﻿
@buildspeed1 = 730

##################
# ESTATE BUILDINGS
##################

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

### Estate Main Building - The Villa
feudal_domicile_main_01 = {
	slot_type = main
	internal_slots = 1
	construction_time = @buildspeed1
	allowed_domicile_types = { feudal_domicile }

	cost = {
		gold = 100
		prestige = 300
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
		domicile_external_slots_capacity_add = 2
		domain_limit_max = 1
	}

	ai_value = {
		value = 100
	}

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

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

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

feudal_domicile_main_02 = {
	slot_type = main
	internal_slots = 2
	construction_time = @buildspeed1
	allowed_domicile_types = { feudal_domicile }
	previous_building = feudal_domicile_main_01
	
	can_construct = {
		culture ?= { has_innovation = innovation_city_planning }
	}

	cost = {
		gold = 150
		prestige = 400
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
		domicile_external_slots_capacity_add = 1
		domain_limit_max = 1
	}

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

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

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

feudal_domicile_main_03 = {
	slot_type = main
	internal_slots = 3
	construction_time = @buildspeed1
	allowed_domicile_types = { feudal_domicile }
	previous_building = feudal_domicile_main_02
	
	can_construct = {
		culture ?= { has_innovation = innovation_manorialism }
	}

	cost = {
		gold = 250
		prestige = 800
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.5
		domicile_monthly_prestige_mult = 0.02
		domicile_external_slots_capacity_add = 1
		domain_limit_max = 1
	}

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

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

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

feudal_domicile_main_04 = {
	slot_type = main
	internal_slots = 4
	construction_time = @buildspeed1
	allowed_domicile_types = { feudal_domicile }
	previous_building = feudal_domicile_main_03
	
	can_construct = {
		culture ?= { has_innovation = innovation_development_03 }
	}

	cost = {
		gold = 400
		prestige = 1400
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.5
		domicile_monthly_prestige_mult = 0.03
		domain_limit_max = 1
	}

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

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

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

feudal_domicile_main_05 = {
	slot_type = main
	internal_slots = 5
	construction_time = @buildspeed1
	allowed_domicile_types = { feudal_domicile }
	previous_building = feudal_domicile_main_04
	
	can_construct = {
		culture ?= { has_innovation = innovation_cranes }
	}

	cost = {
		gold = 600
		prestige = 2000
	}
	
	parameters = {
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.75
		domicile_monthly_prestige_mult = 0.05
		domain_limit_max = 1
	}

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

	asset = {
		trigger = {
			domicile_location.culture = {
				has_graphical_western_culture_group_trigger = yes
			}
		}
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_grand_estate.dds"
		texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_grand_estate_western_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_estate_main_building"
	}
}
### Hunting Lodge
feudal_lodge_01 = {
	construction_time = @japanese_manor_external_construction_time_tier_1
	allowed_domicile_types = { feudal_domicile }
	internal_slots = 1

	can_construct = {
		custom_tooltip = {
			text = ceremony_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_tea_house }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
		owned_personal_scheme_success_chance_growth_add = 2
		diplomacy_per_prestige_level = 1
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}

	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_tea_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_tea_house"
	}
}
feudal_lodge_02 = {
	construction_time = @japanese_manor_external_construction_time_tier_2
	allowed_domicile_types = { feudal_domicile }
	internal_slots = 1
	previous_building = feudal_lodge_01

