﻿###############################################################################################################
# Palace Miltary Buildings #
# These are buildings for the Palace holding that have mainly "Miltary" style effects, increasing the number of levies available or increasing stationed MAA strength

# Famuli War Camps (Based on Regimental Grounds)
# Should favour a mass infantry army, give levies, raiding speed and increases light infantry, archer and calvary toughness/damage
# Effects:
    # - [X] Excellent Levy increase
    # - [X] Good Reduce MAA maintenance
    # - [X] High Levy Reinforcement rate
    # - [X] Normal stationed MAA damage and toughness increase
	# - [X] Reduce travel danger
    # - [X] Increase Control gain (Tier 3 onwards)
	# - [X] Increase Levy Size and Supply limit (Tier 5 onwards)
	# - [X] Army maintence cost decreases multipler (Tier 7 onwards)
	# - [X] If you have Famuli Warriors, +Infantry/Archer/Calvary size bonus


# Virgo Barracks
# Favours elite army, gives knights, and increases heavy infantry / calvary toughness/damage
# Effects:
	# - [X] Normal Levy increase
    # - [X] Knight increase
	# - [X] Excellent Knight effectiveness increase
    # - [X] Good stationed Heavy Infantry damage and toughness increase
	# - [X] Reduce travel danger
	# - [X] Increase Fort level and control gain (Tier 3 onwards)
	# - [X] Increase Heavy Infantry Squad Size (Tier 5 onwards)
	# - [X] Defender advantage (Tier 7 onwards)
	# - [X] If you have Famuli Warriors, Good Reduce MAA maintenance
###############################################################################################################

@number_maa_regiments_increment_1 = 2
@number_maa_regiments_increment_2 = 4
@number_maa_regiments_increment_3 = 6
@number_maa_regiments_increment_4 = 8

# Famuli War Camps

famuli_war_camps_01 = {

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

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

    # Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_1_cost

    # Building effects
	levy = excellent_building_levy_tier_1

	character_modifier = {
		men_at_arms_maintenance = good_building_maa_maintenance_tier_1
	}

	province_modifier = {
		stationed_maa_damage_mult = normal_maa_damage_tier_1
		stationed_maa_toughness_mult = normal_maa_toughness_tier_1
		travel_danger = -1
	}

	county_modifier = {
		levy_reinforcement_rate = high_levy_reinforcement_rate_tier_1
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		skirmishers_max_size_add = @number_maa_regiments_increment_1
		archers_max_size_add = @number_maa_regiments_increment_1
		light_cavalry_max_size_add = @number_maa_regiments_increment_1
	}

	next_building = famuli_war_camps_02

	# Icon
	type_icon = "icon_building_famuli_war_camps.dds"

	# AI
	ai_value = {
		base = 15 # One of the best buildings, a slight nudge
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
	}
}

famuli_war_camps_02 = {

	# Building construction triggers
	can_construct_potential = {
		building_requirement_palace = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_2_cost

	# Gameplay Values
	levy = excellent_building_levy_tier_2

	character_modifier = {
		men_at_arms_maintenance = good_building_maa_maintenance_tier_2
	}

	province_modifier = {
		stationed_maa_damage_mult = normal_maa_damage_tier_2
		stationed_maa_toughness_mult = normal_maa_toughness_tier_2
		travel_danger = -2
	}

	county_modifier = {
		levy_reinforcement_rate = high_levy_reinforcement_rate_tier_2
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		skirmishers_max_size_add = @number_maa_regiments_increment_1
		archers_max_size_add = @number_maa_regiments_increment_1
		light_cavalry_max_size_add = @number_maa_regiments_increment_1
	}

	next_building = famuli_war_camps_03

	# AI
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0 years_from_game_start > 0.01
		}
	}
}

famuli_war_camps_03 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_3_cost

	# Gameplay Values
	levy = excellent_building_levy_tier_3

	character_modifier = {
		men_at_arms_maintenance = good_building_maa_maintenance_tier_3
	}

	province_modifier = {
		stationed_maa_damage_mult = normal_maa_damage_tier_3
		stationed_maa_toughness_mult = normal_maa_toughness_tier_3
		travel_danger = -3
	}

	county_modifier = {
		levy_reinforcement_rate = high_levy_reinforcement_rate_tier_3
		monthly_county_control_growth_factor = 0.05
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		skirmishers_max_size_add = @number_maa_regiments_increment_2
		archers_max_size_add = @number_maa_regiments_increment_2
		light_cavalry_max_size_add = @number_maa_regiments_increment_2
	}

	next_building = famuli_war_camps_04

	# AI
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
	}
}

famuli_war_camps_04 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_4_cost

	levy = excellent_building_levy_tier_4

	character_modifier = {
		men_at_arms_maintenance = good_building_maa_maintenance_tier_4
	}

