﻿@camp_building_main_slot_construction_duration_t1 = 180
@camp_building_main_slot_construction_duration_t2 = 210
@camp_building_main_slot_construction_duration_t3 = 240
@camp_building_main_slot_construction_duration_t4 = 300
@camp_building_main_slot_construction_duration_t5 = 360
@camp_building_main_slot_construction_duration_t6 = 420

@camp_building_internal_slot_construction_duration_t1 = 180
@camp_building_internal_slot_construction_duration_t2 = 240
@camp_building_internal_slot_construction_duration_t3 = 300

##################
# REGULA CAMP BUILDINGS
##################
### Supply Tent - Smithing & Provisions
	## Regula Shrine
		# Lots of piety gain but reduces other faith opinion
		# Regula only
		# Upgrade gives extra charm scheme
		supply_tent_regula_shrine_01 = { # Regula Shrine
			slot_type = internal
			construction_time = @camp_building_internal_slot_construction_duration_t3
			allowed_domicile_types = { camp }
			previous_building = supply_tent_01

			cost = { gold = supply_tent_regula_shrine_01_domicile_building_gold_cost_value }
			refund = {
				gold = {
					value = supply_tent_regula_shrine_01_domicile_building_gold_cost_value
					multiply = camp_refund_mult_value
					floor = yes
				}
			}

			can_construct = {
				custom_tooltip = {
					text = regula_camp_upgrade.tt.unlocked_by_purpose
					has_realm_law_flag = unlocks_regula_camp_buildings
				}
				is_regula_trigger = yes	# The Regula shrine requires the Keeper to be free to build
			}

			character_modifier = {
				domicile_monthly_piety_add = 0.5
				domicile_monthly_piety_mult = 0.1
				attraction_opinion = 10
				different_faith_opinion = -20
			}

			parameters = {
				camp_enable_conversion = yes
			}
			
			ai_value = {
				value = camp_building_ai_base_t3
				if = {
					limit = {
						owner = { has_lifestyle = learning_lifestyle }
					}
					add = camp_building_ai_lifestyle_bias_value
				}
				multiply = 10
				if = {
					limit = {
						owner = { has_trait = cynical }
					}
					multiply = 0
				}
			}
			
			asset = {
				icon = "gfx/interface/icons/domicile_building/domicile_building_regula_shrine.dds"
				texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
				intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
				soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
			}
		}

		supply_tent_regula_shrine_02 = { # Sanctified Regula Shrine
			slot_type = internal
			construction_time = @camp_building_internal_slot_construction_duration_t3
			allowed_domicile_types = { camp }
			previous_building = supply_tent_regula_shrine_01

			cost = { 
				gold = supply_tent_regula_shrine_02_domicile_building_gold_cost_value
				piety = supply_tent_regula_shrine_02_domicile_building_gold_cost_value
			}
			refund = {
				gold = {
					value = supply_tent_regula_shrine_02_domicile_building_gold_cost_value
					multiply = camp_refund_mult_value
					floor = yes
				}
				# No piety refunds!
			}

			can_construct = {
				custom_tooltip = {
					text = regula_camp_upgrade.tt.unlocked_by_purpose
					has_realm_law_flag = unlocks_regula_camp_buildings
				}
				is_regula_trigger = yes
			}

			character_modifier = {
				attraction_opinion = 20
				max_regula_fascinare_schemes_add = 1
				domicile_monthly_piety_add = 0.5
				domicile_monthly_piety_mult = 0.2
			}

			parameters = {
				camp_enable_conversion = yes
			}
			
			ai_value = {
				value = camp_building_ai_base_t3
				if = {
					limit = {
						owner = { has_lifestyle = learning_lifestyle }
					}
					add = camp_building_ai_lifestyle_bias_value
				}
				multiply = 10
				if = {
					limit = {
						owner = { has_trait = cynical }
					}
					multiply = 0
				}
			}
			
			asset = {
				icon = "gfx/interface/icons/domicile_building/domicile_building_regula_shrine_regula.dds"
				texture = "gfx/interface/window_domiciles/laamp_building_supply_tent.dds"
				intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_supply_tent_mask.png"
				soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_supply_tent"
			}
		}

