
##########################################################################

# Antiquity

##########################################################################

marib_dam = {
	# province it starts in
	start = 2344 	# Marib
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 2.1.1
	
	#time to build
	time = { months = 120 }
	
	#how much to build one
	build_cost = 1000
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {		#province trigger
		owner = {
			OR = {
				culture_group = turko_semitic
				accepted_culture = yemeni_culture
			}
		}
	}

	#what to do when it's built
	on_built = {
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		add_devastation = 50		#represents initial damages caused by tearing down the dam
	}

	#can our country use it?
	can_use_modifiers_trigger = {		#province trigger
		always = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		always = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_development_cost = -0.05
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			development_cost = -0.05
			production_efficiency = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_development_cost = -0.05
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			development_cost = -0.1
			global_trade_goods_size_modifier = 0.05
			production_efficiency = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_development_cost = -0.1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			development_cost = -0.1
			global_trade_goods_size_modifier = 0.10
			production_efficiency = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

mes_aynak = {
	# province it starts in
	start = 451 	# Kabulistan
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 300.1.1
	
	#time to build
	time = { months = 120 }
	
	#how much to build one
	build_cost = 1000
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {		#province trigger
		province_id = 451	#Kabulistan
		religion_group = buddhic
		owner = {
			OR = {
				religion_group = buddhic
				secondary_religion_group = buddhic
				has_harmonized_with = buddhism
				has_harmonized_with = mahayana
				has_harmonized_with = vajrayana
				has_harmonized_with = dharmaguptaka
				has_harmonized_with = sarvastivada
				has_harmonized_with = pudgalavada
				has_harmonized_with = mahasamghika
				religion = hunnic_religion		#can be used by the White Huns/Xionites/Kidarites/Hephthalites
			}
		}
	}

	#what to do when it's built
	on_built = {
	}
	
	#what to do when it's destroyed
	on_destroyed = {
	}

	#can our country use it?
	can_use_modifiers_trigger = {		#province trigger
		religion_group = buddhic
		owner = {
			OR = {
				religion_group = buddhic
				secondary_religion_group = buddhic
				has_harmonized_with = buddhism
				has_harmonized_with = mahayana
				has_harmonized_with = vajrayana
				has_harmonized_with = dharmaguptaka
				has_harmonized_with = sarvastivada
				has_harmonized_with = pudgalavada
				has_harmonized_with = mahasamghika
				religion = hunnic_religion		#can be used by the White Huns/Xionites/Kidarites/Hephthalites
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = buddhic
		owner = {
			OR = {
				religion_group = buddhic
				secondary_religion_group = buddhic
				has_harmonized_with = buddhism
				has_harmonized_with = mahayana
				has_harmonized_with = vajrayana
				has_harmonized_with = dharmaguptaka
				has_harmonized_with = sarvastivada
				has_harmonized_with = pudgalavada
				has_harmonized_with = mahasamghika
				religion = hunnic_religion		#can be used by the White Huns/Xionites/Kidarites/Hephthalites
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.15
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_missionary_strength = 0.01
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.05
			global_missionary_strength = 0.01
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.15
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.1
			local_missionary_strength = 0.02
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.1
			global_missionary_strength = 0.01
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			define_advisor = {		#spawns advisor if upgraded
				type = theologian
				skill = 2
				location = 451
				discount = yes
			}
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.2
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.15
			local_missionary_strength = 0.02
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.15
			global_missionary_strength = 0.02
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			define_advisor = {		#spawns advisor if upgraded
				type = theologian
				skill = 2
				location = 451
				discount = yes
			}
		}
	}
}



##########################################################################

# Medieval

##########################################################################

#al_azhar_mosque 	#removed since now in base EU4



