﻿### Manor Houses (farm_estates) - Reworked "Lord's Demesne" theme (Buildings Reworked mod)
# Theme: the landed magnate's seat - pure wealth, enriching the whole domain.
# Per level (1-8): +0.5 Monthly Tax, +1% Domain Taxes (domain_tax_mult, your whole domain),
#                  +1% Holding Taxes (tax_mult, this county).
# Dropped vanilla mixed bag: supply limit (flat & %), levy_size, development growth,
# control growth, coastal tax, and the brewery county-opinion culture bonus.
# Kept: feast-cost-discount effect_desc (external mechanic, on-theme), the terrain/pastures/
# paddy/innovation construction rules, AI weights, Mandala piety flavour.
# Soft-override: redefines the whole farm_estates_0X objects in a late-loading (zz_) file.

farm_estates_01 = {
	construction_time = slow_construction_time
	effect_desc = farm_estates_effect_desc

	can_construct_potential = {
		building_requirement_tribal = no
		OR = {
			building_farm_estates_requirement_terrain = yes
			AND = {
				has_building_or_higher = pastures_04
				culture = {
					has_cultural_parameter = farm_estates_pastures_unlock
				}
			}
			building_paddy_fields_requirement_terrain = yes
		}
	}

	can_construct_showing_failures_only = {
		OR = {
			AND = {
				building_farm_estates_requirement_terrain = yes
				building_requirement_castle_city_church = { LEVEL = 01 }
			}
			AND = {
				has_building_or_higher = pastures_04
				culture = {
					has_cultural_parameter = farm_estates_pastures_unlock
				}
			}
			AND = {
				building_paddy_fields_requirement_terrain = yes
				scope:holder.culture = { has_innovation = innovation_champa_rice }
				building_requirement_castle_city_church = { LEVEL = 01 }
			}
		}
	}

	cost_gold = 200

	province_modifier = {
		monthly_income = 0.5
	}
	character_modifier = {
		domain_tax_mult = 0.01
	}
	county_modifier = {
		tax_mult = 0.01
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = farm_estates_02

	type_icon = "icon_building_farm_estates.dds"

	ai_value = {
		base = 15 # Significantly higher than normal, they're just that good
		ai_tier_1_building_modifier = yes
		ai_tier_1_economical_building_preference_modifier = yes
		ai_farm_estate_improvement_from_culture_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		modifier = {
			factor = 2
			AND = {
				building_watermills_requirement_terrain = yes
				building_windmills_requirement_terrain = yes
			}
		}
	}
}

farm_estates_02 = {
	construction_time = slow_construction_time
	effect_desc = farm_estates_effect_desc

	can_construct_potential = {
		building_requirement_tribal = no
		OR = {
			building_farm_estates_requirement_terrain = yes
			AND = {
				has_building_or_higher = pastures_04
				culture = {
					has_cultural_parameter = farm_estates_pastures_unlock
				}
			}
			building_paddy_fields_requirement_terrain = yes
		}
	}

	can_construct_showing_failures_only = {
		OR = {
			AND = {
				building_requirement_castle_city_church = { LEVEL = 01 }
				scope:holder.culture = {
					has_innovation = innovation_crop_rotation
				}
				building_farm_estates_requirement_terrain = yes
			}
			AND = {
				has_building_or_higher = pastures_04
				culture = {
					has_cultural_parameter = farm_estates_pastures_unlock
				}
			}
			AND = {
				building_paddy_fields_requirement_terrain = yes
				scope:holder.culture = { has_innovation = innovation_champa_rice }
				building_requirement_castle_city_church = { LEVEL = 01 }
			}
		}
	}

	cost_gold = 350

	province_modifier = {
		monthly_income = 1.0
	}
	character_modifier = {
		domain_tax_mult = 0.02
	}
	county_modifier = {
		tax_mult = 0.02
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = farm_estates_03

