names = {
			"building_mediterranean_city_02_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = {  ek_cyrodilic_building_gfx }		
	}

	### FP1 Norse (eastmarcher) ###
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_city_02_a_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = {  ek_nordic_building_gfx }			
	}	

	### FP2 Iberian (strident) ###
	asset = {
		type = pdxmesh
		name = "fp2_building_iberian_city_02_mesh"
		requires_dlc_flag = the_fate_of_iberia
		illustration = @holding_illustration_iberian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_strident_building_gfx }
	}

	### EP3 Byzantine ###
	#EK DISABLED: No Byzantines right now.
	#asset = {
	#	type = pdxmesh
	#	name = "ep3_byzantine_city_02_mesh"
	#	requires_dlc_flag = roads_to_power
	#	illustration = @holding_illustration_byzantine
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
	#	graphical_cultures = { byzantine_building_gfx }
	#}

	#Steppe fallbacks
	#Iranian
	#EK DISABLED: No steppe buildings for now.
	#asset = {
	#	type = pdxmesh
	#	name = "fp3_building_persian_city_02_a_01_mesh"
	#	requires_dlc_flag = legacy_of_persia
	#	illustration = @holding_illustration_iranian
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
	#	graphical_cultures = { steppe_building_gfx }
	#}
	#mena
	#EK DISABLED: No steppe buildings for now.
	#asset = {
	#	type = pdxmesh
	#	names = {
	#		"building_mena_city_02_mesh"
	#	}
	#	illustration = @holding_illustration_mena
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
	#	graphical_cultures = { steppe_building_gfx }
	#}
	
	#### EK ADDITIONS ####
	### SEA (pellitine) ###
	asset = {
		type = pdxmesh
		names = {
			"building_sea_city_02_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = {  ek_khajiit_building_gfx }
	}

	### SLAVIC (cyro-nord) ###
	asset = {
		type = pdxmesh
		names = {
			"slavic_city_02_a_mesh"
			"slavic_city_02_b_mesh"
		}
		illustration = @holding_illustration_slavic
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_cyro_nordic_building_gfx }			
	}

	### MAGYAR (colovian) ###
	asset = {
		type = pdxmesh
		name = "magyar_city_02_mesh"
		illustration = @holding_illustration_magyar
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { "ek_colovian_building_gfx" }
	}
	
	### EK WESTHOLDER (westholder) ###
	asset = {
		type = pdxmesh
		names = {
			"building_westholder_city_02_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_westholder_building_gfx }
	}

	### CELTIC (nordic nedes / northern bertons) ###
	asset = {
		type = pdxmesh
		names = {
			"building_celtic_city_02_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2} }
		graphical_cultures = { ek_nedic_north_building_gfx ek_northmen_building_gfx }
	}
	
		
	### EK HEARTLANDER (heartlander) ###
	asset = {
		type = pdxmesh
		names = {
			"building_heartlander_city_02_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_heartlander_building_gfx }
	}
	
	### EK GAH JULAN (gah julan / redoran / ashlander) ###  
	asset = {
		type = pdxmesh
		names = {
			"building_gahjulan_city_02_mesh"
		}
		illustration = @holding_illustration_gah_julan
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_gah_julan_building_gfx ek_dres_building_gfx }
	}
	
	### EK ARMUN AN (armun an / deshaan) ###
	asset = {
		type = pdxmesh
		names = {
			"building_armun_city_02_mesh"
		}
		illustration = @holding_illustration_hlaalu
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_armun_an_building_gfx ek_velothi_building_gfx }
	}
	
	### EK TELVANNI (chi adduni) ###
	asset = {
		type = pdxmesh
		names = {
			"building_telvanni_city_02_mesh"
		}
		illustration = @holding_illustration_telvanni
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_telvanni_building_gfx }
	}
	
	### ALINORI (alinori) ###
	asset = {
		type = pdxmesh
		names = {
			"building_alinori_city_02_mesh"
		}
		illustration = @holding_illustration_alinori
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_aldmer_building_gfx }
	}

	### MESOAMERICAN (argonians) ###
	asset = {
		type = pdxmesh
		names = {
			"meso_city_02_mesh"
		}
		illustration = @holding_illustration_argonian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_argonian_building_gfx }
	}

	### BLACK MARSH (black marsh nede) ###
	asset = {
		type = pdxmesh
		names = {
			"black_marsh_city_02_mesh"
		}
		illustration = @holding_illustration_black_marsh_nede
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_nedic_south_building_gfx }
	}

