Professional Documents
Culture Documents
building core_building
{
convert_to core_castle_building
levels wooden_pallisade wooden_wall stone_wall large_stone_wall huge_stone_wall
{
wooden_pallisade city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
wall_level 0
tower_level 1
free_upkeep bonus 2
happiness_bonus bonus 1 requires not event_counter is_the_ai 1
recruitment_slots 1 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 2 requires event_counter is_the_ai 1
population_growth_bonus bonus 2 requires event_counter is_the_ai 1 and not
event_counter thinks_of_his_people 1
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 100 requires event_counter is_the_ai 1
population_growth_bonus bonus 3 requires event_counter thinks_of_his_people
1
income_bonus bonus -200 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
}
material wooden
construction 3
cost 800
settlement_min village
upgrades
{
wooden_wall
}
}
wooden_wall city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
wall_level 1
gate_strength 2
tower_level 1
free_upkeep bonus 2
happiness_bonus bonus 2 requires not event_counter is_the_ai 1
recruitment_slots 2 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 3 requires event_counter is_the_ai 1
law_bonus bonus 3 requires event_counter is_the_ai 1
population_growth_bonus bonus 1 requires event_counter is_the_ai 1 and not
event_counter thinks_of_his_people 1
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 150 requires event_counter is_the_ai 1
population_growth_bonus bonus 3 requires event_counter thinks_of_his_people
1
income_bonus bonus -250 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
}
material wooden
construction 3
cost 1500
settlement_min town
upgrades
{
stone_wall
}
}
stone_wall city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Papal Guard" 1 0.25 2 0 requires factions
{ papal_states, }
wall_level 2
tower_level 1
gate_strength 3
free_upkeep bonus 3 requires not event_counter protector 1
free_upkeep bonus 5 requires event_counter protector 1
happiness_bonus bonus 2 requires not event_counter is_the_ai 1
recruitment_slots 3 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 4 requires event_counter is_the_ai 1
law_bonus bonus 3 requires event_counter is_the_ai 1
population_growth_bonus bonus 2 requires event_counter is_the_ai 1 and not
event_counter thinks_of_his_people 1
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 175 requires event_counter is_the_ai 1
population_growth_bonus bonus 2 requires event_counter thinks_of_his_people
1
income_bonus bonus -300 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
}
material stone
construction 4
cost 4000
settlement_min large_town
upgrades
{
large_stone_wall
}
}
large_stone_wall city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Papal Guard" 1 0.5 4 0 requires factions
{ papal_states, }
wall_level 3
tower_level 1
gate_strength 4
free_upkeep bonus 4 requires not event_counter protector 1
free_upkeep bonus 6 requires event_counter protector 1
happiness_bonus bonus 3 requires not event_counter is_the_ai 1
recruitment_slots 4 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 5 requires event_counter is_the_ai 1
law_bonus bonus 3 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 3 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 250 requires event_counter is_the_ai 1
population_growth_bonus bonus 3 requires event_counter is_the_ai 1
population_growth_bonus bonus 1 requires event_counter thinks_of_his_people
1 and not event_counter is_the_ai 1
income_bonus bonus -350 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
}
material stone
construction 5
cost 6000
settlement_min city
upgrades
{
huge_stone_wall
}
}
huge_stone_wall city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
wall_level 4
tower_level 1
gate_strength 5
free_upkeep bonus 5 requires not event_counter protector 1
free_upkeep bonus 7 requires event_counter protector 1
happiness_bonus bonus 3 requires not event_counter is_the_ai 1
recruitment_slots 5 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 5 requires event_counter is_the_ai 1
law_bonus bonus 3 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 5 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 300 requires event_counter is_the_ai 1
population_growth_bonus bonus 3 requires event_counter is_the_ai 1
population_growth_bonus bonus 1 requires event_counter thinks_of_his_people
1 and not event_counter is_the_ai 1
income_bonus bonus -400 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
}
material stone
construction 6
cost 12000
settlement_min large_city
upgrades
{
}
}
}
plugins hansa
{
hansa
{
levels hansa
{
hansa
{
building_min wooden_pallisade
construction 1
cost 1000
settlement_min village
upgrades
{
}
}
}
}
}
}
building core_castle_building
{
convert_to core_building
levels motte_and_bailey wooden_castle castle fortress citadel
{
motte_and_bailey castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
wall_level 0
tower_level 1
free_upkeep bonus 1
law_bonus bonus 1 requires not event_counter is_the_ai 1
recruitment_slots 1 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 3 requires event_counter is_the_ai 1
population_growth_bonus bonus 2 requires event_counter is_the_ai 1 and not
event_counter thinks_of_his_people 1
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 100 requires event_counter is_the_ai 1
population_growth_bonus bonus 3 requires event_counter thinks_of_his_people
1
income_bonus bonus -100 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_time_bonus_defensive bonus 40 requires event_counter protector
1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
}
material wooden
construction 3
cost 800
settlement_min village
upgrades
{
wooden_castle
}
}
wooden_castle castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
wall_level 1
tower_level 1
gate_strength 2
free_upkeep bonus 2
law_bonus bonus 2 requires not event_counter is_the_ai 1
recruitment_slots 2 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 4 requires event_counter is_the_ai 1
population_growth_bonus bonus 1 requires event_counter is_the_ai 1 and not
event_counter thinks_of_his_people 1
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 150 requires event_counter is_the_ai 1
population_growth_bonus bonus 3 requires event_counter thinks_of_his_people
1
income_bonus bonus -150 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_time_bonus_defensive bonus 40 requires event_counter protector
1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
}
material wooden
construction 3
cost 1500
settlement_min village
upgrades
{
castle
}
}
castle castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
recruit_pool "Christ Knights" 0 0.000001 0.1 0 requires factions
{ teutonic_order, }
recruit_pool "Mailed Knights" 0 0.000001 0.1 0 requires factions
{ scotland, france, hre, spain, aragon, portugal, milan, venice, papal_states, }
recruit_pool "Norman Cavalry" 0 0.000001 0.1 0 requires factions
{ england, sicily, jerusalem, }
recruit_pool "Feudal Knights" 0 0.000001 0.1 0 requires factions
{ england, spain, aragon, portugal, milan, venice, papal_states, }
recruit_pool "French Feudal Knights" 0 0.000001 0.1 0 requires
factions { france, }
recruit_pool "German Feudal Knights" 0 0.000001 0.1 0 requires
factions { hre, scotland, norway, denmark, }
recruit_pool "Dismounted Huscarls" 0 0.000001 0.1 0 requires
factions { denmark, norway, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { norway, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { denmark, }
recruit_pool "Dismounted Chivalric Knights" 0 0.000001 0.1 0
requires factions { denmark, }
recruit_pool "Halbbruder" 0 0.000001 0.1 0 requires factions
{ teutonic_order, }
recruit_pool "Norman Knights" 0 0.000001 0.1 0 requires factions
{ sicily, }
recruit_pool "Chivalric Knights" 0 0.000001 0.1 0 requires factions
{ spain, sicily, }
recruit_pool "French Chivalric Knights" 0 0.000001 0.1 0 requires
factions { france, }
recruit_pool "English Knights" 0 0.000001 0.1 0 requires factions
{ england, }
recruit_pool "Imperial Knights" 0 0.000001 0.1 0 requires factions {
hre, }
recruit_pool "Portuguese Knights" 0 0.000001 0.1 0 requires factions
{ portugal, }
recruit_pool "Polish Knights" 0 0.000001 0.1 0 requires factions
{ poland, }
recruit_pool "E Chivalric Knights" 0 0.000001 0.1 0 requires
factions { hungary, }
recruit_pool "Polish Nobles" 0 0.000001 0.1 0 requires factions
{ poland, }
recruit_pool "Hungarian Nobles" 0 0.000001 0.1 0 requires factions {
hungary, }
wall_level 2
tower_level 1
gate_strength 3
free_upkeep bonus 3 requires not event_counter protector 1
free_upkeep bonus 4 requires event_counter protector 1
law_bonus bonus 3 requires not event_counter is_the_ai 1
recruitment_slots 3 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 5 requires event_counter is_the_ai 1
population_growth_bonus bonus 2 requires event_counter is_the_ai 1 and not
event_counter thinks_of_his_people 1
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 200 requires event_counter is_the_ai 1
population_growth_bonus bonus 2 requires event_counter thinks_of_his_people
1
income_bonus bonus -200 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_time_bonus_defensive bonus 40 requires event_counter protector
1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
}
material stone
construction 4
cost 3500
settlement_min town
upgrades
{
fortress
}
}
fortress castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
recruit_pool "Christ Knights" 0 0.000001 0.1 0 requires factions
{ teutonic_order, }
recruit_pool "Mailed Knights" 0 0.000001 0.1 0 requires factions
{ scotland, france, hre, spain, aragon, portugal, milan, venice, papal_states, }
recruit_pool "Norman Cavalry" 0 0.000001 0.1 0 requires factions
{ england, sicily, jerusalem, }
recruit_pool "Feudal Knights" 0 0.000001 0.1 0 requires factions
{ england, spain, aragon, portugal, milan, venice, papal_states, }
recruit_pool "French Feudal Knights" 0 0.000001 0.1 0 requires
factions { france, }
recruit_pool "German Feudal Knights" 0 0.000001 0.1 0 requires
factions { hre, scotland, norway, denmark, }
recruit_pool "Dismounted Huscarls" 0 0.000001 0.1 0 requires
factions { denmark, norway, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { norway, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { denmark, }
recruit_pool "Dismounted Chivalric Knights" 0 0.000001 0.1 0
requires factions { denmark, }
recruit_pool "Halbbruder" 0 0.000001 0.1 0 requires factions
{ teutonic_order, }
recruit_pool "Norman Knights" 0 0.000001 0.1 0 requires factions
{ sicily, }
recruit_pool "Chivalric Knights" 0 0.000001 0.1 0 requires factions
{ spain, sicily, }
