﻿###############################################################################################################
# Palace Economy Buildings #
# These are buildings for the Palace holding that have mainly "Economy" style effects, increasing gold/piety/prestige income

# Regula Halls
# Piety economy building. Gives piety, some gold, control and development growth.
# Effects:
	# - [X] Poor Gold income
	# - [X] Good Piety income
	# - [X] Control increase
	# - [X] Development growth multipler increase (Tier 3 onwards)
	# - [X] Piety global income bonus (Tier 5 onwards)
	# - [X] Control global increase (Tier 7 onwards)

# Famuli Guilds
# Gold economy building. Also increases tax income, reduces building costs and helps with innovation progress.
# Effects:
	# - [X] Great Gold income
	# - [X] Development growth increase
	# - [X] Development growth multiplier increase
	# - [X] Holding tax increase (Tier 3 onwards)
	# - [X] Building cost decrease (Tier 5 onwards)
	# - [X] Cultural Fascination Increase (Tier 7 onwards)

# Servant Quarters
# Prestige economy building. Increases court grandeur and gives a bonus multiplier to prestige and renown.
# Effects:
	# - [X] Average Gold income
	# - [X] Prestige income
	# - [X] Dynasty Prestige income
	# - [X] Court Grandeur base increase (Tier 3 onwards)
	# - [X] Prestige income multiplier increase (Tier 5 onwards)
	# - [X] Renown income multiplier increase (Tier 7 onwards)
###############################################################################################################

# Regula Halls

 	regula_halls_01 = {

		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 01 }
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_1_cost

		# Building effects
		character_modifier = {
			monthly_piety = 0.25
		}

		county_modifier = {
			monthly_county_control_growth_add = 0.3
		}

		province_modifier = {
			monthly_income = poor_building_tax_tier_1
		}

		next_building = regula_halls_02

		# Icon
		type_icon = "icon_building_regula_halls.dds"

		# AI
		ai_value = {
			base = 10
			ai_tier_1_building_modifier = yes
			modifier = {
				factor = 2
				free_building_slots <= 1
			}
		}
	}

	regula_halls_02 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 01 }
			culture = {
				has_innovation = innovation_city_planning
			}
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_2_cost

		# Building effects
		character_modifier = {
			monthly_piety = 0.5
		}

		county_modifier = {
			monthly_county_control_growth_add = 0.4
		}

		province_modifier = {
			monthly_income = poor_building_tax_tier_2
		}

		next_building = regula_halls_03

		# AI
		ai_value = {
			base = 9
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	regula_halls_03 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 02 }
			culture = {
				has_innovation = innovation_manorialism
			}
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_3_cost

		# Building effects
		character_modifier = {
			monthly_piety = 0.75
		}

		county_modifier = {
			monthly_county_control_growth_add = 0.5
			development_growth_factor = normal_building_development_growth_factor_tier_3
			development_growth = normal_building_development_growth_tier_3
		}

		province_modifier = {
			monthly_income = poor_building_tax_tier_3
		}

		next_building = regula_halls_04

		# AI
		ai_value = {
			base = 8
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	regula_halls_04 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 02 }
			culture = {
				has_innovation = innovation_manorialism
			}
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_4_cost

		# Building effects
		character_modifier = {
			monthly_piety = 1
		}

		county_modifier = {
			monthly_county_control_growth_add = 0.6
			development_growth_factor = normal_building_development_growth_factor_tier_4
			development_growth = normal_building_development_growth_tier_4
		}

		province_modifier = {
			monthly_income = poor_building_tax_tier_4
		}

		next_building = regula_halls_05

		# AI
		ai_value = {
			base = 7
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	regula_halls_05 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 03 }
			culture = {
				has_innovation = innovation_windmills
			}
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_5_cost

