namespace = buildings ############### buildings.200 - buildings.213 = Add default buildings #-------------------------------------------------------------------------------------------------------------------------- # Custom add buildings at startup # attempt 2 at custom added buildings # 'any ruler' character_event = { id = buildings.200 desc = "OK" picture = GFX_evt_rebuilding hide_window = yes is_triggered_only = yes immediate = { hidden_tooltip = { # name = "OK" ## Great ! any_independent_ruler = { any_realm_province = { # Wood Elves (elves in woods can get flets/telain) if = { limit = { NOT = { has_province_flag = buildings_added} OR = { terrain = woods terrain = forest } OR = { culture_group = culture_group_moriquendi culture_group = culture_group_umanyar culture_group = culture_group_amanyar culture_group = culture_group_quendi } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_telain } if = { limit = { holding_type = city } add_building = ct_telain } } } # Morquendi/Avari if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_moriquendi } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Mwall_1 add_building = ca_Mwatchtower_1 add_building = ca_Melven_barracks_1 add_building = ca_Melven_town_1 } if = { limit = { holding_type = city } add_building = ct_Mwall_1 add_building = ct_Mwatchtower_1 add_building = ct_Mtownmilitia_1 add_building = ct_Mmarketplace_1 } } set_province_flag = buildings_added } # Amanyar (Noldor, others do not show up in Middle-Earth) if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_amanyar } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Awall_1 add_building = ca_Awatchtower_1 add_building = ca_Amilitia_barracks_1 add_building = ca_Atown_1 add_building = ca_Akeep_1 } if = { limit = { holding_type = city } add_building = ct_Awall_1 add_building = ct_Awatchtower_1 add_building = ct_Atownmilitia_1 add_building = ct_Amarketplace_1 } } set_province_flag = buildings_added } # Wood-Elves (culturally) if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_silvan culture = culture_nandor culture = culture_laegrim } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Swall_1 add_building = ca_Swatchtower_1 add_building = ca_elven_barracks_1 add_building = ca_elven_town_1 } if = { limit = { holding_type = city } add_building = ct_Swall_1 add_building = ct_Swatchtower_1 add_building = ct_Stownmilitia_1 add_building = ct_Smarketplace_1 } } set_province_flag = buildings_added } # Sindar if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_sindar } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Vwall_1 add_building = ca_Vwatchtower_1 add_building = ca_Vmilitia_barracks_1 add_building = ca_Vtown_1 } if = { limit = { holding_type = city } add_building = ct_Vwall_1 add_building = ct_Vwatchtower_1 add_building = ct_Vtownmilitia_1 add_building = ct_Vmarketplace_1 } } set_province_flag = buildings_added } # Dwarven Buildings if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_dwarves } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Dwater_system_0 add_building = ca_Dstatue_0 add_building = ca_dwarvenforges_1 add_building = ca_Dmilitia_barracks_1 add_building = ca_DInnerFortification_1 add_building = ca_Dtown_1 } if = { limit = { holding_type = city } add_building = ct_Dwater_system_0 add_building = ct_dwarfmines_1 add_building = ct_Dtownmilitia_1 add_building = ct_DInnerFortification_1 add_building = ct_Dmarketplace_1 } } set_province_flag = buildings_added } #Hobbits if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_halfling } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_militia_barracks_1halfling add_building = ca_town_1halfling } if = { limit = { holding_type = city } add_building = ct_barracks_1halfling add_building = ct_inn1 } } set_province_flag = buildings_added } # Goblins and Half Orcs if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_goblin culture = culture_half_orc } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_MGwall_1 add_building = ca_MGwatchtower_1 add_building = ca_MGmilitia_barracks_1 add_building = ca_MGtown_1 } if = { limit = { holding_type = city } add_building = ct_MGwall_1 add_building = ct_MGwatchtower_1 add_building = ct_MGtownmilitia_1 add_building = ct_MGmarketplace_1 } if = { limit = { holding_type = tribal} add_building = tb_hillfort_1 add_building = tb_market_town_1 add_building = tb_practice_range_1 add_building = tb_training_grounds_1 } } set_province_flag = buildings_added } # Orcs and Uruk-Hai if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_orkish culture = culture_urukhai } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_MOwall_1 add_building = ca_MOwatchtower_1 add_building = ca_MOorcbarracks_1 add_building = ca_MOorctown_1 } if = { limit = { holding_type = city } add_building = ct_MOwall_1 add_building = ct_MOwatchtower_1 add_building = ct_MOorctraining_grounds_1 add_building = ct_MOorcmarketplace_1 } if = { limit = { holding_type = tribal} add_building = tb_hillfort_1 add_building = tb_market_town_1 add_building = tb_practice_range_1 add_building = tb_training_grounds_1 } } set_province_flag = buildings_added } # trolls if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_troll } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_MT_lair_1 } if = { limit = { holding_type = city } add_building = ct_MT_lair_1 } } set_province_flag = buildings_added } # Wainriders if = { limit = { NOT = { has_province_flag = buildings_added } OR = { culture = culture_balchoth culture = culture_wainriders } } any_province_holding = { limit = { holding_type = castle} add_building = ca_wainriders_1 } } # Woodmen Hunters if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_woodsmen } any_province_holding = { limit = { holding_type = castle} add_building = ca_woodsmenhunters_1 } } # Far Harad (men like trolls) if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_far_haradrim } any_province_holding = { limit = { holding_type = castle} add_building = ca_trollmen_1 } } # Desert Raiders if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_bellakaze culture = culture_harondorian } } any_province_holding = { limit = { holding_type = castle} add_building = ca_desertraiders_1 } } # Shapechanger if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_beorning } any_province_holding = { limit = { holding_type = castle} add_building = ca_shapechangers_1 } } # Terrain-specific buildings for Humans if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_edain culture_group = culture_group_southron culture_group = culture_group_easterling culture_group = culture_group_middlemen culture_group = culture_group_numenorean culture_group = culture_group_forodwaith culture_group = culture_group_haldadian } } # Woodcutters if = { limit = { OR = { terrain = forest terrain = woods } } any_province_holding = { limit = { holding_type = city} add_building = ct_woodcutters_1 } } # Farms if = { limit = { OR = { terrain = farmlands terrain = plains } } any_province_holding = { limit = { holding_type = city} add_building = ct_Hfarm_1 } } # Fisherman if = { limit = { borders_major_river = yes } any_province_holding = { limit = { holding_type = city} add_building = ct_fishermen_1 } } } # sheepfarms if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_haldadian culture = culture_hillmen } terrain = hills } any_province_holding = { limit = { holding_type = city} add_building = ct_sheepfarms_1 } } # growing dates if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_southron culture_group = culture_group_easterling culture_group = culture_group_middlemen culture_group = culture_group_numenorean } terrain = desert } any_province_holding = { limit = { holding_type = city} add_building = ct_date_palms_1 } } # General Human if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_edain culture_group = culture_group_southron culture_group = culture_group_easterling culture_group = culture_group_middlemen } NOT = { OR = { culture = culture_rohirrim culture = culture_eotheod culture = culture_druedain } } } any_province_holding = { if = { limit = { holding_type = castle } add_building = ca_Hwall_1 add_building = ca_Hwatchtower_1 add_building = ca_Hmilitia_barracks_1 add_building = ca_Htown_1 } if = { limit = { holding_type = city } add_building = ct_Hwall_1 add_building = ct_Hwatchtower_1 add_building = ct_Htownmilitia_1 add_building = ct_Hmarketplace_1 } if = { limit = { holding_type = tribal } add_building = tb_hillfort_1 add_building = tb_market_town_1 add_building = tb_practice_range_1 add_building = tb_training_grounds_1 } } set_province_flag = buildings_added } # Númenóreans if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_numenorean } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Nwall_1 add_building = ca_Nwatchtower_1 add_building = ca_Nmilitia_barracks_1 add_building = ca_Ntown_1 } if = { limit = { holding_type = city } add_building = ct_Nwall_1 add_building = ct_Nwatchtower_1 add_building = ct_Ntownmilitia_1 add_building = ct_Nmarketplace_1 } } set_province_flag = buildings_added } # Haladians Non-Edain humans of the west, esp south-west. Also, the Hillmen (of Rhudaur) if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_haldadian culture = culture_hillmen } } any_province_holding = { if = { limit = { holding_type = tribal} add_building = tb_Pwall_1 add_building = tb_Pwatchtower_1 