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		custom_tooltip = {
			text = ceremony_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_tea_house }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		owned_personal_scheme_success_chance_growth_add = 2
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_tea_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_tea_house"
	}
}
feudal_lodge_03 = {
	construction_time = @japanese_manor_external_construction_time_tier_3
	allowed_domicile_types = { feudal_domicile }
	internal_slots = 1
	previous_building = feudal_lodge_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		custom_tooltip = {
			text = ceremony_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_tea_house }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		owned_personal_scheme_success_chance_growth_add = 2
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_tea_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_tea_house"
	}
}
feudal_lodge_04 = {
	construction_time = @japanese_manor_external_construction_time_tier_4
	allowed_domicile_types = { feudal_domicile }
	internal_slots = 1
	previous_building = feudal_lodge_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		custom_tooltip = {
			text = ceremony_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_tea_house }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		owned_personal_scheme_success_chance_growth_add = 2
		diplomacy_per_prestige_level = 1
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_tea_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_tea_house"
	}
}
feudal_lodge_05 = {
	construction_time = @japanese_manor_external_construction_time_tier_5
	allowed_domicile_types = { feudal_domicile }
	internal_slots = 1
	previous_building = feudal_lodge_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		custom_tooltip = {
			text = ceremony_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_tea_house }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		owned_personal_scheme_success_chance_growth_add = 2
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_tea_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_tea_house"
	}
}
feudal_lodge_06 = {
	construction_time = @japanese_manor_external_construction_time_tier_6
	allowed_domicile_types = { feudal_domicile }
	internal_slots = 1
	previous_building = feudal_lodge_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		custom_tooltip = {
			text = ceremony_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_tea_house }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.1
		owned_personal_scheme_success_chance_growth_add = 2
	}
	
	parameters = {
		estate_unlock_tea_ceremony = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_tea.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_tea_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_tea_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_tea_house"
	}
}
# Internal
feudal_guest_house_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { feudal_domicile }
	slot_type = internal
	previous_building = feudal_lodge_01

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		personal_scheme_phase_duration_add = -5
	}

	parameters = {
		estate_unlock_ingratiate_family_interaction = yes
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
feudal_guest_house_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { feudal_domicile }
	slot_type = internal
	previous_building = feudal_guest_house_01

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		owned_personal_scheme_success_chance_add = 2
	}
	
	ai_value = {
		value = 6
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
feudal_guest_house_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { feudal_domicile }
	slot_type = internal
	previous_building = feudal_guest_house_02

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		owned_personal_scheme_success_chance_add = 2
		max_personal_schemes_add = 1
	}
	
	ai_value = {
		value = 5
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
feudal_guest_house_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { feudal_domicile }
	slot_type = internal
	previous_building = feudal_guest_house_03

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		dynasty_house_opinion = 2
		personal_scheme_phase_duration_add = -5
		owned_personal_scheme_success_chance_add = 2
	}
	
	ai_value = {
		value = 4
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
feudal_guest_house_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { feudal_domicile }
	slot_type = internal
	previous_building = feudal_guest_house_04

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		dynasty_house_opinion = 2
		personal_scheme_phase_duration_add = -5
		owned_personal_scheme_success_chance_add = 2
	}
	
	ai_value = {
		value = 4
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
feudal_guest_house_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { feudal_domicile }
	slot_type = internal
	previous_building = feudal_guest_house_05

	can_construct = {
		domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_living_quarters }
				multiply = 0.75
				desc = raid_insight_quarters
			}
		}
	}

	character_modifier = {
		dynasty_house_opinion = 2
		personal_scheme_phase_duration_add = -5
		owned_personal_scheme_success_chance_add = 2
	}
	
	ai_value = {
		value = 4
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_guest.dds"
		texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_villa_byzantine_mask.dds"
	}
}
### Armory
japanese_armory_01 = {
	construction_time = @japanese_manor_external_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1

	can_construct = {
		custom_tooltip = {
			text = strength_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_armory }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}	
	}

	character_modifier = {
		men_at_arms_recruitment_cost = -0.04
		mercenary_hire_cost_mult = -0.025
		martial_per_prestige_level = 1
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_armory_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_armory_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
japanese_armory_02 = {
	construction_time = @japanese_manor_external_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_armory_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
		custom_tooltip = {
			text = strength_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_armory }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		men_at_arms_recruitment_cost = -0.04
		mercenary_hire_cost_mult = -0.025
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_armory_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_armory_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
japanese_armory_03 = {
	construction_time = @japanese_manor_external_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_armory_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
		custom_tooltip = {
			text = strength_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_armory }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		men_at_arms_recruitment_cost = -0.04
		mercenary_hire_cost_mult = -0.025
	}