	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

farm_estates_03 = {
	construction_time = slow_construction_time
	effect_desc = farm_estates_effect_desc

	can_construct_potential = {
		farm_estates_3_4_trigger = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		OR = {
			building_farm_estates_requirement_terrain = yes
			AND = {
				has_building_or_higher = pastures_04
				culture = {
					has_cultural_parameter = farm_estates_pastures_unlock
				}
			}
			building_paddy_fields_requirement_terrain = yes
		}
	}

	cost_gold = 550

	province_modifier = {
		monthly_income = 1.5
	}
	character_modifier = {
		domain_tax_mult = 0.03
	}
	county_modifier = {
		tax_mult = 0.03
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = farm_estates_04

	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

farm_estates_04 = {
	construction_time = slow_construction_time
	effect_desc = farm_estates_effect_desc

	can_construct_potential = {
		farm_estates_3_4_trigger = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		OR = {
			building_farm_estates_requirement_terrain = yes
			AND = {
				has_building_or_higher = pastures_04
				culture = {
					has_cultural_parameter = farm_estates_pastures_unlock
				}
			}
			building_paddy_fields_requirement_terrain = yes
		}
	}

	cost_gold = 800

	province_modifier = {
		monthly_income = 2.0
	}
	character_modifier = {
		domain_tax_mult = 0.04
	}
	county_modifier = {
		tax_mult = 0.04
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = farm_estates_05

	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

farm_estates_05 = {
	construction_time = slow_construction_time
	effect_desc = farm_estates_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct = {
		OR = {
			building_farm_estates_requirement_terrain = yes
			AND = {
				building_paddy_fields_requirement_terrain = yes
				scope:holder.culture = {
					has_innovation = innovation_champa_rice
				}
			}
		}
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		OR = {
			terrain = farmlands
			building_paddy_fields_requirement_terrain = yes
		}
	}

	cost_gold = 1150

	province_modifier = {
		monthly_income = 2.5
	}
	character_modifier = {
		domain_tax_mult = 0.05
	}
	county_modifier = {
		tax_mult = 0.05
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = farm_estates_06

	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

farm_estates_06 = {
	construction_time = slow_construction_time
	effect_desc = farm_estates_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct = {
		OR = {
			building_farm_estates_requirement_terrain = yes
			AND = {
				building_paddy_fields_requirement_terrain = yes
				scope:holder.culture = {
					has_innovation = innovation_champa_rice
				}
			}
		}
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		OR = {
			terrain = farmlands
			building_paddy_fields_requirement_terrain = yes
		}
	}

	cost_gold = 1700

	province_modifier = {
		monthly_income = 3.0
	}
	character_modifier = {
		domain_tax_mult = 0.06
	}
	county_modifier = {
		tax_mult = 0.06
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = farm_estates_07

	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

farm_estates_07 = {
	construction_time = slow_construction_time
	effect_desc = farm_estates_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 04 }
	}

	can_construct = {
		OR = {
			building_farm_estates_requirement_terrain = yes
			AND = {
				building_paddy_fields_requirement_terrain = yes
				scope:holder.culture = {
					has_innovation = innovation_champa_rice
				}
			}
		}
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		OR = {
			terrain = farmlands
			building_paddy_fields_requirement_terrain = yes
		}
	}

	cost_gold = 2400

	province_modifier = {
		monthly_income = 3.5
	}
	character_modifier = {
		domain_tax_mult = 0.07
	}
	county_modifier = {
		tax_mult = 0.07
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = farm_estates_08

	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

farm_estates_08 = {
	construction_time = slow_construction_time
	effect_desc = farm_estates_effect_desc

	can_construct_potential = {
		building_requirement_castle_city_church = { LEVEL = 04 }
	}

	can_construct = {
		OR = {
			building_farm_estates_requirement_terrain = yes
			AND = {
				building_paddy_fields_requirement_terrain = yes
				scope:holder.culture = {
					has_innovation = innovation_champa_rice
				}
			}
		}
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		OR = {
			terrain = farmlands
			building_paddy_fields_requirement_terrain = yes
		}
	}

	cost_gold = 3400

	province_modifier = {
		monthly_income = 4.0
	}
	character_modifier = {
		domain_tax_mult = 0.08
	}
	county_modifier = {
		tax_mult = 0.08
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}