	### Guinean (ket-keptu) ###
	asset = {
		type = pdxmesh
		names = {
			"guinean_city_02_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_nedic_keptu_building_gfx }
	}

	### Sahelian (yokudan) ###
	asset = {
		type = pdxmesh
		names = {
			"building_african_city_02_mesh"
		}
		illustration = @holding_illustration_sahelian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_yokudan_building_gfx }
	}

	### Japanese (ilniviri) ###
	asset = {
		type = pdxmesh
		names = {
			"building_japanese_city_02_mesh"
		}
		illustration = @holding_illustration_japanese
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_ilniviri_building_gfx }
	}
	#EK ADDITIONS END

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_cities
					}
				}
			}
			culture = {
				has_innovation = innovation_windmills
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = next_level_cities
			}
			culture = {
				has_innovation = innovation_manorialism
			}
		}
	}
	can_construct_showing_failures_only = { # EK ADDITION
		ek_upgrading_requirement_general = yes
	} # EK ADDITION END
	
	cost_gold = main_building_tier_3_cost
	next_building = city_04

	levy = poor_building_levy_tier_6
	max_garrison = normal_building_max_garrison_tier_3
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_3
	province_modifier = {
		monthly_income = good_building_tax_tier_6
		travel_danger = -14
	}

	province_culture_modifier = {
		parameter = city_buildings_more_powerful
		levy_size = 0.75
		tax_mult = 0.03
	}

	county_culture_modifier = {
		parameter = city_buildings_more_county_opinion
		county_opinion_add = 15
	}


	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	county_culture_modifier = {
		parameter = city_buildings_more_powerful
		development_growth_factor = 0.15
	}

	county_culture_modifier = {
		parameter = city_buildings_less_control
		monthly_county_control_growth_factor = -0.25
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 4
	}

	province_terrain_modifier = { #EK ADDITION: new parameter
		parameter = coastal_holding_fortifications
		is_coastal = yes
		defender_holding_advantage = 4
		additional_fort_level = 2
		hostile_raid_time = 0.5
	}
	
	province_terrain_modifier = { #EK ADDITION: new parameter
		parameter = coastal_levies
		is_coastal = yes
		levy_size = 0.1
	}

	county_dynasty_modifier = {
		county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk
		development_growth_factor = fp2_urbanism_legacy_1_bonus_value
	}

	flag = city

	on_complete = {
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = parochial
						}
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
		}
	}
	ai_value = {
		base = 5
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city }
		}
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
	}
}

city_04 = {
	construction_time = slow_construction_time
	
	### WESTERN (iliac) ###
	asset = {
		type = pdxmesh
		names = {
			"building_western_city_02_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
	}

	### WESTERN_MEDITERRANEAN (glenumbran) ###
	asset = {
		type = pdxmesh
		names = {
			"building_western_city_02_mediterranean_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_iliac_building_gfx }
	}
	
	### MENA (yokudan group / dwemer) ###
	asset = {
		type = pdxmesh
		names = {
			"building_mena_city_02_mesh"
		}
		illustration = @holding_illustration_mena
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_redguard_building_gfx ek_dwemer_building_gfx }
	}

	### INDIAN (south nedes / aylieds / daedric) ###
	asset = {
		type = pdxmesh
		names = {
			"building_india_city_02_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_ayleid_building_gfx ek_daedric_building_gfx }		
	}

	### MEDITERRANEAN ( nibenese / akaviri) ###
	asset = {
		type = pdxmesh
		names = {
			"building_mediterranean_city_02_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_cyrodilic_building_gfx }		
	}

	### FP1 Norse (eastmarcher) ###
	asset = {
		type = pdxmesh
		names = {
			"fp1_building_norse_city_02_a_mesh"
		}
		requires_dlc_flag = the_northern_lords
		illustration = @holding_illustration_norse
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/nordic_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_nordic_building_gfx }			
	}

	### FP2 Iberian (strident) ###
	asset = {
		type = pdxmesh
		name = "fp2_building_iberian_city_02_mesh"
		requires_dlc_flag = the_fate_of_iberia
		illustration = @holding_illustration_iberian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/iberian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_strident_building_gfx }
	}

	### EP3 Byzantine ###
	#EK DISABLED: No Byzantines right now.
	#asset = {
	#	type = pdxmesh
	#	name = "ep3_byzantine_city_02_mesh"
	#	requires_dlc_flag = roads_to_power
	#	illustration = @holding_illustration_byzantine
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mediterranean_city" soundparameter = { "Tier" = 2 } }
	#	graphical_cultures = { byzantine_building_gfx }
	#}