	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_armory_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_armory_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
japanese_armory_04 = {
	construction_time = @japanese_manor_external_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_armory_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
		custom_tooltip = {
			text = strength_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_armory }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		men_at_arms_recruitment_cost = -0.04
		mercenary_hire_cost_mult = -0.025
		martial_per_prestige_level = 1
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_armory_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_armory_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
japanese_armory_05 = {
	construction_time = @japanese_manor_external_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_armory_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = strength_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_armory }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		men_at_arms_recruitment_cost = -0.04
		mercenary_hire_cost_mult = -0.025
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_armory_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_armory_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
japanese_armory_06 = {
	construction_time = @japanese_manor_external_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_armory_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = strength_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_armory }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		men_at_arms_recruitment_cost = -0.04
		mercenary_hire_cost_mult = -0.025
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_knight_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_armory_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_armory_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_barracks"
	}
}
japanese_bladesmith_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_armory_01

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_maintenance_mult = -0.04
		pikemen_maintenance_mult = -0.04
		heavy_infantry_damage_mult = 0.025
		knight_effectiveness_mult = 0.01
		pikemen_damage_mult = 0.025
	}

	parameters = {
		cheaper_commission_weapon_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bladesmith.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_bladesmith_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_bladesmith_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_maintenance_mult = -0.04
		pikemen_maintenance_mult = -0.04
		heavy_infantry_damage_mult = 0.025
		pikemen_damage_mult = 0.025
		knight_effectiveness_mult = 0.01
		prowess_no_portrait = 1
	}

	parameters = {
		cheaper_commission_weapon_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bladesmith.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_bladesmith_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_bladesmith_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_maintenance_mult = -0.04
		pikemen_maintenance_mult = -0.04
		heavy_infantry_damage_mult = 0.025
		pikemen_damage_mult = 0.025
		knight_effectiveness_mult = 0.01
	}

	parameters = {
		cheaper_commission_weapon_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bladesmith.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_bladesmith_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_bladesmith_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_maintenance_mult = -0.04
		pikemen_maintenance_mult = -0.04
		heavy_infantry_damage_mult = 0.025
		pikemen_damage_mult = 0.025
		knight_effectiveness_mult = 0.01
		prowess_no_portrait = 1
	}

	parameters = {
		cheaper_commission_weapon_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bladesmith.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_bladesmith_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_bladesmith_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_5_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_maintenance_mult = -0.04
		pikemen_maintenance_mult = -0.04
		heavy_infantry_damage_mult = 0.025
		pikemen_damage_mult = 0.025
		knight_effectiveness_mult = 0.01
	}

	parameters = {
		cheaper_commission_weapon_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bladesmith.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_bladesmith_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_bladesmith_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_6_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_maintenance_mult = -0.04
		pikemen_maintenance_mult = -0.04
		heavy_infantry_damage_mult = 0.025
		pikemen_damage_mult = 0.025
		knight_effectiveness_mult = 0.01
		prowess_no_portrait = 1
	}

	parameters = {
		cheaper_commission_weapon_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_bladesmith.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_armorer_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_armory_01

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_toughness_mult = 0.025
		pikemen_toughness_mult = 0.025
		light_cavalry_toughness_mult = 0.025
		knight_effectiveness_mult = 0.01
	}

	parameters = {
		cheaper_commission_armor_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_armorer_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_armorer_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_toughness_mult = 0.025
		pikemen_toughness_mult = 0.025
		light_cavalry_toughness_mult = 0.025
		knight_effectiveness_mult = 0.01
	}

	parameters = {
		cheaper_commission_armor_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_armorer_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_armorer_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_toughness_mult = 0.025
		pikemen_toughness_mult = 0.025
		light_cavalry_toughness_mult = 0.025
		knight_effectiveness_mult = 0.01
	}

	parameters = {
		cheaper_commission_armor_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_armorer_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_armorer_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_toughness_mult = 0.025
		pikemen_toughness_mult = 0.025
		light_cavalry_toughness_mult = 0.025
		knight_effectiveness_mult = 0.01
	}

