﻿### Quarries - Reworked "Stoneworks" theme (Buildings Reworked mod)
# Per level: +0.15 Monthly Tax, +2% Garrison Size, -2% Building Construction Cost. (tax tier 0.15, cheap cost)
# Quarried stone: stronger walls (garrison) and cheaper construction.

quarries_01 = {
	construction_time = quick_construction_time
	can_construct_potential = {
		building_quarries_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 = 0.15
		garrison_size = 0.02
	}
	county_modifier = {
		build_gold_cost = -0.02
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = quarries_02
	type_icon = "icon_building_quarries.dds"
	ai_value = {
		base = 12
		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
	}
}

quarries_02 = {
	construction_time = quick_construction_time
	can_construct_potential = {
		building_quarries_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 = 0.30
		garrison_size = 0.04
	}
	county_modifier = {
		build_gold_cost = -0.04
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = quarries_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 }
	}
}

quarries_03 = {
	construction_time = quick_construction_time
	can_construct_potential = {
		building_quarries_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 = 0.45
		garrison_size = 0.06
	}
	county_modifier = {
		build_gold_cost = -0.06
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = quarries_04
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

quarries_04 = {
	construction_time = quick_construction_time
	can_construct_potential = {
		building_quarries_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 = 0.60
		garrison_size = 0.08
	}
	county_modifier = {
		build_gold_cost = -0.08
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = quarries_05
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

quarries_05 = {
	construction_time = quick_construction_time
	can_construct_potential = {
		building_quarries_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 = 0.75
		garrison_size = 0.10
	}
	county_modifier = {
		build_gold_cost = -0.10
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = quarries_06
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

quarries_06 = {
	construction_time = quick_construction_time
	can_construct_potential = {
		building_quarries_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 = 0.90
		garrison_size = 0.12
	}
	county_modifier = {
		build_gold_cost = -0.12
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = quarries_07
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

quarries_07 = {
	construction_time = quick_construction_time
	can_construct_potential = {
		building_quarries_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 = 1.05
		garrison_size = 0.14
	}
	county_modifier = {
		build_gold_cost = -0.14
	}
	on_complete = { creator_mandala_built_regular_building_piety_effect = yes }
	next_building = quarries_08
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

quarries_08 = {
	construction_time = quick_construction_time
	can_construct_potential = {
		building_quarries_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 = 1.20
		garrison_size = 0.16
	}
	county_modifier = {
		build_gold_cost = -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
	}
}