	#Steppe fallbacks
	#Iranian
	#EK DISABLED: No steppe buildings for now.
	#asset = {
	#	type = pdxmesh
	#	name = "fp3_building_persian_city_02_a_01_mesh"
	#	requires_dlc_flag = legacy_of_persia
	#	illustration = @holding_illustration_iranian
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 3 } }
	#	graphical_cultures = { steppe_building_gfx }
	#}
	#mena
	#EK DISABLED: No steppe buildings for now.
	#asset = {
	#	type = pdxmesh
	#	names = {
	#		"building_mena_city_02_mesh"
	#	}
	#	illustration = @holding_illustration_mena
	#	soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 3 } }
	#	graphical_cultures = { steppe_building_gfx }
	#}
	
	#### EK ADDITIONS ####
	### SEA (pellitine) ###
	asset = {
		type = pdxmesh
		names = {
			"building_sea_city_02_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_khajiit_building_gfx }
	}

	### SLAVIC (cyro-nord) ###
	asset = {
		type = pdxmesh
		names = {
			"slavic_city_02_a_mesh"
			"slavic_city_02_b_mesh"
		}
		illustration = @holding_illustration_slavic
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_cyro_nordic_building_gfx }			
	}

	### MAGYAR (colovian) ###
	asset = {
		type = pdxmesh
		name = "magyar_city_02_mesh"
		illustration = @holding_illustration_magyar
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { "ek_colovian_building_gfx" }
	}
	
	### EK WESTHOLDER (westholder) ###
	asset = {
		type = pdxmesh
		names = {
			"building_westholder_city_02_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_westholder_building_gfx }
	}

	### CELTIC (nordic nedes / northern bertons) ###
	asset = {
		type = pdxmesh
		names = {
			"building_celtic_city_02_mesh"
		}
		illustration = @holding_illustration_western
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_nedic_north_building_gfx ek_northmen_building_gfx }
	}
		
	### EK HEARTLANDER (heartlander) ###
	asset = {
		type = pdxmesh
		names = {
			"building_heartlander_city_02_mesh"
		}
		illustration = @holding_illustration_mediterranean
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_heartlander_building_gfx }
	}
	
	### EK GAH JULAN (gah julan / redoran / ashlander) ###  
	asset = {
		type = pdxmesh
		names = {
			"building_gahjulan_city_02_mesh"
		}
		illustration = @holding_illustration_gah_julan
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_gah_julan_building_gfx ek_dres_building_gfx }
	}
	
	### EK ARMUN AN (armun an / deshaan) ###
	asset = {
		type = pdxmesh
		names = {
			"building_armun_city_02_mesh"
		}
		illustration = @holding_illustration_hlaalu
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_armun_an_building_gfx ek_velothi_building_gfx }
	}
	
	### EK TELVANNI (chi adduni) ###
	asset = {
		type = pdxmesh
		names = {
			"building_telvanni_city_02_mesh"
		}
		illustration = @holding_illustration_telvanni
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_telvanni_building_gfx }
	}
	
	### ALINORI (alinori) ###
	asset = {
		type = pdxmesh
		names = {
			"building_alinori_city_02_mesh"
		}
		illustration = @holding_illustration_alinori
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_aldmer_building_gfx }
	}

	### MESOAMERICAN (argonians) ###
	asset = {
		type = pdxmesh
		names = {
			"meso_city_02_mesh"
		}
		illustration = @holding_illustration_argonian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_argonian_building_gfx }
	}

	### BLACK MARSH (black marsh nede) ###
	asset = {
		type = pdxmesh
		names = {
			"black_marsh_city_02_mesh"
		}
		illustration = @holding_illustration_black_marsh_nede
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_nedic_south_building_gfx }
	}

	### Guinean (ket-keptu) ###
	asset = {
		type = pdxmesh
		names = {
			"guinean_city_02_mesh"
		}
		illustration = @holding_illustration_india
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/indian_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_nedic_keptu_building_gfx }
	}