		# Building effects
		character_modifier = {
			monthly_piety = 1.25
			monthly_piety_gain_mult = 0.1
		}

		county_modifier = {
			monthly_county_control_growth_add = 0.7
			development_growth_factor = normal_building_development_growth_factor_tier_5
			development_growth = normal_building_development_growth_tier_5
		}

		province_modifier = {
			monthly_income = poor_building_tax_tier_5
		}

		next_building = regula_halls_06

		# AI
		ai_value = {
			base = 6
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	regula_halls_06 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 03 }
			culture = {
				has_innovation = innovation_windmills
			}
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_6_cost

		# Building effects
		character_modifier = {
			monthly_piety = 1.5
			monthly_piety_gain_mult = 0.2
		}

		county_modifier = {
			monthly_county_control_growth_add = 0.8
			development_growth_factor = normal_building_development_growth_factor_tier_6
			development_growth = normal_building_development_growth_tier_6
		}

		province_modifier = {
			monthly_income = poor_building_tax_tier_6
		}

		next_building = regula_halls_07

		# AI
		ai_value = {
			base = 5
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	regula_halls_07 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 04 }
			culture = {
				has_innovation = innovation_cranes
			}
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_7_cost

		# Building effects
		character_modifier = {
			monthly_piety = 1.75
			monthly_piety_gain_mult = 0.3
			monthly_county_control_growth_factor = 0.15
		}

		county_modifier = {
			monthly_county_control_growth_add = 0.9
			development_growth_factor = normal_building_development_growth_factor_tier_7
			development_growth = normal_building_development_growth_tier_7
		}

		province_modifier = {
			monthly_income = poor_building_tax_tier_7
		}

		next_building = regula_halls_08

		# AI
		ai_value = {
			base = 4
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	regula_halls_08 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 04 }
			culture = {
				has_innovation = innovation_cranes
			}
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_8_cost

		# Building effects
		character_modifier = {
			monthly_piety = 2
			monthly_piety_gain_mult = 0.5
			monthly_county_control_growth_factor = 0.3
		}

		county_modifier = {
			monthly_county_control_growth_add = 1
			development_growth_factor = normal_building_development_growth_factor_tier_8
			development_growth = normal_building_development_growth_tier_8
		}

		province_modifier = {
			monthly_income = poor_building_tax_tier_8
		}

		# AI
		ai_value = {
			base = 3
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

# Famuli Guilds

	famuli_guilds_01 = {

		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 01 }
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_1_cost

		# Building effects
		province_modifier = {
			monthly_income = excellent_building_tax_tier_1
		}

		county_modifier = {
			development_growth_factor = good_building_development_growth_factor_tier_1
			development_growth = good_building_development_growth_tier_1
		}

		next_building = famuli_guilds_02

		# Icon
		type_icon = "icon_building_famuli_guilds.dds"

		# AI
		ai_value = {
			base = 10
			ai_tier_1_building_modifier = yes
			modifier = {
				factor = 2
				free_building_slots <= 1
			}
		}
	}

	famuli_guilds_02 = {

		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
        can_construct_potential = {
            building_requirement_palace = { LEVEL = 01 }
			culture = {
				OR = {
					has_innovation = innovation_crop_rotation
					has_cultural_parameter = next_level_guild_halls
				}
			}
        }

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_2_cost

		# Building effects
		province_modifier = {
			monthly_income = excellent_building_tax_tier_2
		}

		county_modifier = {
			development_growth_factor = good_building_development_growth_factor_tier_2
			development_growth = good_building_development_growth_tier_2
		}

		next_building = famuli_guilds_03

		# AI
		ai_value = {
			base = 9
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	famuli_guilds_03 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
		can_construct = {
			trigger_if = {
				limit = {
					NOT = {
						culture = {
							has_cultural_parameter = next_level_guild_halls
						}
					}
				}
				culture = {
					has_innovation = innovation_manorialism
				}
				building_requirement_palace = { LEVEL = 02 }
			}
			trigger_else = {
				culture = {
					has_innovation = innovation_crop_rotation
				}
				culture = {
					has_cultural_parameter = next_level_guild_halls
				}
				building_requirement_palace = { LEVEL = 01 }
			}
		}