### Barber Tent - Remedies & Torture
	## Healing Rituals
		# Learning stat, health Bonuses, hard casualty reduction
		# Reduces Piety!
		# Upgrade has MAA bonuses and some extra prowess
		barber_tent_healing_rituals_01 = { # Healing Rituals
			slot_type = internal
			construction_time = @camp_building_internal_slot_construction_duration_t3
			allowed_domicile_types = { camp }
			previous_building = barber_tent_01

			cost = { gold = barber_tent_healing_rituals_01_domicile_building_gold_cost_value }
			refund = {
				gold = {
					value = barber_tent_healing_rituals_01_domicile_building_gold_cost_value
					multiply = camp_refund_mult_value
					floor = yes
				}
			}

			can_construct = {
				custom_tooltip = {
					text = regula_camp_upgrade.tt.unlocked_by_purpose
					has_realm_law_flag = unlocks_regula_camp_buildings
				}
			}

			character_modifier = {
				learning = 2
				health = 0.5
				negate_health_penalty_add = 0.25
				hard_casualty_modifier = -0.15
				domicile_monthly_piety_mult = -0.1
			}
			
			ai_value = {
				value = camp_building_ai_base_t5
				if = {
					limit = {
						owner = { has_lifestyle = learning_lifestyle }
					}
					add = camp_building_ai_lifestyle_bias_value
				}
				multiply = 10
			}
			
			asset = {
				icon = "gfx/interface/icons/domicile_building/domicile_building_healing_rituals.dds"
				texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
				intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
				soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
			}
		}

		barber_tent_healing_rituals_02 = { # Empowerment Rituals
			slot_type = internal
			construction_time = @camp_building_internal_slot_construction_duration_t2
			allowed_domicile_types = { camp }
			previous_building = barber_tent_healing_rituals_01
			
			cost = { 
				gold = barber_tent_healing_rituals_02_domicile_building_gold_cost_value
				piety = barber_tent_healing_rituals_02_domicile_building_piety_cost_value
			}

			refund = {
				gold = {
					value = barber_tent_healing_rituals_02_domicile_building_gold_cost_value
					multiply = camp_refund_mult_value
					floor = yes
				}
				# No piety refunds!
			}

			can_construct = {
				custom_tooltip = {
					text = regula_camp_upgrade.tt.unlocked_by_purpose
					has_realm_law_flag = unlocks_regula_camp_buildings
				}
				is_regula_trigger = yes
			}

			character_modifier = {
				learning = 2
				prowess = 5
				negate_health_penalty_add = 0.5
				health = 0.5
				hard_casualty_modifier = -0.15
				domicile_monthly_piety_mult = -0.15
				maa_damage_mult = 0.15
				maa_toughness_mult = 0.25
			}
			
			ai_value = {
				value = camp_building_ai_base_t5
				if = {
					limit = {
						owner = { has_lifestyle = learning_lifestyle }
					}
					add = camp_building_ai_lifestyle_bias_value
				}
				multiply = 10
			}
			
			asset = {
				icon = "gfx/interface/icons/domicile_building/domicile_building_healing_rituals_regula.dds"
				texture = "gfx/interface/window_domiciles/laamp_building_barber.dds"
				intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_barber_mask.png"
				soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_barber_tent"
			}
		}