	### Sahelian (yokudan) ###
	asset = {
		type = pdxmesh
		names = {
			"building_african_city_02_mesh"
		}
		illustration = @holding_illustration_sahelian
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/mena_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_yokudan_building_gfx }
	}
	### Japanese (ilniviri) ###
	asset = {
		type = pdxmesh
		names = {
			"building_japanese_city_02_mesh"
		}
		illustration = @holding_illustration_japanese
		soundeffect = { soundeffect = "event:/SFX/Ambience/3DMapEmitters/Holdings/City/western_city" soundparameter = { "Tier" = 2 } }
		graphical_cultures = { ek_ilniviri_building_gfx }
	}
	#EK ADDITIONS END

	can_construct_potential = {
		building_requirement_tribal = no
	}
	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_cities
					}
				}
			}
			culture = {
				has_innovation = innovation_cranes
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = next_level_cities
			}
			culture = {
				has_innovation = innovation_windmills
			}
		}
	}
	can_construct_showing_failures_only = { #EK ADDITION
		ek_upgrading_requirement_general = yes
	} #EK ADDITION END
	
	cost_gold = main_building_tier_4_cost

	levy = poor_building_levy_tier_8
	max_garrison = normal_building_max_garrison_tier_7
	garrison_reinforcement_factor = building_garrison_reinforcement_factor_tier_4
	province_modifier = {
		monthly_income = good_building_tax_tier_8
		travel_danger = -16
	}

	province_culture_modifier = {
		parameter = city_buildings_more_powerful
		levy_size = 1
		tax_mult = 0.04
	}

	county_culture_modifier = {
		parameter = city_buildings_more_county_opinion
		county_opinion_add = 20
	}

	province_terrain_modifier = {
		parameter = maritime_mercantilism_coastal_holdings
		is_coastal = yes
		tax_mult = maritime_mercantilism_coastal_holdings_value
	}

	county_culture_modifier = {
		parameter = city_buildings_more_powerful
		development_growth_factor = 0.2
	}

	county_culture_modifier = {
		parameter = city_buildings_less_control
		monthly_county_control_growth_factor = -0.25
	}

	province_terrain_modifier = {
		parameter = coastal_holding_bonuses
		is_coastal = yes
		build_speed = -0.1
	}

	province_terrain_modifier = {
		parameter = coastal_holdings_give_defensive_bonus
		is_coastal = yes
		defender_holding_advantage = 5
	}

	province_terrain_modifier = { #EK ADDITION: new parameter
		parameter = coastal_holding_fortifications
		is_coastal = yes
		defender_holding_advantage = 5
		additional_fort_level = 2
		hostile_raid_time = 0.5
	}
	
	province_terrain_modifier = { #EK ADDITION END: new parameter
		parameter = coastal_levies
		is_coastal = yes
		levy_size = 0.1
	}

	county_dynasty_modifier = {
		county_holder_dynasty_perk = fp2_urbanism_legacy_1 # check if the dynasty of the county holder has a specific perk
		development_growth_factor = fp2_urbanism_legacy_1_bonus_value
	}

	flag = city

	on_complete = {
		barony.holder = {
			if = {
				limit = {
					any_vassal = {
						has_vassal_stance = parochial
					}
					save_temporary_scope_as = holder_scope
				}
				custom_tooltip = parochial_vassal_approves_holding_upgrade
				hidden_effect = {
					every_vassal = {
						limit = {
							has_vassal_stance = parochial
						}
						add_opinion = {
							target = prev
							modifier = parochial_approves_holding_upgrade_opinion
						}
					}
				}
			}
		}
	}
	ai_value = {
		base = 4
		modifier = {
			add = 1
			scope:holder.culture = { has_cultural_parameter = ai_more_likely_to_city }
		}
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
	}
}


####
#
# City Buildings
#
####

### Guild Halls

guild_halls_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = city_01
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		ek_building_requirement_general = yes #EK ADDITION
	}

	cost_gold = normal_building_tier_1_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_1
	}

	province_culture_modifier = { #EK ADDITION: new parameter
		parameter = fortified_cities 
		fort_level = normal_building_fort_level_tier_1
	}
	county_modifier = {
		development_growth_factor = 0.05
	}

	next_building = guild_halls_02

	type_icon = "icon_building_guild_halls.dds"

	ai_value = {
		base = 500
		ai_tier_1_building_modifier = yes
		modifier = {
			add = 500
			scope:holder = {
				government_has_flag = government_is_republic
			}
		}
	}
}

guild_halls_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = city_01
		culture = {
			OR = {
				has_innovation = innovation_crop_rotation
				has_cultural_parameter = next_level_guild_halls
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		ek_upgrading_requirement_general = yes #EK ADDITION
	}

	cost_gold = normal_building_tier_2_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_2
	}

	province_culture_modifier = {#EK ADDITION: new parameter
		parameter = fortified_cities
		fort_level = normal_building_fort_level_tier_1
		garrison_size = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.1
	}

	next_building = guild_halls_03
	ai_value = {
		base = 0
		modifier = {
			add = 9
			scope:holder = {
				government_has_flag = government_is_republic
			}
		}
	}
}