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_2_cost

		# Building effects
		province_modifier = {
			monthly_income = excellent_building_tax_tier_3
			tax_mult = good_building_tax_mult_tier_3
		}

		county_modifier = {
			development_growth_factor = good_building_development_growth_factor_tier_3
			development_growth = good_building_development_growth_tier_3
		}

		next_building = famuli_guilds_04

		# AI
		ai_value = {
			base = 8
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	famuli_guilds_04 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
		can_construct = {
			trigger_if = {
				limit = {
					NOT = {
						culture = {
							has_cultural_parameter = next_level_guild_halls
						}
					}
				}
				culture = {
					has_innovation = innovation_manorialism
				}
				building_requirement_palace = { LEVEL = 02 }
			}
			trigger_else = {
				culture = {
					has_innovation = innovation_crop_rotation
				}
				culture = {
					has_cultural_parameter = next_level_guild_halls
				}
				building_requirement_palace = { LEVEL = 01 }
			}
		}

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_4_cost

		# Building effects
		province_modifier = {
			monthly_income = excellent_building_tax_tier_4
			tax_mult = good_building_tax_mult_tier_4
		}

		county_modifier = {
			development_growth_factor = good_building_development_growth_factor_tier_4
			development_growth = good_building_development_growth_tier_4
		}

		next_building = famuli_guilds_05

		# AI
		ai_value = {
			base = 7
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	famuli_guilds_05 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
		can_construct = {
			trigger_if = {
				limit = {
					NOT = {
						culture = {
							has_cultural_parameter = next_level_guild_halls
						}
					}
				}
				culture = {
					has_innovation = innovation_guilds
				}
				building_requirement_palace = { LEVEL = 03 }
			}
			trigger_else = {
				culture = {
					has_innovation = innovation_manorialism
				}
				culture = {
					has_cultural_parameter = next_level_guild_halls
				}
				building_requirement_palace = { LEVEL = 02 }
			}
		}

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_5_cost

		# Building effects
		province_modifier = {
			monthly_income = excellent_building_tax_tier_5
			tax_mult = good_building_tax_mult_tier_5
			holding_build_gold_cost = -0.10
			build_gold_cost = -0.10
		}

		county_modifier = {
			development_growth_factor = good_building_development_growth_factor_tier_5
			development_growth = good_building_development_growth_tier_5
		}

		next_building = famuli_guilds_06

		# AI
		ai_value = {
			base = 6
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	famuli_guilds_06 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
		can_construct = {
			trigger_if = {
				limit = {
					NOT = {
						culture = {
							has_cultural_parameter = next_level_guild_halls
						}
					}
				}
				culture = {
					has_innovation = innovation_guilds
				}
				building_requirement_palace = { LEVEL = 03 }
			}
			trigger_else = {
				culture = {
					has_innovation = innovation_manorialism
				}
				culture = {
					has_cultural_parameter = next_level_guild_halls
				}
				building_requirement_palace = { LEVEL = 02 }
			}
		}

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_6_cost

		# Building effects
		province_modifier = {
			monthly_income = excellent_building_tax_tier_6
			tax_mult = good_building_tax_mult_tier_6
			holding_build_gold_cost = -0.15
			build_gold_cost = -0.15
		}

		county_modifier = {
			development_growth_factor = good_building_development_growth_factor_tier_6
			development_growth = good_building_development_growth_tier_6
		}

		next_building = famuli_guilds_07

		# AI
		ai_value = {
			base = 5
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	famuli_guilds_07 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
		can_construct = {
			trigger_if = {
				limit = {
					NOT = {
						culture = {
							has_cultural_parameter = next_level_guild_halls
						}
					}
				}
				culture = {
					has_innovation = innovation_cranes
				}
				building_requirement_palace = { LEVEL = 04 }
			}
			trigger_else = {
				culture = {
					has_innovation = innovation_guilds
				}
				culture = {
					has_cultural_parameter = next_level_guild_halls
				}
				building_requirement_palace = { LEVEL = 03 }
			}
		}