### Baggage Train - Travel & Escorting
	## Submissive Servants
		# Unlocks Head Servant Officer
		# Stewardship bonus, Stress loss multiplier, Lower Phase duration for contracts and building decrease
		# Upgrade gives more of everything
		baggage_train_submissive_servants_01 = { # Submissive Servants
			slot_type = internal
			construction_time = @camp_building_internal_slot_construction_duration_t3
			allowed_domicile_types = { camp }
			previous_building = baggage_train_01

			cost = { gold = baggage_train_submissive_servants_01_domicile_building_gold_cost_value }
			refund = {
				gold = {
					value = baggage_train_submissive_servants_01_domicile_building_gold_cost_value
					multiply = camp_refund_mult_value
					floor = yes
				}
			}

			can_construct = {
				custom_tooltip = {
					text = regula_camp_upgrade.tt.unlocked_by_purpose
					has_realm_law_flag = unlocks_regula_camp_buildings
				}
			}

			character_modifier = {
				stewardship = 3
				contract_scheme_phase_duration_add = -10
				stress_gain_mult = -0.1
				domicile_build_speed = -0.05
			}

			parameters = {
				camp_unlocks_head_servant_officer = yes
			}
			
			ai_value = {
				value = camp_building_ai_base_t5
				if = {
					limit = {
						owner = { has_lifestyle = stewardship_lifestyle }
					}
					add = camp_building_ai_lifestyle_bias_value
				}
				multiply = 10
			}
			
			asset = {
				icon = "gfx/interface/icons/domicile_building/domicile_building_meticulous_maids.dds"
				texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
				intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
				soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
			}
		}

		baggage_train_submissive_servants_02 = { # Charmed Servants
			slot_type = internal
			construction_time = @camp_building_internal_slot_construction_duration_t2
			allowed_domicile_types = { camp }
			previous_building = baggage_train_submissive_servants_01

			cost = { 
				gold = baggage_train_submissive_servants_02_domicile_building_gold_cost_value
				piety = baggage_train_submissive_servants_02_domicile_building_piety_cost_value
			}

			refund = {
				gold = {
					value = baggage_train_submissive_servants_02_domicile_building_gold_cost_value
					multiply = camp_refund_mult_value
					floor = yes
				}
				# No piety refunds!
			}

			can_construct = {
				custom_tooltip = {
					text = regula_camp_upgrade.tt.unlocked_by_purpose
					has_realm_law_flag = unlocks_regula_camp_buildings
				}
				is_regula_trigger = yes
			}

			character_modifier = {
				stewardship = 3
				contract_scheme_phase_duration_add = -10
				stress_gain_mult = -0.15
				domicile_build_speed = -0.10
			}

			parameters = {
				camp_unlocks_head_servant_officer = yes
			}
			
			ai_value = {
				value = camp_building_ai_base_t5
				if = {
					limit = {
						owner = { has_lifestyle = stewardship_lifestyle }
					}
					add = camp_building_ai_lifestyle_bias_value
				}
				multiply = 10
			}
			
			asset = {
				icon = "gfx/interface/icons/domicile_building/domicile_building_meticulous_maids_regula.dds"
				texture = "gfx/interface/window_domiciles/laamp_building_baggage_train.dds"
				intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_baggage_train_mask.png"
				soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_baggage_train"
			}
		}

### Mess Tent - Morsels & Morale
	# Increases courtier opinion and fertility
	# Adds extra Personal schemes and gives some monthly intrigue lifestyle xp bonus
	# Upgrade gives some extra intrigue and more of the rest
	mess_tent_aphrodisiacs_01 = { # Aphrodisiac Additives
		slot_type = internal
		construction_time = @camp_building_internal_slot_construction_duration_t3
		allowed_domicile_types = { camp }
		previous_building = mess_tent_01

		cost = { gold = mess_tent_aphrodisiacs_01_domicile_building_gold_cost_value }
		refund = {
			gold = {
				value = mess_tent_aphrodisiacs_01_domicile_building_gold_cost_value
				multiply = camp_refund_mult_value
				floor = yes
			}
		}

		can_construct = {
			custom_tooltip = {
				text = regula_camp_upgrade.tt.unlocked_by_purpose
				has_realm_law_flag = unlocks_regula_camp_buildings
			}
		}