	# Gameplay Values
	province_modifier = {
		stationed_maa_damage_mult = normal_maa_damage_tier_4
		stationed_maa_toughness_mult = normal_maa_toughness_tier_4
		travel_danger = -4
	}

	county_modifier = {
		levy_reinforcement_rate = high_levy_reinforcement_rate_tier_4
		monthly_county_control_growth_factor = 0.1
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		skirmishers_max_size_add = @number_maa_regiments_increment_2
		archers_max_size_add = @number_maa_regiments_increment_2
		light_cavalry_max_size_add = @number_maa_regiments_increment_2
	}

	next_building = famuli_war_camps_05

	# AI
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
	}
}

famuli_war_camps_05 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_5_cost

	# Gameplay Values
	levy = excellent_building_levy_tier_5

	character_modifier = {
		men_at_arms_maintenance = good_building_maa_maintenance_tier_5
	}

	province_modifier = {
		stationed_maa_damage_mult = normal_maa_damage_tier_5
		stationed_maa_toughness_mult = normal_maa_toughness_tier_5
		supply_limit = 1000
		travel_danger = -5
	}

	county_modifier = {
		levy_reinforcement_rate = high_levy_reinforcement_rate_tier_5
		monthly_county_control_growth_factor = 0.15
		levy_size = 0.05
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		skirmishers_max_size_add = @number_maa_regiments_increment_3
		archers_max_size_add = @number_maa_regiments_increment_3
		light_cavalry_max_size_add = @number_maa_regiments_increment_3
	}

	next_building = famuli_war_camps_06

	# AI
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
	}
}

famuli_war_camps_06 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_6_cost

	# Gameplay Values
	levy = excellent_building_levy_tier_6

	character_modifier = {
		men_at_arms_maintenance = good_building_maa_maintenance_tier_6
	}

	province_modifier = {
		stationed_maa_damage_mult = normal_maa_damage_tier_6
		stationed_maa_toughness_mult = normal_maa_toughness_tier_6
		supply_limit = 1500
		travel_danger = -6
	}

	county_modifier = {
		levy_reinforcement_rate = high_levy_reinforcement_rate_tier_6
		monthly_county_control_growth_factor = 0.20
		levy_size = 0.1
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		skirmishers_max_size_add = @number_maa_regiments_increment_3
		archers_max_size_add = @number_maa_regiments_increment_3
		light_cavalry_max_size_add = @number_maa_regiments_increment_3
	}

	next_building = famuli_war_camps_07

	# AI
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
	}
}

famuli_war_camps_07 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_7_cost

	# Gameplay Values
	levy = excellent_building_levy_tier_7

	character_modifier = {
		men_at_arms_maintenance = good_building_maa_maintenance_tier_7
		army_maintenance_mult = -0.05
	}

	province_modifier = {
		stationed_maa_damage_mult = normal_maa_damage_tier_7
		stationed_maa_toughness_mult = normal_maa_toughness_tier_7
		supply_limit = 2000
		travel_danger = -7
	}

	county_modifier = {
		levy_reinforcement_rate = high_levy_reinforcement_rate_tier_7
		monthly_county_control_growth_factor = 0.25
		levy_size = 0.15
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		skirmishers_max_size_add = @number_maa_regiments_increment_4
		archers_max_size_add = @number_maa_regiments_increment_4
		light_cavalry_max_size_add = @number_maa_regiments_increment_4
	}

	next_building = famuli_war_camps_08

	# AI
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
	}
}

famuli_war_camps_08 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_8_cost

	levy = excellent_building_levy_tier_8

	# Gameplay Values
	character_modifier = {
		men_at_arms_maintenance = good_building_maa_maintenance_tier_8
		army_maintenance_mult = -0.1
	}

	province_modifier = {
		stationed_maa_damage_mult = normal_maa_damage_tier_8
		stationed_maa_toughness_mult = normal_maa_toughness_tier_8
		supply_limit = 3000
		travel_danger = -8
	}

	county_modifier = {
		levy_reinforcement_rate = high_levy_reinforcement_rate_tier_8
		monthly_county_control_growth_factor = 0.3
		levy_size = 0.25
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		skirmishers_max_size_add = @number_maa_regiments_increment_4
		archers_max_size_add = @number_maa_regiments_increment_4
		light_cavalry_max_size_add = @number_maa_regiments_increment_4
	}

