# Do not change tags in here without changing every other reference to them. # If adding new buildings, make sure they are uniquely named. # cost = x #==> cost in $ to build (subject to other modifiers) # time = x #==> number of months to build. # modifier = m # a modifier on the province that the building gives # trigger = t # an and trigger that needs to be fullfilled to build and keep the building # one_per_country = yes/no # if yes, only one of these can exist in a country # manufactory = { trade_good trade_good } # list of trade goods that get a production bonus # onmap = yes/no # show as a sprite on the map # FROM = owner # ROOT = province # AI will consider buildings it does not have the tech for at 20% of scripted AI weight (in case it wants to save slots) ################################################ # Tier 1, 15th Century Buildings ################################################ marketplace = { cost = 100 time = 12 modifier = { province_trade_power_modifier = 0.5 } ai_will_do = { factor = 1000 modifier = { factor = 0.2 NOT = { development = 25 } } modifier = { factor = 20 province_trade_power = 10 } modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_burghers} } } } } workshop = { cost = 100 time = 12 modifier = { local_production_efficiency = 0.5 } allow_in_gold_provinces = no ai_will_do = { factor = 1900 modifier = { factor = 0.95 NOT = { base_production = 15 } } modifier = { factor = 0.95 NOT = { base_production = 14 } } modifier = { factor = 0.95 NOT = { base_production = 13 } } modifier = { factor = 0.95 NOT = { base_production = 12 } } modifier = { factor = 0.95 NOT = { base_production = 11 } } modifier = { factor = 0.95 NOT = { base_production = 10 } } modifier = { factor = 0.95 NOT = { base_production = 9 } } modifier = { factor = 0.95 NOT = { base_production = 8 } } modifier = { factor = 0.95 NOT = { base_production = 7 } } modifier = { factor = 0.95 NOT = { base_production = 6 } } modifier = { factor = 0.0 NOT = { base_production = 5 } } modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_burghers} } } } } temple = { cost = 100 time = 12 modifier = { local_tax_modifier = 0.4 } ai_will_do = { factor = 2500 modifier = { factor = 0.95 NOT = { base_tax = 15 } } modifier = { factor = 0.95 NOT = { base_tax = 14 } } modifier = { factor = 0.95 NOT = { base_tax = 13 } } modifier = { factor = 0.95 NOT = { base_tax = 12 } } modifier = { factor = 0.95 NOT = { base_tax = 11 } } modifier = { factor = 0.95 NOT = { base_tax = 10 } } modifier = { factor = 0.95 NOT = { base_tax = 9 } } modifier = { factor = 0.95 NOT = { base_tax = 8 } } modifier = { factor = 0.95 NOT = { base_tax = 7 } } modifier = { factor = 0.95 NOT = { base_tax = 6 } } modifier = { factor = 0.95 NOT = { base_tax = 5 } } modifier = { factor = 0.95 NOT = { base_tax = 4 } } modifier = { factor = 0.95 NOT = { base_tax = 3 } } modifier = { factor = 0 NOT = { base_tax = 2 } } modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } } } barracks = { cost = 100 time = 12 modifier = { local_manpower_modifier = 0.5 } ai_will_do = { factor = 1000 modifier = { factor = 0 NOT = { base_manpower = 2 } } modifier = { factor = 1.10 base_manpower = 3 } modifier = { factor = 1.10 base_manpower = 4 } modifier = { factor = 1.10 base_manpower = 5 } modifier = { factor = 1.10 base_manpower = 6 } modifier = { factor = 1.10 base_manpower = 7 } modifier = { factor = 1.10 base_manpower = 8 } modifier = { factor = 1.10 base_manpower = 9 } modifier = { factor = 1.10 base_manpower = 10 } modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } } } shipyard = { cost = 100 time = 12 trigger = { has_port = yes } modifier = { local_ship_cost = -0.10 local_ship_repair = 0.25 ship_recruit_speed = -0.50 } ai_will_do = { factor = 1500 modifier = { factor = 0 is_overseas = yes } modifier = { shipyard = 5 factor = 0 } modifier = { NOT = { num_free_building_slots = 3 } factor = 0 } } } fort_15th = { cost = 200 time = 30 modifier = { fort_level = 2 } onmap = yes influencing_fort = yes