add_building = tb_Pmilitia_barracks_1 add_building = tb_Ptown_1 add_building = tb_Phillsmen_1 } if = { limit = { holding_type = castle} add_building = ca_Pwall_1 add_building = ca_Pwatchtower_1 add_building = ca_Pmilitia_barracks_1 add_building = ca_Ptown_1 add_building = tb_Phillsmen_1 } if = { limit = { holding_type = city } add_building = ct_Pwall_1 add_building = ct_Pwatchtower_1 add_building = ct_Ptownmilitia_1 add_building = ct_Pmarketplace_1 } } set_province_flag = buildings_added } # Lossoth. Less buildings (they live in the arctic) and a special building if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_lossoth } any_province_holding = { if = { limit = { holding_type = tribal} add_building = tb_Psnowmen_1 add_building = tb_Ptown_1 } if = { limit = { holding_type = castle} add_building = tb_Pwall_1 add_building = ca_Psnowmen_1 add_building = ca_Ptown_1 } if = { limit = { holding_type = city } add_building = ct_Pwall_1 add_building = ct_Pmarketplace_1 } } set_province_flag = buildings_added } # Drúedian (aka Woses) have special buildings if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_druedain } any_province_holding = { if = { limit = { holding_type = tribal} add_building = tb_Iwall_1 add_building = tb_pukel_men add_building = tb_Imilitia_barracks_1 add_building = tb_Itown_1 } if = { limit = { holding_type = castle} add_building = ca_Iwall_1 add_building = ca_pukel_men add_building = ca_Imilitia_barracks_1 add_building = ca_Itown_1 } if = { limit = { holding_type = city } add_building = ct_Iwall_1 add_building = ct_pukel_men add_building = ct_Imilitia_barracks_1 add_building = ct_Itown_1 } } set_province_flag = buildings_added } # The Horsy People (Eótheod and Rohhirrim) if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_rohirrim culture = culture_eotheod } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Rwall_1 add_building = ca_Rwatchtower_1 add_building = ca_Rmilitia_barracks_1 add_building = ca_Rtown_1 add_building = ca_Rstable_1 } if = { limit = { holding_type = city } add_building = ct_Rwall_1 add_building = ct_Rwatchtower_1 add_building = ct_Rtownmilitia_1 add_building = ct_Rmarketplace_1 } } set_province_flag = buildings_added } # finally, set the flag, in case this event gets run again somehow set_province_flag = buildings_added } } } } option = { name = "OK" } } # this event is because the previous event does not work for independent player nations (I have no idea why) character_event = { id = buildings.201 desc = "OK" picture = GFX_evt_rebuilding hide_window = yes ai = no only_independent = yes is_triggered_only = yes immediate = { hidden_tooltip = { limit = { ai = no independent = yes } # name = "OK" ## Great ! any_realm_province = { # Dwarven Buildings if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_dwarves } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Dwater_system_0 add_building = ca_Dstatue_0 add_building = ca_dwarvenforges_1 add_building = ca_Dmilitia_barracks_1 add_building = ca_DInnerFortification_1 add_building = ca_Dtown_1 } if = { limit = { holding_type = city } add_building = ct_Dwater_system_0 add_building = ct_dwarfmines_1 add_building = ct_Dtownmilitia_1 add_building = ct_DInnerFortification_1 add_building = ct_Dmarketplace_1 } } set_province_flag = buildings_added } # Wood Elves (elves in woods can get flets/telain) if = { limit = { NOT = { has_province_flag = buildings_added} OR = { terrain = woods terrain = forest } OR = { culture_group = culture_group_moriquendi culture_group = culture_group_umanyar culture_group = culture_group_amanyar culture_group = culture_group_quendi } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_telain } if = { limit = { holding_type = city } add_building = ct_telain } } } # Morquendi/Avari if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_moriquendi } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Mwall_1 add_building = ca_Mwatchtower_1 add_building = ca_Melven_barracks_1 add_building = ca_Melven_town_1 } if = { limit = { holding_type = city } add_building = ct_Mwall_1 add_building = ct_Mwatchtower_1 add_building = ct_Mtownmilitia_1 add_building = ct_Mmarketplace_1 } } set_province_flag = buildings_added } # Amanyar (Noldor, others do not show up in Middle-Earth) if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_amanyar } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Awall_1 add_building = ca_Awatchtower_1 add_building = ca_Amilitia_barracks_1 add_building = ca_Atown_1 add_building = ca_Akeep_1 } if = { limit = { holding_type = city } add_building = ct_Awall_1 add_building = ct_Awatchtower_1 add_building = ct_Atownmilitia_1 add_building = ct_Amarketplace_1 } } set_province_flag = buildings_added } # Wood-Elves (culturally) if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_silvan culture = culture_nandor culture = culture_laegrim } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Swall_1 add_building = ca_Swatchtower_1 add_building = ca_elven_barracks_1 add_building = ca_elven_town_1 } if = { limit = { holding_type = city } add_building = ct_Swall_1 add_building = ct_Swatchtower_1 add_building = ct_Stownmilitia_1 add_building = ct_Smarketplace_1 } } set_province_flag = buildings_added } # Sindar if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_sindar } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Vwall_1 add_building = ca_Vwatchtower_1 add_building = ca_Vmilitia_barracks_1 add_building = ca_Vtown_1 } if = { limit = { holding_type = city } add_building = ct_Vwall_1 add_building = ct_Vwatchtower_1 add_building = ct_Vtownmilitia_1 add_building = ct_Vmarketplace_1 } } set_province_flag = buildings_added } #Hobbits if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_halfling } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_militia_barracks_1halfling add_building = ca_town_1halfling } if = { limit = { holding_type = city } add_building = ct_barracks_1halfling add_building = ct_inn1 } } set_province_flag = buildings_added } # Goblins and Half Orcs if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_goblin culture = culture_half_orc } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_MGwall_1 add_building = ca_MGwatchtower_1 add_building = ca_MGmilitia_barracks_1 add_building = ca_MGtown_1 } if = { limit = { holding_type = city } add_building = ct_MGwall_1 add_building = ct_MGwatchtower_1 add_building = ct_MGtownmilitia_1 add_building = ct_MGmarketplace_1 } if = { limit = { holding_type = tribal} add_building = tb_hillfort_1 add_building = tb_market_town_1 add_building = tb_practice_range_1 add_building = tb_training_grounds_1 } } set_province_flag = buildings_added } # Orcs and Uruk-Hai if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_orkish culture = culture_urukhai } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_MOwall_1 add_building = ca_MOwatchtower_1 add_building = ca_MOorcbarracks_1 add_building = ca_MOorctown_1 } if = { limit = { holding_type = city } add_building = ct_MOwall_1 add_building = ct_MOwatchtower_1 add_building = ct_MOorctraining_grounds_1 add_building = ct_MOorcmarketplace_1 } if = { limit = { holding_type = tribal} add_building = tb_hillfort_1 add_building = tb_market_town_1 add_building = tb_practice_range_1 add_building = tb_training_grounds_1 } } set_province_flag = buildings_added } # trolls if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_troll } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_MT_lair_1 } if = { limit = { holding_type = city } add_building = ct_MT_lair_1 } } set_province_flag = buildings_added } # Wainriders if = { limit = { NOT = { has_province_flag = buildings_added } OR = { culture = culture_balchoth culture = culture_wainriders } } any_province_holding = { limit = { holding_type = castle} add_building = ca_wainriders_1 } } # Woodmen Hunters if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_woodsmen } any_province_holding = { limit = { holding_type = castle} add_building = ca_woodsmenhunters_1 } } # Far Harad (men like trolls) if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_far_haradrim } any_province_holding = { limit = { holding_type = castle} add_building = ca_trollmen_1 } } # Desert Raiders if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_bellakaze culture = culture_harondorian } } any_province_holding = { limit = { holding_type = castle} add_building = ca_desertraiders_1 } } # Shapechanger if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_beorning } any_province_holding = { limit = { holding_type = castle} add_building = ca_shapechangers_1 } } # Terrain-specific buildings for Humans if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_edain culture_group = culture_group_southron culture_group = culture_group_easterling culture_group = culture_group_middlemen culture_group = culture_group_numenorean culture_group = culture_group_forodwaith culture_group = culture_group_haldadian } } # Woodcutters if = { limit = { OR = { terrain = forest terrain = woods } } any_province_holding = { limit = { holding_type = city} add_building = ct_woodcutters_1 } } # Farms if = { limit = { OR = { terrain = farmlands terrain = plains } } any_province_holding = { limit = { holding_type = city} add_building = ct_Hfarm_1 } } # Fisherman if = { limit = { borders_major_river = yes } any_province_holding = { limit = { holding_type = city} add_building = ct_fishermen_1 } } } # sheepfarms if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_haldadian culture = culture_hillmen } terrain = hills } any_province_holding = { limit = { holding_type = city} add_building = ct_sheepfarms_1 } } # growing dates if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_southron culture_group = culture_group_easterling culture_group = culture_group_middlemen culture_group = culture_group_numenorean } terrain = desert } any_province_holding = { limit = { holding_type = city} add_building = ct_date_palms_1 } } # General Human if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_edain culture_group = culture_group_southron culture_group = culture_group_easterling culture_group = culture_group_middlemen } NOT = { OR = { culture = culture_rohirrim culture = culture_eotheod culture = culture_druedain } } } any_province_holding = { if = { limit = { holding_type = castle } add_building = ca_Hwall_1 add_building = ca_Hwatchtower_1 add_building = ca_Hmilitia_barracks_1 add_building = ca_Htown_1 } if = { limit = { holding_type = city } add_building = ct_Hwall_1 add_building = ct_Hwatchtower_1 add_building = ct_Htownmilitia_1 add_building = ct_Hmarketplace_1 } if = { limit = { holding_type = tribal } add_building = tb_hillfort_1 add_building = tb_market_town_1 add_building = tb_practice_range_1 add_building = tb_training_grounds_1 } } set_province_flag = buildings_added } # Númenóreans if = { limit = { NOT = { has_province_flag = buildings_added} culture_group = culture_group_numenorean } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Nwall_1 add_building = ca_Nwatchtower_1 add_building = ca_Nmilitia_barracks_1 add_building = ca_Ntown_1 } if = { limit = { holding_type = city } add_building = ct_Nwall_1 add_building = ct_Nwatchtower_1 add_building = ct_Ntownmilitia_1 add_building = ct_Nmarketplace_1 } } set_province_flag = buildings_added } # Haladians Non-Edain humans of the west, esp south-west. Also, the Hillmen (of Rhudaur) if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture_group = culture_group_haldadian culture = culture_hillmen } } any_province_holding = { if = { limit = { holding_type = tribal} add_building = tb_Pwall_1 add_building = tb_Pwatchtower_1 add_building = tb_Pmilitia_barracks_1 add_building = tb_Ptown_1 add_building = tb_Phillsmen_1 } if = { limit = { holding_type = castle} add_building = ca_Pwall_1 add_building = ca_Pwatchtower_1 add_building = ca_Pmilitia_barracks_1 add_building = ca_Ptown_1 add_building = tb_Phillsmen_1 } if = { limit = { holding_type = city } add_building = ct_Pwall_1 add_building = ct_Pwatchtower_1 add_building = ct_Ptownmilitia_1 add_building = ct_Pmarketplace_1 } } set_province_flag = buildings_added } # Lossoth. Less buildings (they live in the arctic) and a special building if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_lossoth } any_province_holding = { if = { limit = { holding_type = tribal} add_building = tb_Psnowmen_1 add_building = tb_Ptown_1 } if = { limit = { holding_type = castle} add_building = tb_Pwall_1 add_building = ca_Psnowmen_1 add_building = ca_Ptown_1 } if = { limit = { holding_type = city } add_building = ct_Pwall_1 add_building = ct_Pmarketplace_1 } } set_province_flag = buildings_added } # Drúedian (aka Woses) have special buildings if = { limit = { NOT = { has_province_flag = buildings_added} culture = culture_druedain } any_province_holding = { if = { limit = { holding_type = tribal} add_building = tb_Iwall_1 add_building = tb_pukel_men add_building = tb_Imilitia_barracks_1 add_building = tb_Itown_1 } if = { limit = { holding_type = castle} add_building = ca_Iwall_1 add_building = ca_pukel_men add_building = ca_Imilitia_barracks_1 add_building = ca_Itown_1 } if = { limit = { holding_type = city } add_building = ct_Iwall_1 add_building = ct_pukel_men add_building = ct_Imilitia_barracks_1 add_building = ct_Itown_1 } } set_province_flag = buildings_added } # The Horsy People (Eótheod and Rohhirrim) if = { limit = { NOT = { has_province_flag = buildings_added} OR = { culture = culture_rohirrim culture = culture_eotheod } } any_province_holding = { if = { limit = { holding_type = castle} add_building = ca_Rwall_1 add_building = ca_Rwatchtower_1 add_building = ca_Rmilitia_barracks_1 add_building = ca_Rtown_1 add_building = ca_Rstable_1 } if = { limit = { holding_type = city } add_building = ct_Rwall_1 add_building = ct_Rwatchtower_1 add_building = ct_Rtownmilitia_1 add_building = ct_Rmarketplace_1 } } set_province_flag = buildings_added } #finally, setting the flag in case this event somehow gets run again set_province_flag = buildings_added } } } option = { name = "OK" } }