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_7_cost

		# Building effects
		province_modifier = {
			monthly_income = excellent_building_tax_tier_7
			tax_mult = good_building_tax_mult_tier_7
		}

		county_modifier = {
			development_growth_factor = good_building_development_growth_factor_tier_7
			development_growth = good_building_development_growth_tier_7
			holding_build_gold_cost = -0.20
			build_gold_cost = -0.20
		}

		character_modifier = {
			cultural_head_fascination_mult = 0.15
		}

		next_building = famuli_guilds_08

		# AI
		ai_value = {
			base = 4
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	famuli_guilds_08 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

        # Building construction triggers
		can_construct = {
			trigger_if = {
				limit = {
					NOT = {
						culture = {
							has_cultural_parameter = next_level_guild_halls
						}
					}
				}
				culture = {
					has_innovation = innovation_cranes
				}
				building_requirement_palace = { LEVEL = 04 }
			}
			trigger_else = {
				culture = {
					has_innovation = innovation_guilds
				}
				culture = {
					has_cultural_parameter = next_level_guild_halls
				}
				building_requirement_palace = { LEVEL = 03 }
			}
		}

        can_construct_showing_failures_only = {
            building_requirement_tribal = no
        }

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_8_cost

		# Building effects
		province_modifier = {
			monthly_income = excellent_building_tax_tier_8
			tax_mult = good_building_tax_mult_tier_8
		}

		county_modifier = {
			development_growth_factor = good_building_development_growth_factor_tier_8
			development_growth = good_building_development_growth_tier_8
			holding_build_gold_cost = -0.25
			build_gold_cost = -0.25
		}

		character_modifier = {
			cultural_head_fascination_mult = 0.30
		}

		# AI
		ai_value = {
			base = 3
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

# Servant Quarters

	servant_quarters_01 = {

		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

		# Building construction triggers
		can_construct_potential = {
			building_requirement_palace = { LEVEL = 01 }
		}

		can_construct_showing_failures_only = {
			building_requirement_tribal = no
		}

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_1_cost

		# Building effects
		province_modifier = {
			monthly_income = normal_building_tax_tier_1
		}

		character_modifier = {
			monthly_prestige = 0.25
			monthly_dynasty_prestige = 0.1
		}

		next_building = servant_quarters_02

		# Icon
		type_icon = "icon_building_servant_quarters.dds"

		# AI
		ai_value = {
			base = 10
			ai_tier_1_building_modifier = yes
			modifier = {
				factor = 2
				free_building_slots <= 1
			}
		}
	}

	servant_quarters_02 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

		# Building construction triggers
		can_construct_potential = {
			building_requirement_palace = { LEVEL = 01 }
			culture = {
				has_innovation = innovation_city_planning
			}
		}

		can_construct_showing_failures_only = {
			building_requirement_tribal = no
		}

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_2_cost

		# Building effects
		province_modifier = {
			monthly_income = normal_building_tax_tier_2
		}

		character_modifier = {
			monthly_prestige = 0.5
			monthly_dynasty_prestige = 0.2
		}

		next_building = servant_quarters_03

		# AI
		ai_value = {
			base = 9
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	servant_quarters_03 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

		# Building construction triggers
		can_construct_potential = {
			building_requirement_palace = { LEVEL = 02 }
			culture = {
				has_innovation = innovation_manorialism
			}
		}

		can_construct_showing_failures_only = {
			building_requirement_tribal = no
		}

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_3_cost

		# Building effects
		province_modifier = {
			monthly_income = normal_building_tax_tier_3
		}

		character_modifier = {
			monthly_prestige = 0.75
			monthly_dynasty_prestige = 0.3
			court_grandeur_baseline_add = 2
		}

		next_building = servant_quarters_04

		# AI
		ai_value = {
			base = 8
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	servant_quarters_04 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