	# AI
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
	}
}

# Virgo Barracks
virgo_barracks_01 = {

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

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

    # Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_1_cost

    # Building effects
	levy = normal_building_levy_tier_1

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1
	}

	province_modifier = {
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_1
		travel_danger = -1
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		army_maintenance_mult = -0.05
	}

	next_building = virgo_barracks_02

	# Icon
	type_icon = "icon_building_virgo_barracks.dds"

	# AI
	ai_value = {
		base = 15 # One of the best buildings, a slight nudge
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
	}
}

virgo_barracks_02 = {

	# Building construction triggers
	can_construct_potential = {
		building_requirement_palace = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_2_cost

	# Gameplay Values
	levy = normal_building_levy_tier_2

	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2
	}

	province_modifier = {
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_2
		travel_danger = -2
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		army_maintenance_mult = -0.05
	}

	next_building = virgo_barracks_03

	# AI
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0 years_from_game_start > 0.01
		}
	}
}

virgo_barracks_03 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_3_cost

	# Gameplay Values
	levy = normal_building_levy_tier_3

	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3
	}

	province_modifier = {
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_3
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_3
		travel_danger = -3
	}

	county_modifier = {
		additional_fort_level = normal_building_fort_level_tier_3
		monthly_county_control_growth_factor = 0.05
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		army_maintenance_mult = -0.1
	}

	next_building = virgo_barracks_04

	# AI
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
	}
}

virgo_barracks_04 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_4_cost

	levy = normal_building_levy_tier_4

	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4
	}

	# Gameplay Values
	province_modifier = {
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_4
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_4
		travel_danger = -4
	}

	county_modifier = {
		additional_fort_level = normal_building_fort_level_tier_4
		monthly_county_control_growth_factor = 0.1
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		army_maintenance_mult = -0.1
	}

	next_building = virgo_barracks_05

	# AI
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
	}
}

virgo_barracks_05 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_5_cost

	# Gameplay Values
	levy = normal_building_levy_tier_5

	character_modifier = {
		knight_limit = 3
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5
		heavy_infantry_max_size_add = @number_maa_regiments_increment_1
	}

	province_modifier = {
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_5
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_5
		travel_danger = -5
	}

	county_modifier = {
		additional_fort_level = normal_building_fort_level_tier_1
		monthly_county_control_growth_factor = 0.15
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		army_maintenance_mult = -0.15
	}

	next_building = virgo_barracks_06

	# AI
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
	}
}

virgo_barracks_06 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_6_cost

	# Gameplay Values
	levy = normal_building_levy_tier_6

	character_modifier = {
		knight_limit = 3
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6
		heavy_infantry_max_size_add = @number_maa_regiments_increment_2
	}

	province_modifier = {
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_6
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_6
		travel_danger = -6
	}

	county_modifier = {
		additional_fort_level = normal_building_fort_level_tier_2
		monthly_county_control_growth_factor = 0.2
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		army_maintenance_mult = -0.15
	}

	next_building = virgo_barracks_07

	# AI
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
	}
}

virgo_barracks_07 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_7_cost

	# Gameplay Values
	levy = normal_building_levy_tier_7

	character_modifier = {
		knight_limit = 4
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7
		heavy_infantry_max_size_add = @number_maa_regiments_increment_3
	}

	province_modifier = {
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_7
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_7
		travel_danger = -7
		defender_holding_advantage = good_building_advantage_tier_1
	}

	county_modifier = {
		additional_fort_level = normal_building_fort_level_tier_3
		monthly_county_control_growth_factor = 0.25
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		army_maintenance_mult = -0.2
	}

	next_building = virgo_barracks_08

	# AI
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
	}
}

virgo_barracks_08 = {

	# Building construction triggers
	can_construct = {
		building_requirement_palace = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	# Construction costs
	construction_time = slow_construction_time
	cost_gold = expensive_building_tier_8_cost

	levy = normal_building_levy_tier_8

	# Gameplay Values
	character_modifier = {
		knight_limit = 4
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8
		heavy_infantry_max_size_add = @number_maa_regiments_increment_4
	}

	province_modifier = {
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_8
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_8
		defender_holding_advantage = good_building_advantage_tier_2
		travel_danger = -8
	}

	county_modifier = {
		additional_fort_level = normal_building_fort_level_tier_4
		monthly_county_control_growth_factor = 0.5
	}

	character_culture_modifier = {
		parameter = unlock_maa_famuli
		army_maintenance_mult = -0.2
	}

	# AI
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
	}
}