ai_will_do = { factor = 1500 modifier = { factor = 10 is_capital = yes } modifier = { factor = 1.05 num_free_building_slots = 4 } modifier = { factor = 0 AND { island = yes NOT = { is_capital = yes } } } modifier = { factor = 0.1 is_overseas = yes } modifier = { factor = 0 AND { any_neighbor_province = { owned_by = ROOT OR = { has_building = fort_15th has_building = fort_16th has_building = fort_17th has_building = fort_18th has_construction = building } } NOT = { is_capital = yes } } } modifier = { factor = 0 AND { any_neighbor_province = { owned_by = ROOT any_neighbor_province = { owned_by = ROOT OR = { has_building = fort_15th has_building = fort_16th has_building = fort_17th has_building = fort_18th has_construction = building } } } NOT = { is_capital = yes } } } modifier = { factor = 0.8 OR = { has_terrain = forest has_terrain = hills has_terrain = mountain has_terrain = marsh has_terrain = highlands has_terrain = jungle } } } } ################################################ # Tier 2, 16th Century Buildings ################################################ courthouse = { cost = 200 time = 12 modifier = { local_unrest = -3 } ai_will_do = { factor = 0 modifier = { factor = 0 nationalism = 1 } modifier = { factor = 0 NOT = { unrest = 5 } } modifier = { factor = 0.0 is_overseas = yes } } } dock = { cost = 200 time = 12 trigger = { has_port = yes } modifier = { naval_forcelimit = 2 } ai_will_do = { factor = 1250 modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_burghers} } } modifier = { navy_size_percentage = 75 factor = 1.1 } modifier = { navy_size_percentage = 90 factor = 1.1 } } } regimental_camp = { cost = 200 time = 12 modifier = { land_forcelimit = 1 } ai_will_do = { factor = 1250 modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { army_size_percentage = 75 factor = 1.10 } modifier = { army_size_percentage = 90 factor = 1.10 } } } fort_16th = { cost = 400 time = 30 make_obsolete = fort_15th modifier = { fort_level = 4 } onmap = yes influencing_fort = yes fort_15th = { cost = 200 time = 30 modifier = { fort_level = 2 } onmap = yes influencing_fort = yes ai_will_do = { factor = 1500 modifier = { factor = 10 is_capital = yes } modifier = { factor = 1.05 num_free_building_slots = 4 } modifier = { factor = 0 AND { island = yes NOT = { is_capital = yes } } } modifier = { factor = 0.1 is_overseas = yes } modifier = { factor = 0 AND { any_neighbor_province = { owned_by = ROOT OR = { has_building = fort_15th has_building = fort_16th has_building = fort_17th has_building = fort_18th has_construction = building } } NOT = { is_capital = yes } } } modifier = { factor = 0 AND { any_neighbor_province = { owned_by = ROOT any_neighbor_province = { owned_by = ROOT OR = { has_building = fort_15th has_building = fort_16th has_building = fort_17th has_building = fort_18th has_construction = building } } } NOT = { is_capital = yes } } } modifier = { factor = 0.8 OR = { has_terrain = forest has_terrain = hills has_terrain = mountain has_terrain = marsh has_terrain = highlands has_terrain = jungle } } } } } ################################################ # Tier 3, 17th Century Buildings ################################################ cathedral = { make_obsolete = temple cost = 300 time = 12 modifier = { local_missionary_strength = 0.03 local_tax_modifier = 0.6 } ai_will_do = { factor = 2500 modifier = { factor = 0.95 NOT = { base_tax = 15 } } modifier = { factor = 0.95 NOT = { base_tax = 14 } } modifier = { factor = 0.95 NOT = { base_tax = 13 } } modifier = { factor = 0.95 NOT = { base_tax = 12 } } modifier = { factor = 0.95 NOT = { base_tax = 11 } } modifier = { factor = 0.95 NOT = { base_tax = 10 } } modifier = { factor = 0.95 NOT = { base_tax = 9 } } modifier = { factor = 0.95 NOT = { base_tax = 8 } } modifier = { factor = 0.95 NOT = { base_tax = 7 } } modifier = { factor = 0.95 NOT = { base_tax = 6 } } modifier = { factor = 0.95 NOT = { base_tax = 5 } } modifier = { factor = 0.95 NOT = { base_tax = 4 } } modifier = { factor = 