		# Building construction triggers
		can_construct_potential = {
			building_requirement_palace = { LEVEL = 02 }
			culture = {
				has_innovation = innovation_manorialism
			}
		}

		can_construct_showing_failures_only = {
			building_requirement_tribal = no
		}

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_4_cost

		# Building effects
		province_modifier = {
			monthly_income = normal_building_tax_tier_4
		}

		character_modifier = {
			monthly_prestige = 1
			monthly_dynasty_prestige = 0.4
			court_grandeur_baseline_add = 4
		}

		next_building = servant_quarters_05

		# AI
		ai_value = {
			base = 7
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	servant_quarters_05 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

		# Building construction triggers
		can_construct_potential = {
			building_requirement_palace = { LEVEL = 03 }
			culture = {
				has_innovation = innovation_windmills
			}
		}

		can_construct_showing_failures_only = {
			building_requirement_tribal = no
		}

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_5_cost

		# Building effects
		province_modifier = {
			monthly_income = normal_building_tax_tier_5
		}

		character_modifier = {
			monthly_prestige = 1.5
			monthly_dynasty_prestige = 0.5
			court_grandeur_baseline_add = 6
			monthly_prestige_gain_mult = 0.10
		}

		next_building = servant_quarters_06

		# AI
		ai_value = {
			base = 6
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	servant_quarters_06 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

		# Building construction triggers
		can_construct_potential = {
			building_requirement_palace = { LEVEL = 03 }
			culture = {
				has_innovation = innovation_windmills
			}
		}

		can_construct_showing_failures_only = {
			building_requirement_tribal = no
		}

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_6_cost

		# Building effects
		province_modifier = {
			monthly_income = normal_building_tax_tier_6
		}

		character_modifier = {
			monthly_prestige = 2
			monthly_dynasty_prestige = 0.65
			court_grandeur_baseline_add = 8
			monthly_prestige_gain_mult = 0.15
		}

		next_building = servant_quarters_07

		# AI
		ai_value = {
			base = 5
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	servant_quarters_07 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

		# Building construction triggers
		can_construct_potential = {
			building_requirement_palace = { LEVEL = 04 }
			culture = {
				has_innovation = innovation_cranes
			}
		}

		can_construct_showing_failures_only = {
			building_requirement_tribal = no
		}

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_7_cost

		# Building effects
		province_modifier = {
			monthly_income = normal_building_tax_tier_7
		}

		character_modifier = {
			monthly_prestige = 2.5
			monthly_dynasty_prestige = 0.8
			court_grandeur_baseline_add = 12
			monthly_prestige_gain_mult = 0.20
			monthly_dynasty_prestige_mult = 0.05
		}

		next_building = servant_quarters_08

		# AI
		ai_value = {
			base = 4
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}

	servant_quarters_08 = {
		# Must be Regula
		is_enabled = {
			county.holder = { is_regula_trigger = yes }
		}

		# Building construction triggers
		can_construct_potential = {
			building_requirement_palace = { LEVEL = 04 }
			culture = {
				has_innovation = innovation_cranes
			}
		}

		can_construct_showing_failures_only = {
			building_requirement_tribal = no
		}

		# Construction costs
		construction_time = standard_construction_time
		cost_gold = normal_building_tier_8_cost

		# Building effects
		province_modifier = {
			monthly_income = normal_building_tax_tier_8
		}

		character_modifier = {
			monthly_prestige = 3
			monthly_dynasty_prestige = 1
			court_grandeur_baseline_add = 15
			monthly_prestige_gain_mult = 0.25
			monthly_dynasty_prestige_mult = 0.1
		}

		# AI
		ai_value = {
			base = 3
			ai_general_building_modifier = yes
			ai_economical_building_preference_modifier = yes
			modifier = { # Fill all building slots before going for upgrades
				factor = 0
				free_building_slots > 0
			}
		}
	}