recruit_pool "French Chivalric Knights" 0 0.000001 0.1 0 requires
factions { france, }
recruit_pool "English Knights" 0 0.000001 0.1 0 requires factions
{ england, }
recruit_pool "Imperial Knights" 0 0.000001 0.1 0 requires factions {
hre, }
recruit_pool "Portuguese Knights" 0 0.000001 0.1 0 requires factions
{ portugal, }
recruit_pool "Polish Knights" 0 0.000001 0.1 0 requires factions
{ poland, }
recruit_pool "E Chivalric Knights" 0 0.000001 0.1 0 requires
factions { hungary, }
recruit_pool "Polish Nobles" 0 0.000001 0.1 0 requires factions
{ poland, }
recruit_pool "Hungarian Nobles" 0 0.000001 0.1 0 requires factions {
hungary, }
recruit_pool "Noble Knights" 0 0.000001 0.1 0 requires factions
{ france, }
recruit_pool "Boyars" 0 0.000001 0.1 0 requires factions { russia,
kievan_rus, }
recruit_pool "Heavy Boyars" 0 0.000001 0.1 0 requires factions
{ russia, kievan_rus, }
recruit_pool "Dismounted Halbbruder" 0 0.000001 0.1 0 requires
factions { teutonic_order, }
recruit_pool "Dismounted Mailed Knights" 0 0.000001 0.1 0 requires
factions { scotland, france, spain, aragon, portugal, milan, venice,
papal_states, }
recruit_pool "Dismounted Norman Cavalry" 0 0.000001 0.1 0 requires
factions { england, sicily, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { england, scotland, france, spain, aragon, portugal, milan, venice,
papal_states, hungary, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { hre, }
recruit_pool "Dismounted Norman Knights" 0 0.000001 0.1 0 requires
factions { sicily, }
recruit_pool "Dismounted Polish Knights" 0 0.000001 0.1 0 requires
factions { poland, }
recruit_pool "Dismounted English Knights" 0 0.000001 0.1 0 requires
factions { england, }
recruit_pool "Dismounted Portuguese Knights" 0 0.000001 0.1 0
requires factions { portugal, }
recruit_pool "Dismounted Imperial Knights" 0 0.000001 0.1 0 requires
factions { hre, }
recruit_pool "Dismounted Chivalric Knights" 0 0.000001 0.1 0
requires factions { france, }
recruit_pool "Dismounted Chivalric Knights" 0 0.000001 0.1 0
requires factions { spain, }
recruit_pool "Dismounted E Chivalric Knights" 0 0.000001 0.1 0
requires factions { hungary, }
recruit_pool "Dismounted Polish Knights" 0 0.000001 0.1 0 requires
factions { poland, }
recruit_pool "Dismounted Polish Nobles" 0 0.000001 0.1 0 requires
factions { poland, }
recruit_pool "Noble Swordsmen" 0 0.000001 0.1 0 requires factions
{ scotland, }
recruit_pool "Feudal Knights" 0 0.000001 0.1 0 requires factions
{ norway, }
recruit_pool "Feudal Knights" 0 0.000001 0.1 0 requires factions
{ denmark, }
recruit_pool "Chivalric Knights" 0 0.000001 0.1 0 requires factions
{ denmark, }
wall_level 3
tower_level 1
gate_strength 4
free_upkeep bonus 3 requires not event_counter protector 1
free_upkeep bonus 4 requires event_counter protector 1
law_bonus bonus 4 requires not event_counter is_the_ai 1
recruitment_slots 4 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 6 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 2 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 250 requires event_counter is_the_ai 1
population_growth_bonus bonus 1 requires event_counter is_the_ai 1 and not
event_counter citadel_boost 1 and not event_counter thinks_of_his_people 1
population_growth_bonus bonus 2 requires event_counter thinks_of_his_people
1 and not event_counter citadel_boost 1
income_bonus bonus -250 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_time_bonus_defensive bonus 40 requires event_counter protector
1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
population_growth_bonus bonus 6 requires event_counter is_the_ai 1 and
event_counter citadel_boost 1
}
material stone
construction 5
cost 7000
settlement_min large_town
upgrades
{
citadel
}
}
citadel castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
recruit_pool "Christ Knights" 0 0.000001 0.1 0 requires factions
{ teutonic_order, }
recruit_pool "Mailed Knights" 0 0.000001 0.1 0 requires factions
{ scotland, france, hre, spain, aragon, portugal, milan, venice, papal_states, }
recruit_pool "Norman Cavalry" 0 0.000001 0.1 0 requires factions
{ england, sicily, jerusalem, }
recruit_pool "Feudal Knights" 0 0.000001 0.1 0 requires factions
{ england, spain, aragon, portugal, milan, venice, papal_states, }
recruit_pool "French Feudal Knights" 0 0.000001 0.1 0 requires
factions { france, }
recruit_pool "German Feudal Knights" 0 0.000001 0.1 0 requires
factions { hre, scotland, norway, denmark, }
recruit_pool "Dismounted Huscarls" 0 0.000001 0.1 0 requires
factions { denmark, norway, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { norway, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { denmark, }
recruit_pool "Dismounted Chivalric Knights" 0 0.000001 0.1 0
requires factions { denmark, }
recruit_pool "Halbbruder" 0 0.000001 0.1 0 requires factions
{ teutonic_order, }
recruit_pool "Norman Knights" 0 0.000001 0.1 0 requires factions
{ sicily, }
recruit_pool "Chivalric Knights" 0 0.000001 0.1 0 requires factions
{ spain, sicily, }
recruit_pool "French Chivalric Knights" 0 0.000001 0.1 0 requires
factions { france, }
recruit_pool "English Knights" 0 0.000001 0.1 0 requires factions
{ england, }
recruit_pool "Imperial Knights" 0 0.000001 0.1 0 requires factions {
hre, }
recruit_pool "Portuguese Knights" 0 0.000001 0.1 0 requires factions
{ portugal, }
recruit_pool "Polish Knights" 0 0.000001 0.1 0 requires factions
{ poland, }
recruit_pool "E Chivalric Knights" 0 0.000001 0.1 0 requires
factions { hungary, }
recruit_pool "Polish Nobles" 0 0.000001 0.1 0 requires factions
{ poland, }
recruit_pool "Hungarian Nobles" 0 0.000001 0.1 0 requires factions {
hungary, }
recruit_pool "Noble Knights" 0 0.000001 0.1 0 requires factions
{ france, }
recruit_pool "Boyars" 0 0.000001 0.1 0 requires factions { russia,
kievan_rus, }
recruit_pool "Heavy Boyars" 0 0.000001 0.1 0 requires factions
{ russia, kievan_rus, }
recruit_pool "Dismounted Halbbruder" 0 0.000001 0.1 0 requires
factions { teutonic_order, }
recruit_pool "Dismounted Mailed Knights" 0 0.000001 0.1 0 requires
factions { scotland, france, spain, aragon, portugal, milan, venice,
papal_states, }
recruit_pool "Dismounted Norman Cavalry" 0 0.000001 0.1 0 requires
factions { england, sicily, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { england, scotland, france, spain, aragon, portugal, milan, venice,
papal_states, hungary, }
recruit_pool "Dismounted Feudal Knights" 0 0.000001 0.1 0 requires
factions { hre, }
recruit_pool "Dismounted Norman Knights" 0 0.000001 0.1 0 requires
factions { sicily, }
recruit_pool "Dismounted Polish Knights" 0 0.000001 0.1 0 requires
factions { poland, }
recruit_pool "Dismounted English Knights" 0 0.000001 0.1 0 requires
factions { england, }
recruit_pool "Dismounted Portuguese Knights" 0 0.000001 0.1 0
requires factions { portugal, }
recruit_pool "Dismounted Imperial Knights" 0 0.000001 0.1 0 requires
factions { hre, }
recruit_pool "Dismounted Chivalric Knights" 0 0.000001 0.1 0
requires factions { france, }
recruit_pool "Dismounted Chivalric Knights" 0 0.000001 0.1 0
requires factions { spain, }
recruit_pool "Dismounted Polish Knights" 0 0.000001 0.1 0 requires
factions { poland, }
recruit_pool "Dismounted E Chivalric Knights" 0 0.000001 0.1 0
requires factions { hungary, }
recruit_pool "Dismounted Polish Nobles" 0 0.000001 0.1 0 requires
factions { poland, }
recruit_pool "Noble Swordsmen" 0 0.000001 0.1 0 requires factions
{ scotland, }
recruit_pool "Feudal Knights" 0 0.000001 0.1 0 requires factions
{ norway, }
recruit_pool "Feudal Knights" 0 0.000001 0.1 0 requires factions
{ denmark, }
recruit_pool "Chivalric Knights" 0 0.000001 0.1 0 requires factions
{ denmark, }
wall_level 4
tower_level 1
gate_strength 5
free_upkeep bonus 3 requires not event_counter protector 1
free_upkeep bonus 4 requires event_counter protector 1
law_bonus bonus 5 requires not event_counter is_the_ai 1
recruitment_slots 5 requires not event_counter freeze_recr_pool 1
happiness_bonus bonus 2 requires event_counter is_the_ai 1
law_bonus bonus 7 requires event_counter is_the_ai 1
trade_base_income_bonus bonus 4 requires event_counter is_the_ai 1
religion_level bonus 2 requires event_counter is_the_ai 1
income_bonus bonus 300 requires event_counter is_the_ai 1
population_growth_bonus bonus 3 requires event_counter is_the_ai 1
population_growth_bonus bonus 2 requires event_counter thinks_of_his_people
1
income_bonus bonus -300 requires event_counter thinks_of_his_people 1 and
not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 10 requires event_counter
wise_administrator 1 and not event_counter is_the_ai 1
construction_cost_bonus_stone bonus 60 requires event_counter is_the_ai 1
construction_cost_bonus_wooden bonus 60 requires event_counter is_the_ai 1
construction_time_bonus_defensive bonus 40 requires event_counter protector
1
construction_cost_bonus_religious bonus 20 requires event_counter
strictly_religious 1
}
material stone
construction 6
cost 12000
settlement_min city
upgrades
{
}
}
}
plugins c_hansa
{
c_hansa
{
levels c_hansa
{
c_hansa
{
building_min motte_and_bailey
construction 1
cost 1000
settlement_min village
upgrades
{
}
}
}
}
}
}
building tower
{
convert_to castle_tower
levels ballista_towers cannon_towers
{
ballista_towers city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
tower_level 2
}
material stone
construction 4
cost 3500
settlement_min large_city
upgrades
{
cannon_towers
}
}
cannon_towers city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and event_counter CANNONS 1
{
convert_to 1
capability
{
tower_level 3
}
material stone
construction 6
cost 6800
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building castle_tower
{
convert_to tower
levels c_ballista_towers c_cannon_towers
{
c_ballista_towers castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
tower_level 2
}
material stone
construction 4
cost 3500
settlement_min city
upgrades
{
c_cannon_towers
}
}
c_cannon_towers castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and event_counter CANNONS 1
{
convert_to 1
capability
{
tower_level 3
}
material stone
construction 6
cost 6800
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building equestrian
{
levels stables knights_stables barons_stables earls_stables kings_stables
{
stables castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Pechenegs" 1 0.25 2 1 requires factions { cumans, }
;______________________________________________________________________________
recruit_pool "Demi Lancers" 1 0.5 2 0 requires factions
{ teutonic_order, england, hre, milan, papal_states, sicily, spain, aragon,
portugal, jerusalem, } and event_counter HANDGUN 1
recruit_pool "Demi Lancers" 1 0.34 2 0 requires factions { venice, }