0.95 NOT = { base_tax = 3 } } modifier = { factor = 0 NOT = { base_tax = 2 } } modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_church} NOT = { has_estate = estate_dhimmi} } } } } university = { cost = 300 time = 12 modifier = { local_development_cost = -0.20 num_free_building_slots = 1 } ai_will_do = { factor = 1000 modifier = { factor = 1.1 NOT = { development = 20 } } modifier = { factor = 1.2 NOT = { development = 10 } } modifier = { factor = 0.95 local_autonomy = 10 } modifier = { factor = 0.95 local_autonomy = 10 } modifier = { factor = 0.95 local_autonomy = 20 } modifier = { factor = 0.95 local_autonomy = 30 } modifier = { factor = 0.95 local_autonomy = 40 } modifier = { factor = 0.95 local_autonomy = 50 } modifier = { factor = 0.95 local_autonomy = 60 } modifier = { factor = 0.95 local_autonomy = 70 } modifier = { factor = 0.95 local_autonomy = 80 } modifier = { factor = 0.95 local_autonomy = 90 } modifier = { factor = 0.0 is_overseas = yes } } } trade_depot = { cost = 300 time = 12 make_obsolete = marketplace modifier = { province_trade_power_modifier = 1 } ai_will_do = { factor = 1000 modifier = { factor = 0.2 NOT = { development = 25 } } modifier = { factor = 20 province_trade_power = 10 } modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_burghers} } } } } grand_shipyard = { cost = 300 time = 12 make_obsolete = shipyard trigger = { has_port = yes } modifier = { local_ship_cost = -0.2 local_ship_repair = 0.5 ship_recruit_speed = -0.5 } ai_will_do = { factor = 1500 modifier = { factor = 0 is_overseas = yes } modifier = { grand_shipyard = 5 factor = 0 } modifier = { NOT = { num_free_building_slots = 3 } factor = 0 } } } training_fields = { cost = 300 time = 12 make_obsolete = barracks modifier = { local_manpower_modifier = 1 } ai_will_do = { factor = 1000 modifier = { factor = 0 NOT = { base_manpower = 2 } } modifier = { factor = 1.05 base_manpower = 3 } modifier = { factor = 1.05 base_manpower = 4 } modifier = { factor = 1.05 base_manpower = 5 } modifier = { factor = 1.05 base_manpower = 6 } modifier = { factor = 1.05 base_manpower = 7 } modifier = { factor = 1.05 base_manpower = 8 } modifier = { factor = 1.05 base_manpower = 9 } modifier = { factor = 1.05 base_manpower = 10 } modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } } } fort_17th = { cost = 600 time = 30 make_obsolete = fort_16th modifier = { fort_level = 6 } onmap = yes influencing_fort = yes fort_15th = { cost = 200 time = 30 modifier = { fort_level = 2 } onmap = yes influencing_fort = yes ai_will_do = { factor = 1500 modifier = { factor = 10 is_capital = yes } modifier = { factor = 1.05 num_free_building_slots = 4 } modifier = { factor = 0 AND { island = yes NOT = { is_capital = yes } } } modifier = { factor = 0.1 is_overseas = yes } modifier = { factor = 0 AND { any_neighbor_province = { owned_by = ROOT OR = { has_building = fort_15th has_building = fort_16th has_building = fort_17th has_building = fort_18th has_construction = building } } NOT = { is_capital = yes } } } modifier = { factor = 0 AND { any_neighbor_province = { owned_by = ROOT any_neighbor_province = { owned_by = ROOT OR = { has_building = fort_15th has_building = fort_16th has_building = fort_17th has_building = fort_18th has_construction = building } } } NOT = { is_capital = yes } } } modifier = { factor = 0.8 OR = { has_terrain = forest has_terrain = hills has_terrain = mountain has_terrain = marsh has_terrain = highlands has_terrain = jungle } } } } } ################################################ # Tier 4, 18th Century Buildings ################################################ stock_exchange = { cost = 400 time = 12 make_obsolete = trade_depot modifier = { province_trade_power_modifier = 1.25 } ai_will_do = { factor = 1000 modifier = { factor = 0.2 NOT = { development = 25 } } modifier = { factor = 20 province_trade_power = 10 } modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_burghers} } } } } counting_house = { cost = 400 time = 12 make_obsolete = workshop