		character_modifier = {
			courtier_opinion = 15
			max_personal_schemes_add = 1
			monthly_intrigue_lifestyle_xp_gain_mult = 0.1
			fertility = 0.1
		}
		
		ai_value = {
			value = camp_building_ai_base_t1
			if = {
				limit = {
					owner = { has_lifestyle = intrigue_lifestyle }
				}
				add = camp_building_ai_lifestyle_bias_value
			}
			multiply = 10
		}
		
		asset = {
			icon = "gfx/interface/icons/domicile_building/domicile_building_aphrodisiacs.dds"
			texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
			intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
			soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
		}
	}

	mess_tent_aphrodisiacs_02 = { # Mind-Altering Brews
		slot_type = internal
		construction_time = @camp_building_internal_slot_construction_duration_t3
		allowed_domicile_types = { camp }
		previous_building = mess_tent_aphrodisiacs_01

		cost = { 
			gold = mess_tent_aphrodisiacs_02_domicile_building_gold_cost_value
			piety = mess_tent_aphrodisiacs_02_domicile_building_gold_cost_value
		}
		refund = {
			gold = {
				value = mess_tent_aphrodisiacs_02_domicile_building_gold_cost_value
				multiply = camp_refund_mult_value
				floor = yes
			}
			# No piety refunds!
		}

		can_construct = {
			custom_tooltip = {
				text = regula_camp_upgrade.tt.unlocked_by_purpose
				has_realm_law_flag = unlocks_regula_camp_buildings
			}
			is_regula_trigger = yes
		}

		character_modifier = {
			intrigue = 3
			courtier_opinion = 15
			max_personal_schemes_add = 1
			monthly_intrigue_lifestyle_xp_gain_mult = 0.2
			fertility = 0.15
		}
		
		ai_value = {
			value = camp_building_ai_base_t1
			if = {
				limit = {
					owner = { has_lifestyle = intrigue_lifestyle }
				}
				add = camp_building_ai_lifestyle_bias_value
			}
			multiply = 10
		}
		
		asset = {
			icon = "gfx/interface/icons/domicile_building/domicile_building_aphrodisiacs_regula.dds"
			texture = "gfx/interface/window_domiciles/laamp_building_mess.dds"
			intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_mess_mask.png"
			soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_mess_tent"
		}
	}

### Campfire - Entertainment & Intrigue
	# Makes it easier to recruit people
	# Upgrade increases contract rewards
	camp_fire_enticing_offers_01 = {
		slot_type = internal
		construction_time = @camp_building_internal_slot_construction_duration_t1
		allowed_domicile_types = { camp }
		previous_building = camp_fire_01

		cost = { gold = camp_fire_enticing_offers_01_domicile_building_gold_cost_value }
		refund = {
			gold = {
				value = camp_fire_enticing_offers_01_domicile_building_gold_cost_value
				multiply = camp_refund_mult_value
				floor = yes
			}
		}

		can_construct = {
			custom_tooltip = {
				text = regula_camp_upgrade.tt.unlocked_by_purpose
				has_realm_law_flag = unlocks_regula_camp_buildings
			}
		}

		parameters = {
			camp_better_scout_for_talent = yes
			camp_recruit_locals_events = yes
			camp_pleasure_tent_recruitment_events = yes
		}
		
		ai_value = {
			value = camp_building_ai_base_t5
			if = {
				limit = {
					owner = { has_lifestyle = diplomacy_lifestyle }
				}
				add = camp_building_ai_lifestyle_bias_value
			}
			multiply = 10
		}
		
		asset = {
			icon = "gfx/interface/icons/domicile_building/domicile_building_enticing_offers.dds"
			texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
			intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
			soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
		}
	}

	camp_fire_enticing_offers_02 = {
		slot_type = internal
		construction_time = @camp_building_internal_slot_construction_duration_t2
		allowed_domicile_types = { camp }
		previous_building = camp_fire_enticing_offers_01

