﻿###############################################################################################################
# Palace Special Buildings #
# These are buildings for the Palace holding that have "Special" effects, that dont quite fit as normal miltary/economic buildings
# Should be similar to Duchy Special buildings, with only 3 levels for each building, and requires the special building slot

# Regula Dungeon
# WIP
# Effects:
	# - [] Capture prisoners
    # - [X] Dread gain multipler
	# - [X] Global Control factor increase
	# - [X] Piety income

# Regula 
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# Regula Dungeon
# regula_dungeon_01 = {

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

# 	can_construct_showing_failures_only = {
# 		culture = {
# 			has_innovation = innovation_manorialism
# 		}
# 	}

#     # Construction costs
# 	construction_time = slow_construction_time
# 	cost_gold = expensive_building_tier_3_cost

#     # Building effects
# 	effect_desc = regula_dungeon_commoner_capture_desc

# 	character_modifier = {
# 		dread_gain_mult = 0.1
# 		monthly_piety = 1
# 		monthly_county_control_change_factor = 0.05
# 	}
	
# 	next_building = regula_dungeon_02
# 	type = duchy_capital

# 	# Icon
# 	type_icon = "icon_building_regula_dungeon.dds"
	
# 	# AI
# 	ai_value = {
# 		base = 20
# 		modifier = {
# 			factor = 2
# 			scope:holder.capital_province = this
# 		}
# 		modifier = { # Fill all building slots before going for duchy buildings
# 			factor = 0
# 			free_building_slots > 0
# 		}
# 	}
# }

# regula_dungeon_02 = {

#     # Building construction triggers
# 	can_construct_potential = {
# 		building_requirement_palace = { LEVEL = 02 }
# 	}

# 	can_construct_showing_failures_only = {
# 		culture = {
# 			has_innovation = innovation_windmills
# 		}
# 	}

#     # Construction costs
# 	construction_time = slow_construction_time
# 	cost_gold = expensive_building_tier_4_cost

#     # Building effects
# 	effect_desc = regula_dungeon_noble_capture_desc

# 	character_modifier = {
# 		dread_gain_mult = 0.2
# 		monthly_piety = 2
# 		monthly_county_control_change_factor = 0.1
# 	}
	
# 	next_building = regula_dungeon_03
# 	type = duchy_capital
	
# 	# AI
# 	ai_value = {
# 		base = 20
# 		modifier = {
# 			factor = 2
# 			scope:holder.capital_province = this
# 		}
# 	}
# }

# regula_dungeon_03 = {

# 	# Building construction triggers
# 	can_construct_potential = {
# 		building_requirement_palace = { LEVEL = 03 }
# 	}

# 	can_construct_showing_failures_only = {
# 		culture = {
# 			has_innovation = innovation_cranes
# 		}
# 	}

#     # Construction costs
# 	construction_time = slow_construction_time
# 	cost_gold = expensive_building_tier_5_cost

#     # Building effects
# 	effect_desc = regula_dungeon_royal_capture_desc

# 	character_modifier = {
# 		dread_gain_mult = 0.3
# 		monthly_piety = 3
# 		monthly_county_control_change_factor = 0.15
# 	}
	
# 	type = duchy_capital
# 	flag = fully_upgraded_duchy_capital_building
	
# 	# AI
# 	ai_value = {
# 		base = 20
# 		modifier = {
# 			factor = 2
# 			scope:holder.capital_province = this
# 		}
# 	}
# }