modifier = { local_production_efficiency = 1 } allow_in_gold_provinces = no ai_will_do = { factor = 1900 modifier = { factor = 0.95 NOT = { base_production = 15 } } modifier = { factor = 0.95 NOT = { base_production = 14 } } modifier = { factor = 0.95 NOT = { base_production = 13 } } modifier = { factor = 0.95 NOT = { base_production = 12 } } modifier = { factor = 0.95 NOT = { base_production = 11 } } modifier = { factor = 0.95 NOT = { base_production = 10 } } modifier = { factor = 0.95 NOT = { base_production = 9 } } modifier = { factor = 0.95 NOT = { base_production = 8 } } modifier = { factor = 0.95 NOT = { base_production = 7 } } modifier = { factor = 0.95 NOT = { base_production = 6 } } modifier = { factor = 0.0 NOT = { base_production = 5 } } modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_burghers} } } } } town_hall = { cost = 400 time = 12 make_obsolete = courthouse modifier = { local_unrest = -5 } ai_will_do = { factor = 0 modifier = { factor = 0 nationalism = 1 } modifier = { factor = 0 NOT = { unrest = 5 } } modifier = { factor = 0.1 is_overseas = yes } modifier = { factor = 0.1 NOT = { development = 10 } } } } drydock = { cost = 400 time = 12 make_obsolete = dock trigger = { has_port = yes } modifier = { naval_forcelimit = 4 } ai_will_do = { factor = 1250 modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_burghers} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_burghers} } } modifier = { navy_size_percentage = 75 factor = 1.1 } modifier = { navy_size_percentage = 90 factor = 1.1 } } } conscription_center = { cost = 400 time = 12 make_obsolete = regimental_camp modifier = { land_forcelimit = 2 } ai_will_do = { factor = 1250 modifier = { factor = 0.95 AND = { local_autonomy = 10 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 20 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 30 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 40 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 50 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 60 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 70 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 80 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { factor = 0.95 AND = { local_autonomy = 90 NOT = { has_estate = estate_nobles} NOT = { has_estate = estate_nomadic_tribes} NOT = { has_estate = estate_cossacks} } } modifier = { army_size_percentage = 75 factor = 1.1 } modifier = { army_size_percentage = 90 factor = 1.1 } } } fort_18th = { cost = 800 time = 30 make_obsolete = fort_17th modifier = { fort_level = 8 } onmap = yes influencing_fort = yes fort_15th = { cost = 200 time = 30 modifier = { fort_level = 2 } onmap = yes influencing_fort = yes ai_will_do = { factor = 1500 modifier = { factor = 10 is_capital = yes } modifier = { factor = 1.05 num_free_building_slots = 4 } modifier = { factor = 0 AND { island = yes NOT = { is_capital = yes } } } modifier = { factor = 0.1 is_overseas = yes } modifier = { factor = 0 AND { any_neighbor_province = { owned_by = ROOT OR = { has_building = fort_15th has_building = fort_16th has_building = fort_17th has_building = fort_18th has_construction = building } } NOT = { is_capital = yes } } } modifier = { factor = 0 AND { any_neighbor_province = { owned_by = ROOT any_neighbor_province = { owned_by = ROOT OR = { has_building = fort_15th has_building = fort_16th has_building = fort_17th has_building = fort_18th has_construction = building } } } NOT = { is_capital = yes } } } modifier = { factor = 0.8 OR = { has_terrain = forest has_terrain = hills has_terrain = mountain has_terrain = marsh has_terrain = highlands has_terrain = jungle } } } } } ################################################ # Manufactories ################################################ wharf = { cost = 500 time = 60 manufactory = { naval_supplies fish salt } modifier = { trade_goods_size = 1.0 } onmap = yes ai_will_do = { factor = 1000 modifier = { factor = 1.1 trade_value = 2 } modifier = { factor = 1.1 trade_value = 3 } modifier = { factor = 1.1 trade_value = 4 } modifier = { factor = 1.1 trade_value = 5 } modifier = { factor = 0.95 local_autonomy = 10 } modifier = { factor = 0.95 local_autonomy = 20 } modifier = { factor = 0.95 local_autonomy = 30 } modifier = { factor = 0.95 local_autonomy = 40 } modifier = { factor = 0.95 local_autonomy = 50 } modifier = { factor = 0.95 local_autonomy = 60 } modifier = { factor = 0.95 local_autonomy = 70 } modifier = { factor = 0.95 local_autonomy = 80 } modifier = { factor = 0.95 local_autonomy = 90 } modifier = { NOT = { num_free_building_slots = 3 } factor = 1.5 } } } weapons = { cost = 500 time = 60 manufactory = { copper iron } modifier = { trade_goods_size = 1.0 } onmap = yes ai_will_do = { factor = 1000 modifier = { factor = 1.1 trade_value = 2 } modifier = { factor = 1.1 trade_value = 3 } modifier = { factor = 1.1 trade_value = 4 } modifier = { factor = 1.1 trade_value = 5 } modifier = { factor = 0.95 local_autonomy = 10 } modifier = { factor = 0.95 local_autonomy = 20 } modifier = { factor = 0.95 local_autonomy = 30 } modifier = { factor = 0.95 local_autonomy = 40 } modifier = { factor = 0.95 local_autonomy = 50 } modifier = { factor = 0.95 local_autonomy = 60 } modifier = { factor = 0.95 local_autonomy = 70 } modifier = { factor = 0.95 local_autonomy = 80 } modifier = { factor = 0.95 local_autonomy = 90 } modifier = { NOT = { num_free_building_slots = 3 } factor = 1.5 } } } textile = { cost = 500 time = 60 manufactory = { wool cloth silk dyes } modifier = { trade_goods_size = 1.0 } onmap = yes ai_will_do = { factor = 1000 modifier = { factor = 1.1 trade_value = 2 } modifier = { factor = 1.1 trade_value = 3 } modifier = { factor = 1.1 trade_value = 4 } modifier = { factor = 1.1 trade_value = 5 } modifier = { factor = 0.95 local_autonomy = 10 } modifier = { factor = 0.95 local_autonomy = 20 } modifier = { factor = 0.95 local_autonomy = 30 } modifier = { factor = 0.95 local_autonomy = 40 } modifier = { factor = 0.95 local_autonomy = 50 } modifier = { factor = 0.95 local_autonomy = 60 } modifier = { factor = 0.95 local_autonomy = 70 } modifier = { factor = 0.95 local_autonomy = 80 } modifier = { factor = 0.95 local_autonomy = 90 } modifier = { NOT = { num_free_building_slots = 3 } factor = 1.5 } } } plantations = { cost = 500 time = 60 manufactory = { coffee cotton sugar tobacco cocoa grain } modifier = { trade_goods_size = 1.0 } onmap = yes ai_will_do = { factor = 1000 modifier = { factor = 1.1 trade_value = 2 } modifier = { factor = 1.1 trade_value = 3 } modifier = { factor = 1.1 trade_value = 4 } modifier = { factor = 1.1 trade_value = 5 } modifier = { factor = 0.95 local_autonomy = 10 } modifier = { factor = 0.95 local_autonomy = 20 } modifier = { factor = 0.95 local_autonomy = 30 } modifier = { factor = 0.95 local_autonomy = 40 } modifier = { factor = 0.95 local_autonomy = 50 } modifier = { factor = 0.95 local_autonomy = 60 } modifier = { factor = 0.95 local_autonomy = 70 } modifier = { factor = 0.95 local_autonomy = 80 } modifier = { factor = 0.95 local_autonomy = 90 } modifier = { NOT = { num_free_building_slots = 3 } factor = 1.5 } } } tradecompany = { cost = 500 time = 60 manufactory = { ivory tea chinaware slaves spices fur wine tropical_wood } modifier = { trade_goods_size = 1.0 } onmap = yes ai_will_do = { factor = 1000 modifier = { factor = 1.1 trade_value = 2 } modifier = { factor = 1.1 trade_value = 3 } modifier = { factor = 1.1 trade_value = 4 } modifier = { factor = 1.1 trade_value = 5 } modifier = { factor = 0.95 local_autonomy = 10 } modifier = { factor = 0.95 local_autonomy = 20 } modifier = { factor = 0.95 local_autonomy = 30 } modifier = { factor = 0.95 local_autonomy = 40 } modifier = { factor = 0.95 local_autonomy = 50 } modifier = { factor = 0.95 local_autonomy = 60 } modifier = { factor = 0.95 local_autonomy = 70 } modifier = { factor = 0.95 local_autonomy = 80 } modifier = { factor = 0.95 local_autonomy = 90 } modifier = { NOT = { num_free_building_slots = 3 } factor = 1.5 } } }