and event_counter HANDGUN 1
recruit_pool "Demi Lancers" 1 0.67 2 0 requires factions { france,
poland, hungary, } and event_counter HANDGUN 1
recruit_pool "Demi Lancers" 1 0.34 1 0 requires factions
{ scotland, denmark, norway, } and event_counter HANDGUN 1
recruit_pool "Early Reiters" 1 0.5 2 0 requires factions { hre, }
and event_counter HANDGUN 1
law_bonus bonus 2
}
material wooden
construction 4
cost 1500
settlement_min large_town
upgrades
{
city_watch
}
}
city_watch city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 3
capability
{
law_bonus bonus 3
}
material wooden
construction 5
cost 3000
settlement_min city
upgrades
{
militia_drill_square
}
}
militia_drill_square city requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 4
capability
{
;_____________________________________________________________
recruit_pool "ME Hand Gunners" 1 0.5 2 0 requires factions
{ timurids, } and event_counter HANDGUN 1
recruit_pool "ME Hand Gunners" 1 0.5 2 0 requires factions
{ kwarezm, } and event_counter HANDGUN 1
recruit_pool "ME Hand Gunners" 1 0.5 2 0 requires factions
{ moors, turks, } and event_counter HANDGUN 1
recruit_pool "Hand Gunners" 1 0.5 2 0 requires factions
{ denmark, norway, } and event_counter HANDGUN 1
recruit_pool "Hand Gunners" 1 0.5 2 0 requires factions { hre, }
and event_counter HANDGUN 1
recruit_pool "Hand Gunners" 1 0.5 2 0 requires factions { poland,
} and event_counter HANDGUN 1
recruit_pool "Hand Gunners" 1 0.5 2 0 requires factions { milan,
venice, papal_states, sicily, } and event_counter HANDGUN 1
recruit_pool "Hand Gunners" 1 0.5 2 0 requires factions
{ teutonic_order, } and event_counter HANDGUN 1
recruit_pool "Hand Gunners" 1 0.5 2 0 requires factions { spain,
aragon, portugal, } and event_counter HANDGUN 1
law_bonus bonus 3
free_upkeep bonus 1
}
material wooden
construction 6
cost 6000
settlement_min large_city
upgrades
{
militia_barracks
}
}
militia_barracks city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 4
capability
{
recruit_pool "Pisan and Geonese sailors" 1 0.25 2 0 requires
factions { jerusalem, }
recruit_pool "Baltic Spearmen" 1 0.34 3 0 requires factions
{ lithuania, }
recruit_pool "ME Spear Militia" 1 0.34 3 0 requires factions
{ moors, }
recruit_pool "Kasogi" 1 0.34 3 0 requires factions { cumans, }
recruit_pool "Kashtim Thralls" 1 0.25 2 0 requires factions
{ timurids, mongols, }
recruit_pool "Archer Militia" 1 0.67 5 0 requires factions
{ england, }
recruit_pool "EE Archer Militia" 1 0.5 4 0 requires factions
{ russia, kievan_rus, }
recruit_pool "ME Archer Militia" 1 0.67 5 0 requires factions
{ egypt, }
recruit_pool "ME Archer Militia" 1 0.34 3 0 requires factions
{ kwarezm, }
recruit_pool "Chude Militia" 1 0.25 2 0 requires factions
{ kievan_rus, }
recruit_pool "Dismounted Cuman Militia" 1 0.67 5 0 requires
factions { cumans, }
recruit_pool "Order Militia" 1 0.34 3 0 requires factions
{ teutonic_order, }
recruit_pool "Sibiryaki Junior Militia" 1 0.25 2 0 requires
factions { timurids, }
recruit_pool "Sibiryaki Junior Militia" 1 0.67 5 0 requires
factions { mongols, }
recruit_pool "Lithuanian Axemen" 1 0.34 3 0 requires factions
{ lithuania, }
recruit_pool "Cuman Horse Militia" 1 0.34 3 0 requires factions
{ cumans, }
recruit_pool "EE Crossbow Militia" 1 0.5 4 0 requires factions {
russia, kievan_rus, }
recruit_pool "EE Crossbow Militia" 1 0.17 1 0 requires factions
{ poland, }
recruit_pool "Saracen Militia" 1 0.5 4 0 requires factions
{ turks, }
recruit_pool "Saracen Militia" 1 0.25 2 0 requires factions
{ kwarezm, }
recruit_pool "ME Crossbow Militia" 1 0.25 2 0 requires factions
{ moors, }
recruit_pool "Rus Senior Militia" 1 0.25 2 0 requires factions {
russia, }
recruit_pool "Rus Senior Militia" 1 0.34 3 0 requires factions {
kievan_rus, }
recruit_pool "Pavise Spear Militia" 1 0.34 3 0 requires factions
{ poland, hungary, }
recruit_pool "Pavise Spear Militia" 1 0.34 3 0 requires factions
{ milan, venice, }
recruit_pool "Pavise Spear Militia" 1 0.34 3 0 requires factions
{ papal_states, sicily, }
recruit_pool "Urban Spear Militia" 1 0.25 2 0 requires factions
{ france, }
recruit_pool "Urban Spear Militia" 1 0.25 2 0 requires factions
{ hre, }
recruit_pool "Urban Spear Militia" 1 0.34 3 0 requires factions
{ denmark, norway, }
recruit_pool "Urban Spear Militia" 1 0.17 1 0 requires factions
{ spain, aragon, portugal, }
recruit_pool "Scots Pike Militia" 1 0.67 5 0 requires factions {
scotland, }
recruit_pool "Kasogi Senior Militia" 1 0.34 3 0 requires
factions { cumans, }
recruit_pool "Moorish Auxiliaries" 1 0.25 2 0 requires factions
{ moors, }
recruit_pool "Italian Cavalry Militia" 1 0.34 3 0 requires
factions { milan, venice, }
recruit_pool "NE_Urban_Militia" 1 0.5 4 0 requires factions
{ england, }
recruit_pool "Partisan Militia" 1 0.5 4 0 requires factions
{ france, }
recruit_pool "Partisan Militia" 1 0.34 3 0 requires factions
{ jerusalem, }
recruit_pool "ME Cavalry Militia" 1 0.34 3 0 requires factions {
kwarezm, }
recruit_pool "ME Halberd Militia" 1 0.5 4 0 requires factions
{ kwarezm, }
recruit_pool "ME Halberd Militia" 1 0.5 4 0 requires factions
{ egypt, }
recruit_pool "ME Halberd Militia" 1 0.5 4 0 requires factions
{ timurids, }
recruit_pool "ME Halberd Militia" 1 0.5 4 0 requires factions
{ turks, }
recruit_pool "Heavy Pike Militia" 1 0.5 4 0 requires factions
{ scotland, }
recruit_pool "Halberd Militia" 1 0.5 4 0 requires factions
{ lithuania, }
recruit_pool "Halberd Militia" 1 0.5 4 0 requires factions { hre, }
recruit_pool "Halberd Militia" 1 0.5 4 0 requires factions
{ papal_states, sicily, }
recruit_pool "Halberd Militia" 1 0.5 4 0 requires factions { poland,
hungary, }
recruit_pool "Halberd Militia" 1 0.34 3 0 requires factions
{ teutonic_order, }
recruit_pool "Halberd Militia" 1 0.34 3 0 requires factions
{ kievan_rus, }
recruit_pool "Halberd Militia" 1 0.25 2 0 requires factions
{ russia, }
recruit_pool "Urban Militia" 1 0.34 3 0 requires factions
{ moors, }
recruit_pool "Swordsmen Militia" 1 0.67 5 0 requires factions
{ spain, aragon, portugal, }
recruit_pool "Swordstaff Militia" 1 0.5 4 0 requires factions
{ denmark, norway, }
recruit_pool "Pavise Crossbow Militia" 1 0.34 3 0 requires
factions { venice, papal_states, sicily, }
recruit_pool "Pavise Crossbow Militia" 1 0.34 3 0 requires factions
{ hungary, }
recruit_pool "Genoese Crossbow Militia" 1 0.34 3 0 requires
factions { milan, }
recruit_pool "Novgorod Home Guard" 1 0.25 2 0 requires factions
{ russia, }
recruit_pool "Al Haqa Infantry" 1 0.5 2 0 requires factions
{ egypt, }
recruit_pool "Tabardariyya" 1 0.67 3 0 requires factions
{ egypt, }
recruit_pool "Edessan Guard" 0 0.5 2 0 requires factions
{ jerusalem, }
recruit_pool "Constable of Jerusalem" 1 0.05 1 0 requires
factions { jerusalem, } and hidden_resource Constable
recruit_pool "Sibiryaki Senior Militia" 1 0.5 4 0 requires
factions { mongols, timurids, }
recruit_pool "Senior Mounted Militia" 1 0.25 2 0 requires factions {
russia, kievan_rus, }
recruit_pool "Arbalest Militia" 1 0.5 4 0 requires factions
{ jerusalem, }
recruit_pool "Arbalest Militia" 1 0.5 4 0 requires factions
{ france, }
recruit_pool "Arbalest Militia" 1 0.25 2 0 requires factions
{ hre, }
recruit_pool "Arbalest Militia" 1 0.25 2 0 requires factions
{ spain, aragon, portugal, }
recruit_pool "Arbalest Militia" 1 0.25 2 0 requires factions
{ teutonic_order, }
recruit_pool "Arbalest Militia" 1 0.25 2 0 requires factions
{ denmark, norway, }
recruit_pool "Pike Militia" 1 0.25 2 0 requires factions
{ jerusalem, }
recruit_pool "Pike Militia" 1 0.25 2 0 requires factions { milan,
venice, papal_states, sicily, }
recruit_pool "Pike Militia" 1 0.25 2 0 requires factions { france, }
;_____________________________________________________________________________
recruit_pool "ME Hand Gunners" 1 0.67 3 0 requires factions
{ timurids, } and event_counter HANDGUN 1
recruit_pool "ME Hand Gunners" 1 0.67 3 0 requires factions
{ kwarezm, } and event_counter HANDGUN 1
recruit_pool "ME Hand Gunners" 1 0.67 3 0 requires factions
{ turks, } and event_counter HANDGUN 1
recruit_pool "ME Hand Gunners" 1 0.25 1 0 requires factions
{ moors, } and event_counter HANDGUN 1
law_bonus bonus 4
free_upkeep bonus 1
}
material stone
construction 8
cost 9600
settlement_min large_city
upgrades
{
army_barracks
}
}
army_barracks city requires factions { northern_european, moors, egypt, turks,
kwarezm, eastern_european, southern_european, greek, }
{
convert_to 4
capability
{
recruit_pool "ME Cavalry Militia" 1 0.5 4 0 requires factions
{ kwarezm, }
recruit_pool "ME Halberd Militia" 1 0.67 5 0 requires factions
{ kwarezm, }
recruit_pool "Saracen Militia" 1 0.25 2 0 requires factions
{ kwarezm, }
recruit_pool "ME Archer Militia" 1 0.5 4 0 requires factions
{ kwarezm, }
;_____________________________________________________________
law_bonus bonus 5
free_upkeep bonus 1
}
material stone
construction 10
cost 12000
settlement_min huge_city
upgrades
{
royal_armoury
}
}
royal_armoury city requires factions { turks, venice, milan, portugal, spain,
aragon, papal_states, sicily, england, france, hre, denmark, norway, hungary,
poland, russia, }
{
convert_to 4
capability
{
recruit_pool "Arbalest Militia" 1 0.67 5 0 requires factions
{ jerusalem, }
recruit_pool "Constable of Jerusalem" 0 0.1 1 0 requires factions
{ jerusalem, } and hidden_resource Constable
recruit_pool "Edessan Guard" 0 0.67 3 0 requires factions
{ jerusalem, }
recruit_pool "Pike Militia" 1 0.34 3 0 requires factions
{ jerusalem, }
recruit_pool "Partisan Militia" 1 0.34 3 0 requires factions
{ jerusalem, }
;_____________________________________________________________
law_bonus bonus 6
free_upkeep bonus 1
}
material stone
construction 12
cost 15000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_byzantine_imperial_barracks
{
levels imperial_barracks
{
imperial_barracks city requires factions { greek, }
{
capability
{
recruit_pool "Late Musketeers" 1 0.5 2 0 requires factions
{ byzantium, } and event_counter HANDGUN 1
}
material wooden
construction 3
cost 1500
settlement_min town
upgrades
{
drill_square
}
}
drill_square castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
recruit_pool "Peasants" 1 0.34 3 0 requires factions { spain, }
recruit_pool "Peasants" 1 0.34 4 0 requires factions
{ teutonic_order, }
recruit_pool "Peasants" 1 0.5 4 0 requires factions { denmark, }
recruit_pool "Peasants" 1 0.5 4 0 requires factions { aragon, }
recruit_pool "Peasants" 1 0.5 4 0 requires factions { france, hre, }
;_________________________________________________________
law_bonus bonus 1
recruits_exp_bonus bonus 1
}
material stone
construction 6
cost 4800
settlement_min huge_city
upgrades
{
officers_academy
}