	parameters = {
		cheaper_commission_armor_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_armorer_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_armorer_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_5_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_toughness_mult = 0.025
		pikemen_toughness_mult = 0.025
		light_cavalry_toughness_mult = 0.025
		knight_effectiveness_mult = 0.01
	}

	parameters = {
		cheaper_commission_armor_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_armorer_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_armorer_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_6_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		heavy_infantry_toughness_mult = 0.025
		pikemen_toughness_mult = 0.025
		light_cavalry_toughness_mult = 0.025
		knight_effectiveness_mult = 0.01
	}

	parameters = {
		cheaper_commission_armor_artifact_parameter_1 = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_forge_yurt.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_barracks_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_armory_01

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_1_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		men_at_arms_cap = 1
	}

	parameters = {
		house_head_can_ask_for_maa = yes
		reduce_success_of_raid_estate = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_barracks_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_barracks_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_2_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		knight_limit = 1
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_barracks_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_barracks_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_3_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		men_at_arms_limit = 1
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_barracks_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_barracks_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_4_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_barracks_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_barracks_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_5_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		knight_limit = 1
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
japanese_barracks_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_barracks_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_internal_building_normal_cost_tier_6_value
			if = {
				limit = { has_realm_law_flag = cheaper_japanese_domicile_military_buildings }
				multiply = 0.75
			}
		}
	}

	character_modifier = {
		men_at_arms_cap = 1
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_barrack.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_workshop_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_workshop_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_workshop"
	}
}
### Archive
japanese_archive_01 = {
	construction_time = @japanese_manor_external_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1

	can_construct = {
		trigger_if = {
			limit = { is_ai = yes }
		}
		custom_tooltip = {
			text = service_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_archive }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		stewardship_per_prestige_level = 1
		domicile_monthly_prestige_add = 0.25
	}

	parameters = {
		japanese_archives_governor_efficiency_boost = yes
		japanese_manor_local_theme_cost_reduction = yes
		japanese_manor_governor_efficiency_bonus = yes
		japanese_manor_governor_trait_xp_bonus_for_contracts = yes
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_archives_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_archives_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_archives_japanese"
	}
}
japanese_archive_02 = {
	construction_time = @japanese_manor_external_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_archive_01

	can_construct = {
		trigger_if = {
			limit = { is_ai = yes }
		}
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
		custom_tooltip = {
			text = service_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_archive }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_archives_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_archives_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_archives_japanese"
	}
}
japanese_archive_03 = {
	construction_time = @japanese_manor_external_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_archive_02

	can_construct = {
		trigger_if = {
			limit = { is_ai = yes }
		}
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
		custom_tooltip = {
			text = service_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_archive }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_archives_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_archives_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_archives_japanese"
	}
}
japanese_archive_04 = {
	construction_time = @japanese_manor_external_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_archive_03

	can_construct = {
		trigger_if = {
			limit = { is_ai = yes }
		}
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
		custom_tooltip = {
			text = service_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_archive }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		stewardship_per_prestige_level = 1
		domicile_monthly_prestige_add = 0.25
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_archives_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_archives_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_archives_japanese"
	}
}
japanese_archive_05 = {
	construction_time = @japanese_manor_external_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_archive_04

	can_construct = {
		trigger_if = {
			limit = { is_ai = yes }
		}
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = service_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_archive }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_archives_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_archives_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_archives_japanese"
	}
}
japanese_archive_06 = {
	construction_time = @japanese_manor_external_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_archive_05

	can_construct = {
		trigger_if = {
			limit = { is_ai = yes }
		}
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = service_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_archive }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		domicile_monthly_prestige_add = 0.25
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_scribes.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_archives_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_archives_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_archives_japanese"
	}
}
# Internal
japanese_schoolhouse_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_archive_01

