﻿latin_wood = {
	#graphical_culture = "latin"
	city_type = wood
	
	trigger = {
		any_scope_state = {
			OR = {
				region = sr:region_brazil
                region = sr:region_iberia
                region = sr:region_andes
                region = sr:region_la_plata
                region = sr:region_gran_colombia
                region = sr:region_mexico
                region = sr:region_central_america
                region = sr:region_caribbean
				# etc.
				state_region = s:STATE_MINDANAO
				state_region = s:STATE_LUZON
				state_region = s:STATE_VISAYAS
                # etc.
			}
		}
	}
	weight = 100

	min_residential_buildings = 2
	max_residential_buildings = 75
	max_residence_points = 100

	rich_building_meshes = {
		"latin_rural_residential_rich_03_mesh"
		"latin_rural_residential_rich_02_mesh"
		"latin_rural_residential_rich_01_mesh"
	}
	rich_building_offsets = {
		position = 0.0	#in grid-space units. 1.0 means the mesh can be placed anywhere inside its allotted cell
		rotation = 0.0	#in degrees
	}
	mid_building_meshes = {
		"latin_rural_residential_mid_03_mesh"
		"latin_rural_residential_mid_02_mesh"
		"latin_rural_residential_mid_01_mesh"
	}
	mid_building_offsets = {
		position = 0.1
		rotation = 180.0
	}
	poor_building_meshes = {
		"generic_forestry_lumberpile_02_mesh"
		"latin_rural_residential_poor_03_mesh"
		"latin_rural_residential_poor_02_mesh"
		"latin_rural_residential_poor_01_mesh"
	}
	poor_building_offsets = {
		position = 0.2
		rotation = 360.0
	}
	building_offsets = {	#offsets for regular buildings
		position = 0.2
		rotation = 360.0
	}

	building_logging_camp = {
		"latin_forestry_loggingcamp_01_mesh"
		"latin_forestry_loggingcamp_02_mesh"
	}
	building_rubber_plantation = {
		"rubber_lodge_01_mesh"
	}
}