}
officers_academy city requires factions { northern_european, southern_european,
hungary, poland, russia, kievan_rus, lithuania, turks, }
{
capability
{
recruit_pool "Janissary Heavy Inf" 1 0.67 3 0 requires factions
{ turks, }
recruit_pool "Gendarmes" 1 0.5 2 0 requires factions { france,
spain, aragon, } and event_counter HANDGUN 1
recruit_pool "Gendarmes" 1 0.34 1 0 requires factions { hre, } and
event_counter HANDGUN 1
recruit_pool "Gendarmes" 1 0.25 1 0 requires factions { milan,
venice, papal_states, } and event_counter HANDGUN 1
recruit_pool "Late Tercio Pikemen" 1 0.5 2 0 requires factions
{ spain, aragon, } and event_counter HANDGUN 1
law_bonus bonus 1
recruits_exp_bonus bonus 1
recruits_morale_bonus bonus 1
}
material stone
construction 8
cost 10000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building missiles
{
levels bowyer practice_range archery_range marksmans_range
{
bowyer castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Peasant Archers" 1 0.25 3 0 requires factions { hre,
france, spain, aragon, portugal, milan, venice, papal_states, }
recruit_pool "Peasant Archers" 1 0.25 3 0 requires factions
{ jerusalem, }
recruit_pool "Peasant Archers" 1 0.5 2 0 requires factions
{ england, }
recruit_pool "Peasant Archers" 1 0.25 3 0 requires factions
{ denmark, norway, scotland, teutonic_order, }
recruit_pool "S Peasant Archers" 1 0.34 3 0 requires factions
{ hungary, }
recruit_pool "S Peasant Archers" 1 0.25 3 0 requires factions
{ sicily, }
recruit_pool "EE Peasant Archers" 1 0.34 3 0 requires factions
{ lithuania, cumans, }
recruit_pool "EE Peasant Archers" 1 0.25 3 0 requires factions
{ poland, }
recruit_pool "EE Peasant Archers" 1 0.5 3 0 requires factions
{ russia, kievan_rus, }
recruit_pool "ME Peasant Archers" 1 0.34 3 0 requires factions
{ egypt, kwarezm, }
recruit_pool "ME Peasant Archers" 1 0.5 3 0 requires factions
{ turks, }
recruit_pool "ME Peasant Archers" 1 0.34 3 0 requires factions
{ mongols, timurids, }
recruit_pool "ME Peasant Crossbowmen" 1 0.5 3 0 requires
factions { moors, }
recruit_pool "Toxotae" 1 0.17 2 0 requires factions { byzantium, }
recruit_pool "Prussian Archers" 1 0.13 1 0 requires factions
{ england, }
law_bonus bonus 1 requires event_counter is_the_ai 1
}
material wooden
construction 3
cost 1500
settlement_min town
upgrades
{
practice_range
}
}
practice_range castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Peasant Archers" 1 0.34 4 0 requires factions
{ teutonic_order, }
recruit_pool "Peasant Archers" 1 0.34 4 0 requires factions
{ jerusalem, }
recruit_pool "Peasant Archers" 1 0.17 2 0 requires factions
{ hre, france, spain, aragon, portugal, }
recruit_pool "Peasant Archers" 1 0.17 2 0 requires factions { milan,
venice, papal_states, }
recruit_pool "Peasant Archers" 1 0.5 3 0 requires factions
{ england, }
recruit_pool "Peasant Archers" 1 0.17 2 0 requires factions
{ scotland, denmark, norway, }
recruit_pool "S Peasant Archers" 1 0.34 3 0 requires factions
{ hungary, }
recruit_pool "S Peasant Archers" 1 0.17 2 0 requires factions
{ sicily, }
recruit_pool "EE Peasant Archers" 1 0.25 2 0 requires factions {
cumans, }
recruit_pool "EE Peasant Archers" 1 0.17 2 0 requires factions {
poland, lithuania, }
recruit_pool "EE Peasant Archers" 1 0.67 4 0 requires factions {
russia, kievan_rus, }
recruit_pool "ME Peasant Archers" 1 0.5 4 0 requires factions
{ egypt, }
recruit_pool "ME Peasant Archers" 1 0.25 2 0 requires factions
{ kwarezm, }
recruit_pool "ME Peasant Archers" 1 0.34 2 0 requires factions {
turks, }
recruit_pool "ME Peasant Archers" 1 0.34 3 0 requires factions
{ mongols, timurids, }
recruit_pool "ME Peasant Crossbowmen" 1 0.34 2 0 requires
factions { moors, }
recruit_pool "Toxotae" 1 0.17 2 0 requires factions { byzantium,
}
recruit_pool "Prussian Archers" 1 0.13 1 0 requires factions
{ teutonic_order, }
recruit_pool "Prussian Archers" 1 0.13 1 0 requires factions
{ jerusalem, }
recruit_pool "Prussian Archers" 1 0.25 1 0 requires factions
{ russia, kievan_rus, }
recruit_pool "Prussian Archers" 1 0.13 1 0 requires factions
{ milan, venice, papal_states, hre, france, spain, aragon, portugal, }
}
plugins
{
}
}
building castle_siege
{
convert_to siege
levels c_ballista_range c_catapult_range c_siege_works
{
c_ballista_range castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
recruit_pool "NE Ballista" 1 0.1 1 0 requires factions { england,
scotland, france, hre, denmark, spain, aragon, portugal, milan, venice,
papal_states, sicily, norway, jerusalem, teutonic_order, }
recruit_pool "NE Ballista" 1 0.1 1 0 requires factions { poland,
lithuania, russia, kievan_rus, hungary, }
recruit_pool "NE Ballista" 1 0.1 1 0 requires factions
{ byzantium, }
recruit_pool "ME Ballista" 1 0.1 1 0 requires factions { moors,
egypt, turks, kwarezm, cumans, }
recruit_pool "ME Ballista" 1 0.1 1 0 requires factions { mongols,
timurids, }
}
material wooden
construction 4
cost 2000
settlement_min large_town
upgrades
{
c_catapult_range
}
}
c_catapult_range castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
recruit_pool "NE Catapult" 1 0.15 2 0 requires factions { england,
scotland, france, hre, denmark, spain, aragon, portugal, milan, venice,
papal_states, sicily, norway, jerusalem, teutonic_order, }
recruit_pool "NE Catapult" 1 0.15 2 0 requires factions { poland,
lithuania, russia, kievan_rus, hungary, }
recruit_pool "NE Catapult" 1 0.15 2 0 requires factions { byzantium, }
recruit_pool "ME Catapult" 1 0.15 2 0 requires factions { moors,
egypt, turks, kwarezm, cumans, }
recruit_pool "ME Catapult" 1 0.15 2 0 requires factions { mongols,
timurids, }
recruit_pool "NE Ballista" 1 0.1 1 0 requires factions { england,
scotland, france, hre, denmark, spain, aragon, portugal, milan, venice,
papal_states, sicily, norway, jerusalem, teutonic_order, }
recruit_pool "NE Ballista" 1 0.1 1 0 requires factions { poland,
lithuania, russia, kievan_rus, hungary, }
recruit_pool "NE Ballista" 1 0.1 1 0 requires factions { byzantium, }
recruit_pool "ME Ballista" 1 0.1 1 0 requires factions { moors, egypt,
turks, kwarezm, cumans, }
recruit_pool "ME Ballista" 1 0.1 1 0 requires factions { mongols,
timurids, }
}
material wooden
construction 6
cost 4000
settlement_min large_town
upgrades
{
c_siege_works
}
}
c_siege_works castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
recruit_pool "NE Trebuchet" 1 0.15 2 0 requires factions { england,
scotland, france, hre, denmark, spain, aragon, portugal, milan, venice,
papal_states, sicily, norway, jerusalem, teutonic_order, }
recruit_pool "NE Trebuchet" 1 0.15 2 0 requires factions { poland,
lithuania, russia, kievan_rus, hungary, }
recruit_pool "NE Trebuchet" 1 0.15 2 0 requires factions
{ byzantium, }
recruit_pool "ME Trebuchet" 1 0.15 2 0 requires factions { moors,
egypt, turks, kwarezm, cumans, }
recruit_pool "ME Trebuchet" 1 0.15 2 0 requires factions { mongols,
timurids, }
}
material stone
construction 5
cost 1600
settlement_min large_city
upgrades
{
alchemy_school
}
}
alchemy_school city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and event_counter CANNONS 1 and
building_present_min_level market merchants_quarter
{
capability
{
weapon_missile_gunpowder 1
weapon_artillery_gunpowder 1
}
material stone
construction 7
cost 3200
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_dievas
{
convert_to temple_dievas_castle
religion pagan
levels dievas_altar dievas_sanctuary dievas_temple
{
dievas_altar city requires factions { lithuania, } and not building_present
temple_giltine and not building_present temple_perkunas
{
convert_to 0
capability
{
agent priest 0 requires factions { lithuania, }
religion_level bonus 2
law_bonus bonus 1
happiness_bonus bonus 1
agent_limit priest 1
}
material wooden
construction 2
cost 1700
settlement_min town
upgrades
{
dievas_sanctuary
}
}
dievas_sanctuary city requires factions { lithuania, } and not
building_present temple_giltine and not building_present temple_perkunas
{
capability
{
agent priest 0 requires factions { lithuania, }
religion_level bonus 3
law_bonus bonus 2
happiness_bonus bonus 2
agent_limit priest 1
}
material wooden
construction 3
cost 3000
settlement_min large_town
upgrades
{
dievas_temple
}
}
dievas_temple city requires factions { lithuania, } and not building_present
temple_giltine and not building_present temple_perkunas
{
capability
{
agent priest 0 requires factions { lithuania, }
recruit_pool "Dievas Guard" 1 0.17 1 0 requires factions
{ lithuania, }
religion_level bonus 4
law_bonus bonus 3
happiness_bonus 3
agent_limit priest 2
recruits_morale_bonus bonus 1 requires event_counter is_the_ai 1
}
material wooden
construction 4
cost 3500
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_dievas_castle
{
convert_to temple_dievas
religion pagan
levels c_dievas_altar
{
c_dievas_altar castle requires factions { lithuania, } and not
building_present temple_giltine and not building_present temple_perkunas
{
convert_to 0
capability
{
agent priest 0 requires factions { lithuania, }
religion_level bonus 2
happiness_bonus bonus 2
law_bonus bonus 1
agent_limit priest 1
}
material wooden
construction 2
cost 1700
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building temple_perkunas
{
convert_to temple_perkunas_castle
religion pagan
levels perkunas_altar perkunas_sanctuary perkunas_temple
{
perkunas_altar city requires factions { lithuania, } and not building_present
temple_giltine and not building_present temple_dievas
{
convert_to 0
capability
{
agent priest 0 requires factions { lithuania, }
population_health_bonus 1
population_growth_bonus bonus 1 requires event_counter is_the_ai 1
religion_level bonus 1
agent_limit priest 1
}
material wooden
construction 2
cost 1000
settlement_min town
upgrades
{
perkunas_sanctuary
}
}
perkunas_sanctuary city requires factions { lithuania, } and not
building_present temple_giltine and not building_present temple_dievas
{
capability
{
agent priest 0 requires factions { lithuania, }
recruit_pool "Followers of Perkunas" 1 0.17 1 0 requires factions
{ lithuania, }
population_health_bonus 2
population_growth_bonus bonus 1 requires event_counter is_the_ai 1
religion_level bonus 2
agent_limit priest 1
}
material wooden
construction 3
cost 2200
settlement_min large_town
upgrades
{
perkunas_temple
}
}
perkunas_temple city requires factions { lithuania, } and not building_present
temple_giltine and not building_present temple_dievas
{
capability
{
agent priest 0 requires factions { lithuania, }
recruit_pool "Followers of Perkunas" 1 0.25 2 0 requires factions
{ lithuania, }
population_health_bonus 3
population_growth_bonus bonus 1 requires event_counter is_the_ai 1
religion_level bonus 3
agent_limit priest 2