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		dynasty_house_opinion = 2
	}

	parameters = {
		increased_tutor_aptitude_1 = yes
		estate_reduced_tutor_cost = yes
		japanese_schoolhouse_education_boost_1 = yes
		estate_governor_efficiency_bonus_for_house_members = yes
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_schoolhouse.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_schoolhouse_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_schoolhouse_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		dynasty_house_opinion = 2
	}

	parameters = {
		increased_tutor_aptitude_2 = yes
		estate_reduced_tutor_cost = yes
		japanese_schoolhouse_education_boost_1 = yes
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_schoolhouse.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_schoolhouse_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_schoolhouse_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		dynasty_house_opinion = 2
	}

	parameters = {
		increased_tutor_aptitude_3 = yes
		estate_reduced_tutor_cost = yes
		japanese_schoolhouse_education_boost_1 = yes
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_schoolhouse.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_schoolhouse_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_schoolhouse_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		dynasty_house_opinion = 2
	}

	parameters = {
		increased_tutor_aptitude_4 = yes
		estate_reduced_tutor_cost = yes
		japanese_schoolhouse_education_boost_1 = yes
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_schoolhouse.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_schoolhouse_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_schoolhouse_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		dynasty_house_opinion = 2
	}

	parameters = {
		increased_tutor_aptitude_5 = yes
		estate_reduced_tutor_cost = yes
		japanese_schoolhouse_education_boost_1 = yes
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_schoolhouse.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_schoolhouse_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_schoolhouse_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		dynasty_house_opinion = 2
	}

	parameters = {
		japanese_schoolhouse_education_boost_1 = yes
		increased_tutor_aptitude_6 = yes
		estate_reduced_tutor_cost = yes
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_schoolhouse.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_law_library_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_archive_01

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		owned_political_scheme_success_chance_growth_add = 2
		enemy_political_scheme_success_chance_growth_add = -2
	}

	parameters = {
		estate_unlock_teach_governor_interaction = yes
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_law_library_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_law_library_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		owned_political_scheme_success_chance_growth_add = 2
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_law_library_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_law_library_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		owned_political_scheme_success_chance_growth_add = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_law_library_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_law_library_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		owned_political_scheme_success_chance_growth_add = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_law_library_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_law_library_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		owned_political_scheme_success_chance_growth_add = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_law_library_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_law_library_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		owned_political_scheme_success_chance_growth_add = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_reference_corpus.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_messenger_service_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_archive_01

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		prestige_level_impact_mult = 0.025
		political_scheme_phase_duration_add = -5
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_messenger_service_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_messenger_service_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		prestige_level_impact_mult = 0.025
		political_scheme_phase_duration_add = -5
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_messenger_service_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_messenger_service_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		prestige_level_impact_mult = 0.025
		political_scheme_phase_duration_add = -5
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_messenger_service_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_messenger_service_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		prestige_level_impact_mult = 0.025
		political_scheme_phase_duration_add = -5
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_messenger_service_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_messenger_service_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		prestige_level_impact_mult = 0.025
		political_scheme_phase_duration_add = -5
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_messenger_service_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_messenger_service_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		prestige_level_impact_mult = 0.025
		political_scheme_phase_duration_add = -5
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_diplomacy_yurt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
### Brewery
japanese_brewery_01 = {
	construction_time = @japanese_manor_external_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1

	can_construct = {
		custom_tooltip = {
			text = prosperity_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_brewery }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.35
		development_growth_factor = 0.025
		county_opinion_add = 2
		stewardship_per_prestige_level = 1
	}

	parameters = {
		estate_cheaper_feast_cost = yes
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_brewery_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_brewery_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_brewery_japanese"
	}
}
japanese_brewery_02 = {
	construction_time = @japanese_manor_external_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_brewery_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
		custom_tooltip = {
			text = prosperity_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_brewery }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		development_growth_factor = 0.025
		county_opinion_add = 2
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_brewery_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_brewery_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_brewery_japanese"
	}
}
japanese_brewery_03 = {
	construction_time = @japanese_manor_external_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_brewery_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
		custom_tooltip = {
			text = prosperity_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_brewery }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		development_growth_factor = 0.025
		county_opinion_add = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_brewery_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_brewery_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_brewery_japanese"
	}
}
japanese_brewery_04 = {
	construction_time = @japanese_manor_external_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_brewery_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
		custom_tooltip = {
			text = prosperity_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_brewery }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		development_growth_factor = 0.025
		county_opinion_add = 2
		stewardship_per_prestige_level = 1
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_brewery_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_brewery_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_brewery_japanese"
	}
}
japanese_brewery_05 = {
	construction_time = @japanese_manor_external_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_brewery_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = prosperity_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_brewery }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		development_growth_factor = 0.025
		county_opinion_add = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_brewery_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_brewery_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_brewery_japanese"
	}
}
japanese_brewery_06 = {
	construction_time = @japanese_manor_external_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_brewery_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = prosperity_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_brewery }
		}
	}

