﻿### Hill Farms - Reworked "Terraced Heights" theme (Buildings Reworked mod)
# Per level: +0.25 Monthly Tax, +2 Defender Advantage, +2% Garrison Size. (tax tier 0.25, cheap cost)
# Defensible terraced high ground.

hill_farms_01 = {
	construction_time = standard_construction_time
	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	cost_gold = 150
	province_modifier = {
		monthly_income = 0.25
		defender_holding_advantage = 2
		garrison_size = 0.02
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = hill_farms_02
	type_icon = "icon_building_hill_farms.dds"
	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_tier_1_economical_building_preference_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
	}
}

hill_farms_02 = {
	construction_time = standard_construction_time
	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
		scope:holder.culture = { has_innovation = innovation_crop_rotation }
	}
	cost_gold = 200
	province_modifier = {
		monthly_income = 0.5
		defender_holding_advantage = 4
		garrison_size = 0.04
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = hill_farms_03
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { factor = 0 free_building_slots > 0 }
	}
}

hill_farms_03 = {
	construction_time = standard_construction_time
	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = { has_innovation = innovation_manorialism }
	}
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	cost_gold = 250
	province_modifier = {
		monthly_income = 0.75
		defender_holding_advantage = 6
		garrison_size = 0.06
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = hill_farms_04
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

hill_farms_04 = {
	construction_time = standard_construction_time
	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = { has_innovation = innovation_manorialism }
	}
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	cost_gold = 350
	province_modifier = {
		monthly_income = 1.0
		defender_holding_advantage = 8
		garrison_size = 0.08
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = hill_farms_05
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

hill_farms_05 = {
	construction_time = standard_construction_time
	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = { has_innovation = innovation_guilds }
	}
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	cost_gold = 550
	province_modifier = {
		monthly_income = 1.25
		defender_holding_advantage = 10
		garrison_size = 0.10
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = hill_farms_06
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

hill_farms_06 = {
	construction_time = standard_construction_time
	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = { has_innovation = innovation_guilds }
	}
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	cost_gold = 800
	province_modifier = {
		monthly_income = 1.5
		defender_holding_advantage = 12
		garrison_size = 0.12
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = hill_farms_07
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

hill_farms_07 = {
	construction_time = standard_construction_time
	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = { has_innovation = innovation_cranes }
	}
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	cost_gold = 1100
	province_modifier = {
		monthly_income = 1.75
		defender_holding_advantage = 14
		garrison_size = 0.14
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = hill_farms_08
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

hill_farms_08 = {
	construction_time = standard_construction_time
	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = { has_innovation = innovation_cranes }
	}
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	cost_gold = 1550
	province_modifier = {
		monthly_income = 2.0
		defender_holding_advantage = 16
		garrison_size = 0.16
	}
	on_complete = { 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
	}
}