recruits_morale_bonus bonus 1 requires event_counter is_the_ai 1
}
material wooden
construction 4
cost 4000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_perkunas_castle
{
convert_to temple_perkunas
religion pagan
levels c_perkunas_altar
{
c_perkunas_altar castle requires factions { lithuania, } and not
building_present temple_giltine and not building_present temple_dievas
{
convert_to 0
capability
{
agent priest 0 requires factions { lithuania, }
recruit_pool "Lettish Crossbowmen" 1 0.17 1 0 requires factions
{ lithuania, }
population_health_bonus 1
population_growth_bonus bonus 1
religion_level bonus 1
agent_limit priest 1
}
material wooden
construction 2
cost 1000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building temple_giltine
{
convert_to temple_giltine_castle
religion pagan
levels giltine_altar giltine_sanctuary giltine_temple
{
giltine_altar city requires factions { lithuania, } and not building_present
temple_perkunas and not building_present temple_dievas
{
convert_to 0
capability
{
agent priest 0 requires factions { lithuania, }
law_bonus bonus 1
religion_level bonus 1
agent_limit priest 1
}
material wooden
construction 2
cost 1000
settlement_min town
upgrades
{
giltine_sanctuary
}
}
giltine_sanctuary city requires factions { lithuania, } and not
building_present temple_perkunas and not building_present temple_dievas
{
capability
{
agent priest 0 requires factions { lithuania, }
law_bonus bonus 2
religion_level bonus 2
agent_limit priest 1
}
material wooden
construction 3
cost 2200
settlement_min large_town
upgrades
{
giltine_temple
}
}
giltine_temple city requires factions { lithuania, } and not building_present
temple_perkunas and not building_present temple_dievas
{
capability
{
agent priest 0 requires factions { lithuania, }
recruit_pool "Giltines Chosen" 1 0.17 1 0 requires factions
{ lithuania, }
law_bonus bonus 3
religion_level bonus 3
recruits_morale_bonus bonus 1 requires event_counter is_the_ai 1
agent_limit priest 2
}
material wooden
construction 4
cost 4000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_giltine_castle
{
convert_to temple_giltine
religion pagan
levels c_giltine_altar
{
c_giltine_altar castle requires factions { lithuania, } and not
building_present temple_perkunas and not building_present temple_dievas
{
convert_to 0
capability
{
agent priest 0 requires factions { lithuania, }
recruit_pool "Lettish Crossbowmen" 1 0.17 1 0 requires factions
{ lithuania, }
law_bonus bonus 1
religion_level bonus 1
agent_limit priest 1
}
material wooden
construction 2
cost 1000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building temple_tengir
{
convert_to temple_tengir_castle
religion pagan
levels tengir_altar tengir_sanctuary tengir_temple
{
tengir_altar city requires factions { cumans, mongols, }
{
convert_to 0
capability
{
agent priest 0 requires factions { cumans, mongols, }
recruit_pool "Pechenegs" 1 0.13 1 1 requires factions { cumans, }
population_growth_bonus bonus 1
religion_level bonus 1
law_bonus bonus 1
happiness_bonus bonus 1
agent_limit priest 1
}
material wooden
construction 2
cost 1000
settlement_min town
upgrades
{
tengir_sanctuary
}
}
tengir_sanctuary city requires factions { cumans, mongols, }
{
capability
{
agent priest 0 requires factions { cumans, mongols, }
recruit_pool "Yasi Archers" 1 0.13 1 1 requires factions { cumans, }
population_growth_bonus bonus 1
religion_level bonus 2
law_bonus bonus 2
happiness_bonus bonus 2
agent_limit priest 1
}
material wooden
construction 3
cost 2200
settlement_min large_town
upgrades
{
tengir_temple
}
}
tengir_temple city requires factions { cumans, mongols, }
{
capability
{
agent priest 0 requires factions { cumans, mongols, }
recruit_pool "Behk Druzhina" 1 0.13 1 1 requires factions
{ cumans, }
population_growth_bonus bonus 2
religion_level bonus 3
law_bonus bonus 2
happiness_bonus 3
agent_limit priest 2
recruits_morale_bonus bonus 1 requires event_counter is_the_ai 1
}
material wooden
construction 4
cost 4000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_tengir_castle
{
convert_to temple_tengir
religion pagan
levels c_tengir_altar
{
c_tengir_altar castle requires factions { cumans, mongols, }
{
convert_to 0
capability
{
agent priest 0 requires factions { cumans, mongols, }
recruit_pool "Yasi Archers" 1 0.13 1 1 requires factions { cumans, }
population_growth_bonus bonus 1
religion_level bonus 1
law_bonus bonus 1
happiness_bonus bonus 1
agent_limit priest 1
}
material wooden
construction 2
cost 1000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building temple_catholic
{
convert_to temple_catholic_castle
religion catholic
levels small_church church abbey cathedral huge_cathedral
{
small_church city requires factions { denmark, teutonic_order, jerusalem,
norway, hre, scotland, france, england, hungary, poland, venice, papal_states,
portugal, spain, aragon, sicily, milan, }
{
convert_to 0
capability
{
agent priest 0 requires factions { denmark, teutonic_order, jerusalem,
norway, scotland, hre, france, england, }
agent priest 0 requires factions { hungary, poland, }
agent priest 0 requires factions { papal_states, portugal, spain, aragon,
sicily, milan, venice, }
happiness_bonus bonus 1
religion_level bonus 2
pope_disapproval 1
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
}
material wooden
construction 2
cost 800
settlement_min town
upgrades
{
church
}
}
church city requires factions { denmark, teutonic_order, jerusalem, norway,
hre, scotland, france, england, hungary, poland, venice, papal_states, portugal,
spain, aragon, sicily, milan, }
{
convert_to 1
capability
{
agent priest 0 requires factions { denmark, teutonic_order, jerusalem,
norway, scotland, hre, france, england, }
agent priest 0 requires factions { hungary, poland, }
agent priest 0 requires factions { papal_states, portugal, spain, aragon,
sicily, milan, venice, }
happiness_bonus bonus 1
religion_level bonus 3
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
pope_disapproval 1
}
material wooden
construction 3
cost 1600
settlement_min large_town
upgrades
{
abbey
}
}
abbey city requires factions { denmark, teutonic_order, jerusalem, norway,
hre, scotland, france, england, hungary, poland, venice, papal_states, portugal,
spain, aragon, sicily, milan, }
{
capability
{
agent priest 0 requires factions { denmark, teutonic_order, jerusalem,
norway, scotland, hre, france, england, }
agent priest 0 requires factions { hungary, poland, }
agent priest 0 requires factions { papal_states, portugal, spain, aragon,
sicily, milan, venice, }
happiness_bonus bonus 2
religion_level bonus 4
agent_limit priest 2 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
pope_disapproval 1
population_health_bonus bonus 1
recruits_morale_bonus bonus 1 requires event_counter is_the_ai 1
}
material stone
construction 5
cost 3200
settlement_min city
upgrades
{
cathedral
}
}
cathedral city requires factions { denmark, teutonic_order, jerusalem, norway,
hre, scotland, france, england, hungary, poland, venice, papal_states, portugal,
spain, aragon, sicily, milan, venice, }
{
capability
{
agent priest 0 requires factions { denmark, teutonic_order, jerusalem,
norway, scotland, hre, france, england, }
agent priest 0 requires factions { hungary, poland, }
agent priest 0 requires factions { papal_states, portugal, spain, aragon,
sicily, milan, venice, }
recruit_pool "Armored Clergy" 1 0.085 1 0 requires factions
{ denmark, norway, }
recruit_pool "Dismounted Armored Clergy" 1 0.13 2 0 requires
factions { denmark, norway, }
happiness_bonus bonus 2
religion_level bonus 5
agent_limit priest 2 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
pope_disapproval 1
pope_approval 1
population_health_bonus bonus 1
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
}
material stone
construction 7
cost 6400
settlement_min large_city
upgrades
{
huge_cathedral
}
}
huge_cathedral city requires factions { denmark, teutonic_order, jerusalem,
norway, hre, scotland, france, england, hungary, poland, venice, papal_states,
portugal, spain, aragon, sicily, milan, }
{
capability
{
agent priest 0 requires factions { denmark, teutonic_order, jerusalem,
norway, scotland, hre, france, england, }
agent priest 0 requires factions { hungary, poland, }
agent priest 0 requires factions { papal_states, portugal, spain, aragon,
sicily, milan, venice, }
recruit_pool "Armored Clergy" 1 0.13 2 0 requires factions
{ denmark, norway, }
recruit_pool "Dismounted Armored Clergy" 1 0.17 3 0 requires
factions { denmark, norway, }
happiness_bonus bonus 3
religion_level bonus 5
agent_limit priest 2 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
pope_disapproval 1
pope_approval 1
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
population_health_bonus bonus 3
}
material stone
construction 10
cost 10000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_catholic_castle
{
convert_to temple_catholic
religion catholic
levels small_chapel chapel
{
small_chapel castle requires factions { denmark, teutonic_order, jerusalem,
norway, hre, scotland, france, england, hungary, poland, venice, papal_states,
portugal, spain, aragon, sicily, milan, }
{
convert_to 0
capability
{
agent priest 0 requires factions { denmark, teutonic_order, jerusalem,
norway, scotland, hre, france, england, }
agent priest 0 requires factions { hungary, poland, }
agent priest 0 requires factions { papal_states, portugal, spain, aragon,
sicily, milan, venice, }
happiness_bonus bonus 1
religion_level bonus 2
pope_disapproval 1
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
}
material wooden
construction 2
cost 800
settlement_min town
upgrades
{
chapel
}
}
chapel castle requires factions { denmark, teutonic_order, jerusalem, norway,
hre, scotland, france, england, hungary, poland, venice, papal_states, portugal,
spain, aragon, sicily, milan, }
{
convert_to 1
capability
{
agent priest 0 requires factions { denmark, teutonic_order, jerusalem,
norway, scotland, hre, france, england, }
agent priest 0 requires factions { hungary, poland, }
agent priest 0 requires factions { papal_states, portugal, spain, aragon,
sicily, milan, venice, }
happiness_bonus bonus 1
religion_level bonus 3
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
pope_disapproval 1
population_health_bonus bonus 1
}
material stone
construction 4
cost 1600
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building temple_orthodox
{
convert_to temple_orthodox_castle
religion orthodox
levels small_church_o church_o abbey_o cathedral_o huge_cathedral_o
{
small_church_o city requires factions { russia, kievan_rus, byzantium, }
{
convert_to 0
capability
{
agent priest 0 requires factions { russia, kievan_rus, }
agent priest 0 requires factions { byzantium, }