	cost = {
		gold = { value = japanese_manor_external_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		domicile_monthly_gold_add = 0.1
		development_growth_factor = 0.025
		county_opinion_add = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_brewers.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_brewery_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_brewery_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_brewery_japanese"
	}
}
# Internal
japanese_koshu_cellars_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_brewery_01

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		domicile_monthly_prestige_mult = 0.025
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_koshu_cellars_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_koshu_cellars_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		domicile_monthly_prestige_mult = 0.025
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_koshu_cellars_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_koshu_cellars_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		domicile_monthly_prestige_mult = 0.025
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_koshu_cellars_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_koshu_cellars_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		domicile_monthly_prestige_mult = 0.025
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_koshu_cellars_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_koshu_cellars_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		domicile_monthly_prestige_mult = 0.025
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_koshu_cellars_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_koshu_cellars_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
		domicile_monthly_prestige_mult = 0.025
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_vineyard.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_gambling_den_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_brewery_01

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04

		dread_decay_mult = -0.025
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_gambling_den.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_gambling_den_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_gambling_den_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_gambling_den.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_gambling_den_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_gambling_den_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_gambling_den.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_gambling_den_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_gambling_den_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_gambling_den.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_gambling_den_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_gambling_den_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_gambling_den.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_gambling_den_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_gambling_den_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		domicile_monthly_gold_mult = 0.04
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_gambling_den.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
### Shrine
japanese_shrine_01 = {
	construction_time = @japanese_manor_external_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1

	can_construct = {
		custom_tooltip = {
			text = humility_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_shrine }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.5
		clergy_opinion = 2
		learning_per_prestige_level = 1
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = { 
		icon = "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_temple_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_temple_shinto"
	}
}
japanese_shrine_02 = {
	construction_time = @japanese_manor_external_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_shrine_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
		custom_tooltip = {
			text = humility_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_shrine }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.25
		clergy_opinion = 2
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = { 
		icon = "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_temple_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_temple_shinto"
	}
}
japanese_shrine_03 = {
	construction_time = @japanese_manor_external_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_shrine_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
		custom_tooltip = {
			text = humility_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_shrine }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.25
		clergy_opinion = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = { 
		icon = "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_temple_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_temple_shinto"
	}
}
japanese_shrine_04 = {
	construction_time = @japanese_manor_external_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_shrine_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
		custom_tooltip = {
			text = humility_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_shrine }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.25
		clergy_opinion = 2
		learning_per_prestige_level = 1
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = { 
		icon = "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_temple_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_temple_shinto"
	}
}
japanese_shrine_05 = {
	construction_time = @japanese_manor_external_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_shrine_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = humility_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_shrine }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.25
		clergy_opinion = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = { 
		icon = "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_temple_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_temple_shinto"
	}
}
japanese_shrine_06 = {
	construction_time = @japanese_manor_external_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_shrine_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = humility_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_shrine }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_temple }
				multiply = 0.75
				desc = raid_insight_temple
			}
		}
	}

	character_modifier = {
		domicile_monthly_piety_add = 0.25
		clergy_opinion = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = { 
		icon = "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_temple_japanese.dds" 
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_temple_japanese_mask.png"
		soundeffect = "event:/DLC/EP4/SFX/UI/domicile_buildings/tgp_ui_domicile_building_temple_shinto"
	}
}
# Internal
japanese_cemetery_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_shrine_01

