﻿### Pastures (Cattle Pastures) - Reworked (Buildings Reworked mod)
# Per level (1-8): +0.25 Monthly Tax, +250 Supply Limit, +1% Garrison Size,
#                  +2% Levy Reinforcement Rate, +100 Levies, +1% Development Growth, +3 Popular Opinion
# Vanilla culture/coastal extras (light cavalry maintenance, pastures_building_bonuses tax/levy/defender,
# coastal tax/levy) dropped in favour of the clean reworked bonus list.
# Soft-override: redefines the whole pastures_0X objects in a late-loading (zz_) file.

pastures_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	show_disabled = yes

	cost_gold = 200

	levy = 100
	province_modifier = {
		monthly_income = 0.25
		supply_limit = 250
		garrison_size = 0.01
		levy_reinforcement_rate = 0.02
	}
	county_modifier = {
		development_growth_factor = 0.01
		county_opinion_add = 3
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = pastures_02

	type_icon = "icon_building_pastures.dds"

	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_tier_1_economical_building_preference_modifier = yes
		ai_pasture_improvement_from_culture_modifier = yes # Only on the level 1 to secure having pasture when the AI is from an appropriate culture
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_orchards_requirement_terrain = yes
			NOT = {
				has_building_or_higher = orchards_01
			}
		}
		modifier = {
			factor = 4
			culture = {
				has_cultural_parameter = farm_estates_pastures_unlock
			}
		}
	}
}

pastures_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_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 = 350

	levy = 200
	province_modifier = {
		monthly_income = 0.5
		supply_limit = 500
		garrison_size = 0.02
		levy_reinforcement_rate = 0.04
	}
	county_modifier = {
		development_growth_factor = 0.02
		county_opinion_add = 6
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = pastures_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
		}
	}
}

pastures_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_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 = 550

	levy = 300
	province_modifier = {
		monthly_income = 0.75
		supply_limit = 750
		garrison_size = 0.03
		levy_reinforcement_rate = 0.06
	}
	county_modifier = {
		development_growth_factor = 0.03
		county_opinion_add = 9
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = pastures_04

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

pastures_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_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 = 800

	levy = 400
	province_modifier = {
		monthly_income = 1.0
		supply_limit = 1000
		garrison_size = 0.04
		levy_reinforcement_rate = 0.08
	}
	county_modifier = {
		development_growth_factor = 0.04
		county_opinion_add = 12
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = pastures_05

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

pastures_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_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 = 1150

	levy = 500
	province_modifier = {
		monthly_income = 1.25
		supply_limit = 1250
		garrison_size = 0.05
		levy_reinforcement_rate = 0.10
	}
	county_modifier = {
		development_growth_factor = 0.05
		county_opinion_add = 15
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = pastures_06

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

pastures_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_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 = 1650

	levy = 600
	province_modifier = {
		monthly_income = 1.5
		supply_limit = 1500
		garrison_size = 0.06
		levy_reinforcement_rate = 0.12
	}
	county_modifier = {
		development_growth_factor = 0.06
		county_opinion_add = 18
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = pastures_07

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

pastures_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_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 = 2300

	levy = 700
	province_modifier = {
		monthly_income = 1.75
		supply_limit = 1750
		garrison_size = 0.07
		levy_reinforcement_rate = 0.14
	}
	county_modifier = {
		development_growth_factor = 0.07
		county_opinion_add = 21
	}

	on_complete = {
		#Mandala Creator Aspect
		creator_mandala_built_regular_building_piety_effect = yes
	}

	next_building = pastures_08

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

pastures_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_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 = 3200

	levy = 800
	province_modifier = {
		monthly_income = 2.0
		supply_limit = 2000
		garrison_size = 0.08
		levy_reinforcement_rate = 0.16
	}
	county_modifier = {
		development_growth_factor = 0.08
		county_opinion_add = 24
	}

	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
	}
}