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
}
material wooden
construction 2
cost 800
settlement_min town
upgrades
{
church_o
}
}
church_o city requires factions { russia, kievan_rus, byzantium, }
{
convert_to 1
capability
{
agent priest 0 requires factions { russia, kievan_rus, }
agent priest 0 requires factions { byzantium, }
happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
}
material wooden
construction 3
cost 1600
settlement_min large_town
upgrades
{
abbey_o
}
}
abbey_o city requires factions { russia, kievan_rus, byzantium, }
{
capability
{
agent priest 0 requires factions { russia, kievan_rus, }
agent priest 0 requires factions { byzantium, }
happiness_bonus bonus 2
religion_level bonus 5
agent_limit priest 2 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
population_health_bonus bonus 1
recruits_morale_bonus bonus 1 requires event_counter is_the_ai 1
}
material stone
construction 5
cost 3200
settlement_min city
upgrades
{
cathedral_o
}
}
cathedral_o city requires factions { russia, kievan_rus, byzantium, }
{
capability
{
agent priest 0 requires factions { russia, kievan_rus, }
agent priest 0 requires factions { byzantium, }
happiness_bonus bonus 2
religion_level bonus 7
agent_limit priest 2 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
population_health_bonus bonus 1
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
}
material stone
construction 7
cost 6400
settlement_min large_city
upgrades
{
huge_cathedral_o
}
}
huge_cathedral_o city requires factions { russia, kievan_rus, byzantium, }
{
capability
{
agent priest 0 requires factions { russia, kievan_rus, }
agent priest 0 requires factions { byzantium, }
happiness_bonus bonus 3
religion_level bonus 8
agent_limit priest 2 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
population_health_bonus bonus 1
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
}
material stone
construction 10
cost 10000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_orthodox_castle
{
convert_to temple_orthodox
religion orthodox
levels small_chapel_o chapel_o
{
small_chapel_o castle requires factions { russia, kievan_rus, byzantium, }
{
convert_to 0
capability
{
agent priest 0 requires factions { russia, kievan_rus, }
agent priest 0 requires factions { byzantium, }
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
}
material wooden
construction 2
cost 800
settlement_min town
upgrades
{
chapel_o
}
}
chapel_o castle requires factions { russia, kievan_rus, byzantium, }
{
convert_to 1
capability
{
agent priest 0 requires factions { russia, kievan_rus, }
agent priest 0 requires factions { byzantium, }
happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
population_health_bonus bonus 1
}
material stone
construction 4
cost 1600
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building temple_muslim
{
convert_to temple_muslim_castle
religion islam
levels small_masjid masjid minareted_masjid jama great_jama
{
small_masjid city requires factions { egypt, moors, turks, kwarezm, timurids, }
{
convert_to 0
capability
{
agent priest 0 requires factions { egypt, moors, turks, kwarezm,
timurids, }
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
}
material wooden
construction 2
cost 800
settlement_min town
upgrades
{
masjid
}
}
masjid city requires factions { egypt, moors, turks, kwarezm, timurids, }
{
convert_to 1
capability
{
agent priest 0 requires factions { egypt, moors, turks, kwarezm,
timurids, }
happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
}
material wooden
construction 3
cost 1600
settlement_min large_town
upgrades
{
minareted_masjid
}
}
minareted_masjid city requires factions { egypt, moors, turks, kwarezm,
timurids, }
{
capability
{
agent priest 0 requires factions { egypt, moors, turks, kwarezm,
timurids, }
happiness_bonus bonus 2
religion_level bonus 5
agent_limit priest 2 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
population_health_bonus bonus 1
recruits_morale_bonus bonus 1 requires event_counter is_the_ai 1
}
material stone
construction 5
cost 3200
settlement_min city
upgrades
{
jama
}
}
jama city requires factions { egypt, moors, turks, kwarezm, timurids, }
{
capability
{
agent priest 0 requires factions { egypt, moors, turks, kwarezm,
timurids, }
happiness_bonus bonus 2
religion_level bonus 7
agent_limit priest 2 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
population_health_bonus bonus 1
recruits_morale_bonus bonus 2 requires event_counter is_the_ai 1
}
material stone
construction 7
cost 6400
settlement_min large_city
upgrades
{
great_jama
}
}
great_jama city requires factions { egypt, moors, turks, kwarezm, timurids, }
{
capability
{
agent priest 0 requires factions { egypt, moors, turks, kwarezm,
timurids, }
happiness_bonus bonus 3
religion_level bonus 8
agent_limit priest 2 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
population_health_bonus bonus 1
recruits_morale_bonus bonus 3 requires event_counter is_the_ai 1
}
material stone
construction 10
cost 10000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building temple_muslim_castle
{
convert_to temple_muslim
religion islam
levels c_small_masjid c_masjid
{
c_small_masjid castle requires factions { egypt, moors, turks, kwarezm,
timurids, }
{
convert_to 0
capability
{
agent priest 0 requires factions { egypt, moors, turks, kwarezm,
timurids, }
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
}
material wooden
construction 2
cost 800
settlement_min town
upgrades
{
c_masjid
}
}
c_masjid castle requires factions { egypt, moors, turks, kwarezm, timurids, }
{
convert_to 1
capability
{
agent priest 0 requires factions { egypt, moors, turks, kwarezm,
timurids, }
happiness_bonus bonus 1
religion_level bonus 4
agent_limit priest 1 requires not event_counter strictly_religious 1
agent_limit priest 9 requires event_counter strictly_religious 1
population_health_bonus bonus 1
}
material stone
construction 4
cost 1600
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building taverns
{
convert_to castle_taverns
levels brothel inn tavern coaching_house pleasure_palace
{
brothel city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
agent spy 0 requires factions { northern_european, }
agent spy 0 requires factions { middle_eastern, }
agent spy 0 requires factions { eastern_european, }
agent spy 0 requires factions { greek, }
agent spy 0 requires factions { southern_european, }
happiness_bonus bonus 1
agent_limit spy 2
}
material wooden
construction 3
cost 1000
settlement_min town
upgrades
{
inn
}
}
inn city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
agent spy 0 requires factions { northern_european, }
agent assassin 0 requires factions { northern_european, }
agent spy 0 requires factions { middle_eastern, }
agent assassin 0 requires factions { middle_eastern, }
agent spy 0 requires factions { eastern_european, }
agent assassin 0 requires factions { eastern_european, }
agent spy 0 requires factions { greek, }
agent assassin 0 requires factions { greek, }
agent spy 0 requires factions { southern_european, }
agent assassin 0 requires factions { southern_european, }
happiness_bonus bonus 2
agent_limit assassin 1
agent_limit spy 2
}
material wooden
construction 4
cost 2000
settlement_min large_town
upgrades
{
tavern
}
}
tavern city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
agent spy 0 requires factions { northern_european, }
agent assassin 0 requires factions { northern_european, }
agent spy 0 requires factions { middle_eastern, }
agent assassin 0 requires factions { middle_eastern, }
agent spy 0 requires factions { eastern_european, }
agent assassin 0 requires factions { eastern_european, }
agent spy 0 requires factions { greek, }
agent assassin 0 requires factions { greek, }
agent spy 0 requires factions { southern_european, }
agent assassin 0 requires factions { southern_european, }
recruit_pool "Transilvanian Peasants" 1 0.34 3 0 requires factions {
hungary, } and hidden_resource hungary
recruit_pool "Transilvanian Peasants" 0 0.2 2 0 requires
factions { slave, } and hidden_resource hungary
happiness_bonus bonus 3
agent_limit assassin 2
agent_limit spy 3
}
material wooden
construction 6
cost 4000
settlement_min city
upgrades
{
coaching_house
}
}
coaching_house city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
agent spy 0 requires factions { northern_european, }
agent assassin 0 requires factions { northern_european, }
agent spy 0 requires factions { middle_eastern, }
agent assassin 0 requires factions { middle_eastern, }
agent spy 0 requires factions { eastern_european, }
agent assassin 0 requires factions { eastern_european, }
agent spy 0 requires factions { greek, }
agent assassin 0 requires factions { greek, }
agent spy 0 requires factions { southern_european, }
agent assassin 0 requires factions { southern_european, }
recruit_pool "Transilvanian Peasants" 1 0.5 4 0 requires factions
{ hungary, } and hidden_resource hungary
recruit_pool "Transilvanian Peasants" 0 0.25 2 0 requires factions {
slave, } and hidden_resource hungary
happiness_bonus bonus 4
agent_limit assassin 2
agent_limit spy 3
}
material stone
construction 8
cost 7500
settlement_min large_city
upgrades
{
pleasure_palace
}
}
pleasure_palace city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
agent spy 0 requires factions { northern_european, }
agent assassin 0 requires factions { northern_european, }
agent spy 0 requires factions { middle_eastern, }
agent assassin 0 requires factions { middle_eastern, }
agent spy 0 requires factions { eastern_european, }
agent assassin 0 requires factions { eastern_european, }
agent spy 0 requires factions { greek, }
agent assassin 0 requires factions { greek, }
agent spy 0 requires factions { southern_european, }
agent assassin 0 requires factions { southern_european, }
recruit_pool "Transilvanian Peasants" 1 0.67 5 0 requires factions {
hungary, } and hidden_resource hungary
recruit_pool "Transilvanian Peasants" 0 0.3 3 0 requires factions
{ slave, } and hidden_resource hungary
happiness_bonus bonus 5
agent_limit assassin 3
agent_limit spy 3
}
material stone
construction 10
cost 10000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building castle_taverns
{
convert_to taverns
levels c_brothel
{
c_brothel castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
agent spy 0 requires factions { northern_european, }
agent spy 0 requires factions { middle_eastern, }
agent spy 0 requires factions { eastern_european, }
agent spy 0 requires factions { greek, }
agent spy 0 requires factions { southern_european, }
happiness_bonus bonus 1
agent_limit spy 2
}
material wooden
construction 3
cost 1000
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building city_hall