		cost = { 
			gold = camp_fire_enticing_offers_02_domicile_building_gold_cost_value
			piety = camp_fire_enticing_offers_02_domicile_building_gold_cost_value
		}
		refund = {
			gold = {
				value = camp_fire_enticing_offers_02_domicile_building_gold_cost_value
				multiply = camp_refund_mult_value
				floor = yes
			}
			# No piety refunds!
		}

		can_construct = {
			custom_tooltip = {
				text = regula_camp_upgrade.tt.unlocked_by_purpose
				has_realm_law_flag = unlocks_regula_camp_buildings
			}
			is_regula_trigger = yes
		}

		parameters = {
			camp_better_scout_for_talent = yes
			camp_recruit_locals_events = yes
			camp_pleasure_tent_recruitment_events = yes

			camp_improved_mercenary_contract_rewards = yes
			camp_improved_stewardship_contract_rewards = yes
			camp_improved_learning_contract_rewards = yes
		}
		
		ai_value = {
			value = camp_building_ai_base_t5
			if = {
				limit = {
					owner = { has_lifestyle = diplomacy_lifestyle }
				}
				add = camp_building_ai_lifestyle_bias_value
			}
			multiply = 10
		}
		
		asset = {
			icon = "gfx/interface/icons/domicile_building/domicile_building_enticing_offers_regula.dds"
			texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire.dds"
			intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_roaring_campfire_mask.png"
			soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_campfire"
		}
	}

### Proving Grounds - Training & Recruitment
	# General MAA bonuses (and increase size of skirms,archers and light cav)
	proving_grounds_famuli_trainer_01 = {
		slot_type = internal
		construction_time = @camp_building_internal_slot_construction_duration_t2
		allowed_domicile_types = { camp }
		previous_building = proving_grounds_01

		cost = { gold = proving_grounds_famuli_trainer_01_domicile_building_gold_cost_value }
		refund = {
			gold = {
				value = proving_grounds_famuli_trainer_01_domicile_building_gold_cost_value
				multiply = camp_refund_mult_value
				floor = yes
			}
		}

		can_construct = {
			custom_tooltip = {
				text = regula_camp_upgrade.tt.unlocked_by_purpose
				has_realm_law_flag = unlocks_regula_camp_buildings
			}
		}

		character_modifier = {
			maa_damage_mult = 0.1
			maa_toughness_mult = 0.1
			maa_pursuit_mult = 0.05

			skirmishers_max_size_add = 1
			archers_max_size_add = 1
			light_cavalry_max_size_add = 1
		}
		
		ai_value = {
			value = camp_building_ai_base_t5
			if = {
				limit = {
					owner = { has_lifestyle = martial_lifestyle }
				}
				add = camp_building_ai_lifestyle_bias_value
			}
			multiply = 10
		}
		
		asset = {
			icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds"
			texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
			intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
			soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
		}
	}

	proving_grounds_famuli_trainer_02 = {
		slot_type = internal
		construction_time = @camp_building_internal_slot_construction_duration_t3
		allowed_domicile_types = { camp }
		previous_building = proving_grounds_famuli_trainer_01

		cost = { 
			gold = proving_grounds_famuli_trainer_02_domicile_building_gold_cost_value
			piety = proving_grounds_famuli_trainer_02_domicile_building_gold_cost_value
		}
		refund = {
			gold = {
				value = proving_grounds_famuli_trainer_02_domicile_building_gold_cost_value
				multiply = camp_refund_mult_value
				floor = yes
			}
			# No piety refunds!
		}

		can_construct = {
			custom_tooltip = {
				text = regula_camp_upgrade.tt.unlocked_by_purpose
				has_realm_law_flag = unlocks_regula_camp_buildings
			}
			is_regula_trigger = yes
		}

		character_modifier = {
			maa_damage_mult = 0.1
			maa_toughness_mult = 0.1
			maa_pursuit_mult = 0.05

			skirmishers_max_size_add = 2
			archers_max_size_add = 2
			light_cavalry_max_size_add = 2
		}
		
		ai_value = {
			value = camp_building_ai_base_t5
			if = {
				limit = {
					owner = { has_lifestyle = martial_lifestyle }
				}
				add = camp_building_ai_lifestyle_bias_value
			}
			multiply = 10
		}
		
		asset = {
			icon = "gfx/interface/icons/domicile_building/domicile_building_the_stick_game.dds"
			texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds.dds"
			intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_proving_grounds_mask.png"
			soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_proving_ground"
		}
	}