guild_halls_03 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_manorialism
			}
			has_building_or_higher = city_02
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_crop_rotation
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_01
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		ek_upgrading_requirement_general = yes #EK ADDITION
	}

	cost_gold = normal_building_tier_3_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_3
	}
	county_modifier = {
		development_growth_factor = 0.15
	}

	province_culture_modifier = { #EK ADDITION: new parameter
		parameter = fortified_cities
		fort_level = normal_building_fort_level_tier_2
		garrison_size = 0.1
	}
	
	next_building = guild_halls_04
	ai_value = {
		base = 0
		modifier = {
			add = 8
			scope:holder = {
				government_has_flag = government_is_republic
			}
		}
	}
}

guild_halls_04 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_manorialism
			}
			has_building_or_higher = city_02

		}
		trigger_else = {
			culture = {
				has_innovation = innovation_crop_rotation
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_01
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		ek_upgrading_requirement_general = yes #EK ADDITION
	}

	cost_gold = normal_building_tier_4_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_4
	}

	province_culture_modifier = { #EK ADDITION: new parameter
		parameter = fortified_cities
		fort_level = normal_building_fort_level_tier_2
		garrison_size = 0.2
	}
	county_modifier = {
		development_growth_factor = 0.2
	}

	next_building = guild_halls_05
	ai_value = {
		base = 0
		modifier = {
			add = 7
			scope:holder = {
				government_has_flag = government_is_republic
			}
		}
	}
}

guild_halls_05 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_guilds
			}
			has_building_or_higher = city_03
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_manorialism
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_02
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		ek_upgrading_requirement_general = yes #EK ADDITION
	}

	cost_gold = normal_building_tier_5_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_5
	}

	province_culture_modifier = { #EK ADDITION: new parameter
		parameter = fortified_cities
		fort_level = normal_building_fort_level_tier_3
		garrison_size = 0.2
	}
	county_modifier = {
		development_growth_factor = 0.25
	}

	next_building = guild_halls_06
	ai_value = {
		base = 0
		modifier = {
			add = 6
			scope:holder = {
				government_has_flag = government_is_republic
			}
		}
	}
}

guild_halls_06 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_guilds
			}
			has_building_or_higher = city_03
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_manorialism
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_02
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		ek_upgrading_requirement_general = yes #EK ADDITION
	}

	cost_gold = normal_building_tier_6_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_6
	}

	province_culture_modifier = { #EK ADDITION: new parameter
		parameter = fortified_cities
		fort_level = normal_building_fort_level_tier_3
		garrison_size = 0.3
	}
	county_modifier = {
		development_growth_factor = 0.3
	}

	next_building = guild_halls_07
	ai_value = {
		base = 0
		modifier = {
			add = 5
			scope:holder = {
				government_has_flag = government_is_republic
			}
		}
	}
}

guild_halls_07 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_cranes
			}
			has_building_or_higher = city_04
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_guilds
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_03
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		ek_upgrading_requirement_general = yes #EK ADDITION
	}

	cost_gold = normal_building_tier_7_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_7
	}

	province_culture_modifier = { #EK ADDITION: new parameter
		parameter = fortified_cities
		fort_level = normal_building_fort_level_tier_4
		garrison_size = 0.3
	}
	county_modifier = {
		development_growth_factor = 0.35
	}

	next_building = guild_halls_08
	ai_value = {
		base = 0
		modifier = {
			add = 4
			scope:holder = {
				government_has_flag = government_is_republic
			}
		}
	}
}

guild_halls_08 = {
	construction_time = standard_construction_time

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_guild_halls
					}
				}
			}
			culture = {
				has_innovation = innovation_cranes
			}
			has_building_or_higher = city_04
		}
		trigger_else = {
			culture = {
				has_innovation = innovation_guilds
			}
			culture = {
				has_cultural_parameter = next_level_guild_halls
			}
			has_building_or_higher = city_03
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		ek_upgrading_requirement_general = yes #EK ADDITION
	}

	cost_gold = normal_building_tier_8_cost

	province_modifier = {
		monthly_income = normal_building_tax_tier_8
	}

	province_culture_modifier = { #EK ADDITION: new parameter
		parameter = fortified_cities
		fort_level = normal_building_fort_level_tier_4
		garrison_size = 0.4
	}
	county_modifier = {
		development_growth_factor = 0.4
	}

	ai_value = {
		base = 0
		modifier = {
			add = 3
			scope:holder = {
				government_has_flag = government_is_republic
			}
		}
	}
}