{
levels town_hall council_chambers city_hall mayors_palace
{
town_hall city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
agent diplomat 0 requires factions { northern_european, }
agent diplomat 0 requires factions { middle_eastern, }
agent diplomat 0 requires factions { eastern_european, }
agent diplomat 0 requires factions { greek, }
agent diplomat 0 requires factions { southern_european, }
law_bonus bonus 1
population_health_bonus bonus 2
agent_limit diplomat 1
}
material wooden
construction 3
cost 800
settlement_min large_town
upgrades
{
council_chambers
}
}
council_chambers city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
agent diplomat 0 requires factions { northern_european, }
agent diplomat 0 requires factions { middle_eastern, }
agent diplomat 0 requires factions { eastern_european, }
agent diplomat 0 requires factions { greek, }
agent diplomat 0 requires factions { southern_european, }
law_bonus bonus 2
population_health_bonus bonus 2
agent_limit diplomat 2
trade_base_income_bonus bonus 1
}
material wooden
construction 4
cost 1500
settlement_min city
upgrades
{
city_hall
}
}
city_hall city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
agent diplomat 0 requires factions { northern_european, }
agent diplomat 0 requires factions { middle_eastern, }
agent diplomat 0 requires factions { eastern_european, }
agent diplomat 0 requires factions { greek, }
agent diplomat 0 requires factions { southern_european, }
recruit_pool "Carroccio Standard M" 1 0.13 1 0 requires factions
{ milan, }
recruit_pool "Carroccio Standard V" 1 0.13 1 0 requires factions
{ venice, }
law_bonus bonus 3
population_health_bonus bonus 3
agent_limit diplomat 2
trade_base_income_bonus bonus 2
}
material wooden
construction 6
cost 3000
settlement_min large_city
upgrades
{
mayors_palace
}
}
mayors_palace city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
agent diplomat 0 requires factions { northern_european, }
agent diplomat 0 requires factions { middle_eastern, }
agent diplomat 0 requires factions { eastern_european, }
agent diplomat 0 requires factions { greek, }
agent diplomat 0 requires factions { southern_european, }
recruit_pool "Forlorn Hope" 1 0.25 2 0 requires factions { hre, }
recruit_pool "Famiglia Ducale" 1 0.085 1 0 requires factions
{ milan, }
recruit_pool "Kievan Palace Guard" 1 0.17 1 0 requires factions
{ kievan_rus, }
recruit_pool "Carroccio Standard M" 1 0.2 2 0 requires factions
{ milan, }
recruit_pool "Carroccio Standard V" 1 0.2 2 0 requires factions
{ venice, }
recruit_pool "Varangian Guard" 1 0.1 1 0 requires factions
{ byzantium, }
law_bonus bonus 3
population_health_bonus bonus 4
agent_limit diplomat 3
trade_base_income_bonus bonus 2
}
material stone
construction 8
cost 6000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building byzantine_mercenary_barracks
{
levels mercenary_barracks, mercenary_barracks2, mercenary_barracks3
{
mercenary_barracks castle requires factions { byzantium, }
{
capability
{
recruit_pool "Skythikoi" 1 0.13 1 0 requires factions { byzantium, }
law_bonus bonus 1 requires event_counter is_the_ai 1
}
material wooden
construction 2
cost 1000
settlement_min large_town
upgrades
{
mercenary_barracks2
}
}
mercenary_barracks2 castle requires factions { byzantium, }
{
capability
{
recruit_pool "Latinikon" 1 0.13 1 0 requires factions { byzantium, }
recruit_pool "Skythikoi" 1 0.17 1 0 requires factions { byzantium, }
law_bonus bonus 1
law_bonus bonus 1 requires event_counter is_the_ai 1
}
material wooden
construction 3
cost 2000
settlement_min city
upgrades
{
mercenary_barracks3
}
}
mercenary_barracks3 castle requires factions { byzantium, }
{
capability
{
recruit_pool "Alamanoi" 1 0.13 1 0 requires factions { byzantium, }
recruit_pool "Latinikon" 1 0.17 1 0 requires factions { byzantium, }
recruit_pool "Skythikoi" 1 0.25 2 0 requires factions { byzantium, }
law_bonus bonus 1
law_bonus bonus 1 requires event_counter is_the_ai 1
}
material stone
construction 4
cost 4000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building art
{
levels artist_studio artist_gallery
{
artist_studio city requires factions { milan, venice, sicily, }
{
capability
{
happiness_bonus bonus 1
}
material wooden
construction 5
cost 2400
settlement_min large_city
upgrades
{
artist_gallery
}
}
artist_gallery city requires factions { milan, venice, sicily, }
{
capability
{
happiness_bonus bonus 2
}
material wooden
construction 8
cost 4800
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building bullring
{
levels plaza_del_toro
{
plaza_del_toro city requires factions { portugal, spain, aragon, }
{
capability
{
happiness_bonus bonus 2
}
material wooden
construction 4
cost 4800
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building bank
{
levels merchant_bank merchant_vault
{
merchant_bank city requires factions { hre, venice, milan, }
{
capability
{
trade_base_income_bonus bonus 2
agent_limit merchant 1
}
material wooden
construction 5
cost 4800
settlement_min large_city
upgrades
{
merchant_vault
}
}
merchant_vault city requires factions { hre, venice, milan, }
{
capability
{
trade_base_income_bonus bonus 3
agent_limit merchant 2
}
material stone
construction 8
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building paper
{
levels printing_press printing_house
{
printing_press city requires factions { hre, poland, england, }
{
capability
{
happiness_bonus bonus 1
trade_base_income_bonus bonus 1
}
material wooden
construction 5
cost 4800
settlement_min large_city
upgrades
{
printing_house
}
}
printing_house city requires factions { hre, poland, england, }
{
capability
{
happiness_bonus bonus 2
trade_base_income_bonus bonus 2
}
material wooden
construction 8
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building icon_art
{
levels ikoner_studio master_ikoner_studio
{
ikoner_studio city requires factions { russia, kievan_rus, greek, }
{
capability
{
religion_level bonus 2
trade_base_income_bonus bonus 1
}
material wooden
construction 5
cost 4800
settlement_min large_city
upgrades
{
master_ikoner_studio
}
}
master_ikoner_studio city requires factions { russia, kievan_rus, greek, }
{
capability
{
religion_level bonus 4
trade_base_income_bonus bonus 3
}
material wooden
construction 8
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building music
{
levels theatre conservatorium
{
theatre city requires factions { france, }
{
capability
{
happiness_bonus bonus 2
}
material stone
construction 5
cost 4800
settlement_min large_city
upgrades
{
conservatorium
}
}
conservatorium city requires factions { france, }
{
capability
{
happiness_bonus bonus 3
}
material stone
construction 8
cost 9600
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building tourney
{
levels jousting_lists tourney_fields
{
jousting_lists castle requires factions { hre, teutonic_order, france, england,
portugal, spain, aragon, jerusalem, poland, hungary, }
{
capability
{
heavy_cavalry_bonus bonus 1
happiness_bonus bonus 1
}
material wooden
construction 3
cost 2000
settlement_min large_town
upgrades
{
tourney_fields
}
}
tourney_fields castle requires factions { hre, teutonic_order, france, england,
portugal, spain, aragon, jerusalem, poland, hungary, }
{
capability
{
happiness_bonus bonus 1
heavy_cavalry_bonus bonus 1
stage_games 1
}
material wooden
construction 6
cost 4000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building castle_academic
{
levels castle_library academy
{
castle_library castle requires factions { denmark, teutonic_order, norway,
scotland, hungary, poland, }
{
capability
{
agent diplomat 0 requires factions { northern_european, }
agent diplomat 0 requires factions { eastern_european, }
agent_limit diplomat 1
}
material wooden
construction 4
cost 1600
settlement_min city
upgrades
{
academy
}
}
academy castle requires factions { denmark, teutonic_order, norway, scotland,
hungary, poland, }
{
capability
{
agent diplomat 0 requires factions { northern_european, }
agent assassin 0 requires factions { northern_european, }
agent diplomat 0 requires factions { eastern_european, }
agent assassin 0 requires factions { eastern_european, }
agent_limit diplomat 1
agent_limit assassin 1
}
material stone
construction 8
cost 3200
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building caravan
{
convert_to castle_caravan
levels caravan_stop caravanersary silk_road_stop
{
caravan_stop city requires factions { moors, egypt, kwarezm, }
{
convert_to 0
capability
{
recruit_pool "Tuareg Camel Spearmens" 1 0.25 2 1 requires factions {
moors, }
trade_base_income_bonus bonus 2
}
material wooden
construction 3
cost 1200
settlement_min large_town
upgrades
{
caravanersary
}
}
caravanersary city requires factions { moors, egypt, kwarezm, }
{
convert_to 1
capability
{
recruit_pool "Tuareg Camel Spearmens" 1 0.34 3 2 requires factions {
moors, }
recruit_pool "Camel Gunners" 1 0.17 1 0 requires factions { moors, }
and event_counter CANNONS 1
trade_base_income_bonus bonus 3
}
material wooden
construction 3
cost 2000
settlement_min city
upgrades
{
silk_road_stop
}
}
silk_road_stop city requires factions { moors, egypt, kwarezm, } and
hidden_resource silk_road
{
convert_to 1
capability
{
recruit_pool "Tuareg Camel Spearmens" 1 0.34 3 2 requires factions {
moors, }
recruit_pool "Camel Gunners" 1 0.17 1 0 requires factions { moors, }
and event_counter CANNONS 1
trade_base_income_bonus bonus 4
income_bonus bonus 250
}
material wooden
construction 4
cost 3600
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building castle_caravan
{
convert_to caravan
levels c_caravan_stop c_caravanersary
{
c_caravan_stop castle requires factions { moors, egypt, kwarezm, }
{
convert_to 0
capability
{
recruit_pool "Tuareg Camel Spearmens" 1 0.25 2 1 requires factions {
moors, }
trade_base_income_bonus bonus 2
}
material wooden
construction 3
cost 1200
settlement_min large_town
upgrades
{
c_caravanersary
}
}
c_caravanersary castle requires factions { moors, egypt, kwarezm, }
{
convert_to 1
capability
{
recruit_pool "Tuareg Camel Spearmens" 1 0.34 3 2 requires factions {
moors, }
recruit_pool "Camel Gunners" 1 0.17 1 0 requires factions { moors, }
trade_base_income_bonus bonus 3
}
material wooden
construction 3
cost 2000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building templars_chapter_house
{
convert_to templars_chapter_house
levels templars_minor_ch templars_major_ch
{
templars_minor_ch requires factions { england, jerusalem, norway, france,
scotland, denmark, hungary, poland, papal_states, milan, sicily, venice, jerusalem,
} and hidden_resource templars_chapter_house and not building_present
st_johns_chapter_house
{
convert_to 0
capability
{