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.1
		dynasty_house_opinion = 2
	}

	parameters = {
		estate_cheaper_funeral_cost = yes
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_cemetery_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_cemetery_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.05
		dynasty_house_opinion = 2
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_cemetery_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_cemetery_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.05
		dynasty_house_opinion = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_cemetery_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_cemetery_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.05
		dynasty_house_opinion = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_cemetery_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_cemetery_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.05
		dynasty_house_opinion = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_cemetery_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_cemetery_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		monthly_dynasty_prestige = 0.05
		dynasty_house_opinion = 2
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_crypt.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
### Watch-house
japanese_watch_house_01 = {
	construction_time = @japanese_manor_external_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1

	can_construct = {
		custom_tooltip = {
			text = determination_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_watch_house }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_1_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		defender_holding_advantage = 1
		hostile_raid_time = 0.1
		intrigue_per_prestige_level = 1
	}

	parameters = {
		reduce_success_of_raid_estate = yes
		raids_less_likely_to_make_prisoners_1_japanese = yes
	}
	
	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_guard_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
japanese_watch_house_02 = {
	construction_time = @japanese_manor_external_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_watch_house_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
		custom_tooltip = {
			text = determination_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_watch_house }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_2_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		defender_holding_advantage = 1
		hostile_raid_time = 0.1
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_guard_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
japanese_watch_house_03 = {
	construction_time = @japanese_manor_external_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 1
	previous_building = japanese_watch_house_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
		custom_tooltip = {
			text = determination_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_watch_house }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_3_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		defender_holding_advantage = 1
		hostile_raid_time = 0.1
	}
	
	parameters = {
		raids_less_likely_to_make_prisoners_2_japanese = yes
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_guard_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
japanese_watch_house_04 = {
	construction_time = @japanese_manor_external_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_watch_house_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
		custom_tooltip = {
			text = determination_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_watch_house }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_4_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		defender_holding_advantage = 1
		hostile_raid_time = 0.1
		intrigue_per_prestige_level = 1
	}

	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_guard_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
japanese_watch_house_05 = {
	construction_time = @japanese_manor_external_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_watch_house_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = determination_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_watch_house }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_5_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		defender_holding_advantage = 1
		hostile_raid_time = 0.1
	}
	
	parameters = {
		raids_less_likely_to_make_prisoners_3_japanese = yes
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_guard_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
japanese_watch_house_06 = {
	construction_time = @japanese_manor_external_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	internal_slots = 2
	previous_building = japanese_watch_house_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
		custom_tooltip = {
			text = determination_house_power_tt
			house = { has_house_power_parameter = unlocks_japanese_manor_watch_house }
		}
	}

	cost = {
		gold = {
			value = japanese_manor_external_building_normal_cost_tier_6_value
			if = {
				limit = { has_character_modifier = raid_insight_watchtower }
				multiply = 0.75
				desc = raid_insight_watchtower
			}
		}
	}

	character_modifier = {
		monthly_county_control_growth_factor = 0.05
		defender_holding_advantage = 1
		hostile_raid_time = 0.1
	}
	
	ai_value = {
		value = 7
		add = japanese_manor_building_ai_modifier_value
	}

	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_camp_perimiter.dds"
		texture =  "gfx/interface/window_domiciles/estate_building_guard_house_japanese.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_guard_house_japanese_mask.png"
		soundeffect = "event:/DLC/EP3/SFX/UI/domicile_buildings/ep3_ui_domicile_buildings_guardhouse"
	}
}
# Internal
japanese_spy_network_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_watch_house_01

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_max_add = -2
		owned_hostile_scheme_success_chance_growth_add = 2
		monthly_county_control_growth_add = 0.1
	}