### Perimeter - Defence & Counter-espionage
	# Counter hostile schemes
	# Piety and Prestige gain (per dread)
	# Lots of per dread effects (+ dread baseline)
	camp_perimeter_captivating_maidens_01 = {
		slot_type = internal
		construction_time = @camp_building_internal_slot_construction_duration_t1
		allowed_domicile_types = { camp }
		previous_building = camp_perimeter_01

		cost = { gold = camp_perimeter_captivating_maidens_01_domicile_building_gold_cost_value }
		refund = {
			gold = {
				value = camp_perimeter_captivating_maidens_01_domicile_building_gold_cost_value
				multiply = camp_refund_mult_value
				floor = yes
			}
		}

		can_construct = {
			custom_tooltip = {
				text = regula_camp_upgrade.tt.unlocked_by_purpose
				has_realm_law_flag = unlocks_regula_camp_buildings
			}
		}

		character_modifier = {
			dread_baseline_add = 10
			enemy_hostile_scheme_phase_duration_add = major_scheme_phase_duration_malus_value
			scheme_discovery_chance_mult = 0.1
			monthly_prestige_gain_per_dread_add = 0.1
		}
		
		ai_value = {
			value = camp_building_ai_base_t5
			if = {
				limit = {
					owner = { has_lifestyle = intrigue_lifestyle }
				}
				add = camp_building_ai_lifestyle_bias_value
			}
			multiply = 10
		}
		
		asset = {
			icon = "gfx/interface/icons/domicile_building/domicile_building_captivating_maidens.dds"
			texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
			intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
			soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
		}
	}

	camp_perimeter_captivating_maidens_02 = {
		slot_type = internal
		construction_time = @camp_building_internal_slot_construction_duration_t1
		allowed_domicile_types = { camp }
		previous_building = camp_perimeter_captivating_maidens_01

		cost = { 
			gold = camp_perimeter_captivating_maidens_02_domicile_building_gold_cost_value
			piety = camp_perimeter_captivating_maidens_02_domicile_building_gold_cost_value
		}
		refund = {
			gold = {
				value = camp_perimeter_captivating_maidens_02_domicile_building_gold_cost_value
				multiply = camp_refund_mult_value
				floor = yes
			}
			# No piety refunds!
		}

		can_construct = {
			custom_tooltip = {
				text = regula_camp_upgrade.tt.unlocked_by_purpose
				has_realm_law_flag = unlocks_regula_camp_buildings
			}
			is_regula_trigger = yes
		}

		character_modifier = {
			dread_baseline_add = 20
			monthly_piety_gain_per_dread_add = 0.1
			men_at_arms_maintenance_per_dread_mult = -0.01
		}
		
		ai_value = {
			value = camp_building_ai_base_t5
			if = {
				limit = {
					owner = { has_lifestyle = intrigue_lifestyle }
				}
				add = camp_building_ai_lifestyle_bias_value
			}
			multiply = 10
		}
		
		asset = {
			icon = "gfx/interface/icons/domicile_building/domicile_building_captivating_maidens_regula.dds"
			texture = "gfx/interface/window_domiciles/laamp_building_perimeter.dds"
			intersectionmask_texture = "gfx/interface/window_domiciles/laamp_building_perimeter_mask.png"
			soundeffect = "event:/DLC/EP3/SFX/UI/camp_buildings/ep3_ui_domicile_buildings_perimeter"
		}
	}