	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_spy_network_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_spy_network_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_max_add = -2
		owned_hostile_scheme_success_chance_growth_add = 2
		monthly_county_control_growth_add = 0.1
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_spy_network_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_spy_network_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_max_add = -2
		owned_hostile_scheme_success_chance_growth_add = 2
		monthly_county_control_growth_add = 0.1
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_spy_network_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_spy_network_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_max_add = -2
		owned_hostile_scheme_success_chance_growth_add = 2
		monthly_county_control_growth_add = 0.1
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_spy_network_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_spy_network_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_max_add = -2
		owned_hostile_scheme_success_chance_growth_add = 2
		monthly_county_control_growth_add = 0.1
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_spy_network_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_spy_network_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		enemy_hostile_scheme_success_chance_max_add = -2
		owned_hostile_scheme_success_chance_growth_add = 2
		monthly_county_control_growth_add = 0.1
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_juicy_rumors.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_infiltrators_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_watch_house_01

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		intrigue_per_prestige_level = 1
		hostile_scheme_phase_duration_add = -5
		political_scheme_phase_duration_add = -5
	}

	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_infiltrators_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_infiltrators_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		hostile_scheme_phase_duration_add = -5
		political_scheme_phase_duration_add = -5
	}

	parameters = {
		estate_unlock_hire_agents_decision = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_infiltrators_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_infiltrators_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		hostile_scheme_phase_duration_add = -5
		political_scheme_phase_duration_add = -5
	}

	parameters = {
		estate_unlock_hire_agents_decision = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_infiltrators_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_infiltrators_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		intrigue_per_prestige_level = 1
		hostile_scheme_phase_duration_add = -5
		political_scheme_phase_duration_add = -5
	}

	parameters = {
		estate_unlock_hire_agents_decision = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_infiltrators_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_infiltrators_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		hostile_scheme_phase_duration_add = -5
	}

	parameters = {
		estate_unlock_hire_agents_decision = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_infiltrators_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_infiltrators_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		hostile_scheme_phase_duration_add = -5
		political_scheme_phase_duration_add = -5
	}

	parameters = {
		estate_unlock_hire_agents_decision = yes
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_subdued_gear.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_prison_01 = {
	construction_time = @japanese_manor_internal_construction_time_tier_1
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_watch_house_01

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_1_value }
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.05
		dread_decay_mult = -0.025
		dread_gain_mult = 0.025
	}

	ai_value = {
		value = 9
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_prison_02 = {
	construction_time = @japanese_manor_internal_construction_time_tier_2
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_prison_01

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_02 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_02 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_2_value }
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.05
		dread_decay_mult = -0.025
		dread_gain_mult = 0.025
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_prison_03 = {
	construction_time = @japanese_manor_internal_construction_time_tier_3
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_prison_02

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_03 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_03 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_3_value }
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.05
		dread_decay_mult = -0.025
		dread_gain_mult = 0.025
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_prison_04 = {
	construction_time = @japanese_manor_internal_construction_time_tier_4
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_prison_03

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_04 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_04 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_4_value }
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.05
		dread_decay_mult = -0.025
		dread_gain_mult = 0.025
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_prison_05 = {
	construction_time = @japanese_manor_internal_construction_time_tier_5
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_prison_04

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_05 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_5_value }
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.05
		dread_decay_mult = -0.025
		dread_gain_mult = 0.025
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}
japanese_prison_06 = {
	construction_time = @japanese_manor_internal_construction_time_tier_6
	allowed_domicile_types = { japanese_manor feudal_domicile }
	slot_type = internal
	previous_building = japanese_prison_05

	can_construct = {
		OR = {
			domicile ?= { has_domicile_building_or_higher = japanese_manor_main_06 }
			domicile ?= { has_domicile_building_or_higher = feudal_domicile_main_05 }
		}
	}

	cost = {
		gold = { value = japanese_manor_internal_building_normal_cost_tier_6_value }
	}

	character_modifier = {
		monthly_prestige_gain_per_dread_mult = 0.05
		dread_decay_mult = -0.025
		dread_gain_mult = 0.025
	}
	
	ai_value = {
		value = 8
		add = japanese_manor_building_ai_modifier_value
	}
	
	asset = {
		icon = "gfx/interface/icons/domicile_building/domicile_building_prison.dds"
		texture =  "gfx/interface/icons/domicile_building/domicile_japan_family_shrine.dds"
		intersectionmask_texture = "gfx/interface/window_domiciles/estate_building_construction_japanese_mask.png"
	}
}