recruit_pool "Knights Templar" 1 0.085 1 0 requires factions
{ england, jerusalem, scotland, france, denmark, norway, milan, venice,
papal_states, sicily, poland, hungary, jerusalem, }
free_upkeep bonus 1
}
material stone
construction 1
cost 1000
settlement_min city
upgrades
{
templars_major_ch
}
}
templars_major_ch requires factions { england, jerusalem, france, scotland,
denmark, norway, hungary, poland, papal_states, milan, sicily, venice,
jerusalem, } and hidden_resource templars_chapter_house and not building_present
st_johns_chapter_house
{
convert_to 1
capability
{
recruit_pool "Knights Templar" 1 0.13 2 0 requires factions
{ england, jerusalem, scotland, france, denmark, norway, milan, venice,
papal_states, sicily, poland, hungary, jerusalem, }
recruit_pool "Dismounted Knights Templar" 1 0.085 1 0 requires
factions { england, jerusalem, scotland, france, denmark, norway, milan, venice,
papal_states, sicily, poland, hungary, jerusalem, }
trade_base_income_bonus bonus 1
free_upkeep bonus 1
}
material stone
construction 1
cost 2000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building st_johns_chapter_house
{
convert_to st_johns_chapter_house
levels st_johns_minor_ch st_johns_major_ch
{
st_johns_minor_ch requires factions { england, france, scotland, denmark,
norway, hungary, poland, papal_states, milan, sicily, venice, jerusalem, } and
hidden_resource st_johns_chapter_house and not building_present
templars_chapter_house
{
convert_to 0
capability
{
recruit_pool "Knights Hospitaller" 1 0.085 1 0 requires factions
{ england, scotland, france, denmark, norway, milan, venice, papal_states, sicily,
poland, hungary, jerusalem, }
free_upkeep bonus 1
}
material stone
construction 1
cost 1000
settlement_min city
upgrades
{
st_johns_major_ch
}
}
st_johns_major_ch requires factions { england, france, scotland, denmark,
norway, hungary, poland, papal_states, milan, sicily, venice, jerusalem, } and
hidden_resource st_johns_chapter_house and not building_present
templars_chapter_house
{
convert_to 1
capability
{
recruit_pool "Knights Hospitaller" 1 0.13 2 0 requires factions
{ england, scotland, france, denmark, norway, milan, venice, papal_states, sicily,
poland, hungary, jerusalem, }
recruit_pool "Dismounted Knights Hospitaller" 1 0.085 1 0 requires
factions { england, scotland, france, denmark, milan, venice, papal_states, sicily,
poland, hungary, jerusalem, }
population_health_bonus bonus 1
free_upkeep bonus 1
}
material stone
construction 1
cost 2000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building montesa_chapter_house
{
convert_to montesa_chapter_house
levels montesa_minor_ch montesa_major_ch
{
montesa_minor_ch requires factions { aragon, } and hidden_resource
montesa_chapter_house and not building_present knights_of_santiago_chapter_house
{
convert_to 0
capability
{
recruit_pool "Knights of Montesa" 1 0.085 1 0 requires factions
{ aragon, }
free_upkeep bonus 1
}
material stone
construction 1
cost 1000
settlement_min city
upgrades
{
montesa_major_ch
}
}
montesa_major_ch requires factions { aragon, } and hidden_resource
montesa_chapter_house and not building_present knights_of_santiago_chapter_house
{
convert_to 1
capability
{
recruit_pool "Knights of Montesa" 1 0.13 2 0 requires factions
{ aragon, }
recruit_pool "Dismounted KM" 1 0.085 1 0 requires factions { aragon,
}
population_health_bonus bonus 1
free_upkeep bonus 1
}
material stone
construction 1
cost 2000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building teutonic_knights_chapter_house
{
convert_to teutonic_knights_chapter_house
levels teutonic_knights_minor_ch teutonic_knights_major_ch
{
teutonic_knights_minor_ch requires factions { hre, } and hidden_resource
teutonic_knights_chapter_house and not event_counter inquisition 1
{
convert_to 0
capability
{
recruit_pool "Ritterbruder" 1 0.085 1 0 requires factions { hre, }
free_upkeep bonus 1
}
material stone
construction 1
cost 1000
settlement_min city
upgrades
{
teutonic_knights_major_ch
}
}
teutonic_knights_major_ch requires factions { hre, } and hidden_resource
teutonic_knights_chapter_house and not event_counter inquisition 1
{
convert_to 1
capability
{
recruit_pool "Ritterbruder" 1 0.13 2 0 requires factions { hre, }
recruit_pool "Dismounted Ritterbruder" 1 0.085 1 0 requires factions
{ hre, }
religion_level bonus 1
free_upkeep bonus 1
}
material stone
construction 1
cost 2000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building knights_of_santiago_chapter_house
{
convert_to knights_of_santiago_chapter_house
levels knights_of_santiago_minor_ch knights_of_santiago_major_ch
{
knights_of_santiago_minor_ch requires factions { portugal, spain, aragon, }
and hidden_resource knights_of_santiago_chapter_house and not building_present
montesa_chapter_house
{
convert_to 0
capability
{
recruit_pool "Knights of Santiago" 1 0.085 1 0 requires factions
{ spain, aragon, portugal, }
free_upkeep bonus 1
}
material stone
construction 1
cost 1000
settlement_min city
upgrades
{
knights_of_santiago_major_ch
}
}
knights_of_santiago_major_ch requires factions { portugal, spain, aragon, }
and hidden_resource knights_of_santiago_chapter_house and not building_present
montesa_chapter_house
{
convert_to 1
capability
{
recruit_pool "Knights of Santiago" 1 0.13 2 0 requires factions
{ spain, aragon, portugal, }
recruit_pool "Dismounted Knights of Santiago" 1 0.085 1 0 requires
factions { spain, aragon, portugal, }
free_upkeep bonus 1
law_bonus bonus 1
}
material stone
construction 1
cost 2000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building education_libraries
{
levels library great_library
{
library city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
happiness_bonus bonus 1
}
material wooden
construction 4
cost 1600
settlement_min city
upgrades
{
great_library
}
}
great_library city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
happiness_bonus bonus 1
law_bonus bonus 1
}
material stone
construction 8
cost 3800
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building education_university
{
levels school university great_university
{
school city requires factions { northern_european, middle_eastern, poland,
hungary, russia, kievan_rus, greek, southern_european, }
{
capability
{
happiness_bonus bonus 1
}
material stone
construction 3
cost 1200
settlement_min city
upgrades
{
university
}
}
university city requires factions { northern_european, middle_eastern, poland,
hungary, russia, kievan_rus, greek, southern_european, }
{
capability
{
happiness_bonus bonus 2
}
material stone
construction 6
cost 3400
settlement_min large_city
upgrades
{
great_university
}
}
great_university city requires factions { northern_european, middle_eastern,
poland, hungary, russia, kievan_rus, greek, southern_european, }
{
capability
{
happiness_bonus bonus 3
trade_base_income_bonus bonus 1
}
material stone
construction 8
cost 6000
settlement_min huge_city
upgrades
{
}
}
}
plugins
{
}
}
building bakery
{
convert_to castle_bakery
levels bakery pastry_shop
{
bakery city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and building_present_min_level
hinterland_farms farms+1
{
convert_to 0
capability
{
happiness_bonus bonus 1
population_growth_bonus bonus 1
}
material stone
construction 3
cost 1000
settlement_min large_town
upgrades
{
pastry_shop
}
}
pastry_shop city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and building_present_min_level
hinterland_farms farms+2
{
convert_to 0
capability
{
happiness_bonus bonus 2
population_growth_bonus bonus 3
}
material stone
construction 4
cost 2400
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building castle_bakery
{
convert_to bakery
levels c_bakery
{
c_bakery castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and building_present_min_level
hinterland_farms farms+1
{
convert_to 0
capability
{
population_growth_bonus bonus 2
}
material stone
construction 3
cost 1000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building stonemason
{
convert_to stonemason
levels stonemason
{
stonemason requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
construction_cost_bonus_stone bonus 5
taxable_income_bonus 5
}
material stone
construction 3
cost 1600
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building logging_camp
{
convert_to logging_camp
levels logging_camp
{
logging_camp requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
construction_cost_bonus_wooden bonus 5
population_loyalty_bonus bonus 1
income_bonus bonus 100 requires factions { cumans, lithuania, }
}
material wooden
construction 2
cost 600
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building castle_gallows
{
levels c_gallows
{
c_gallows castle requires factions { northern_european, eastern_european,
greek, southern_european, }
{
capability
{
happiness_bonus bonus -1
law_bonus bonus 3
religion_level bonus -1
}
material wooden
construction 1
cost 500
settlement_min town
upgrades
{
}
}
}
plugins
{
}
}
building hinterland_river_access
{
convert_to hinterland_river_access
levels river_port
{
river_port requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and hidden_resource river
{
convert_to 0
capability
{
population_health_bonus bonus 1
trade_base_income_bonus bonus 1
}
material wooden
construction 3
cost 1200
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building wonders1
{
levels wonder_aqueduct
{
wonder_aqueduct city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and hidden_resource wonder1
{
capability
{
population_health_bonus bonus 2
population_growth_bonus bonus 1
}
material stone
construction 12
cost 12000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building wonders2
{
levels wonder_hagia_sophia
{
wonder_hagia_sophia city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and hidden_resource wonder2
{
capability
{
happiness_bonus bonus 2
law_bonus bonus 1
}
material stone
construction 12
cost 12000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
;People happy to have wonder, but to many pilgrims, who do bring trade
building wonders3
{
levels wonder_holy_sepulchre
{
wonder_holy_sepulchre city requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, } and hidden_resource
wonder3
{
capability
{
recruit_pool "Canons of the Holy Sepulcher" 1 0.085 1 0 requires
factions { jerusalem, } and hidden_resource Constable
happiness_bonus bonus 1
law_bonus bonus 1
}
material stone
construction 12
cost 12000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building wonders4
{
levels wonder_dome_rock
{
wonder_dome_rock city requires factions { northern_european, middle_eastern,
greek, southern_european, } and hidden_resource wonder4
{
capability
{
happiness_bonus bonus 1
law_bonus bonus 1
trade_base_income_bonus bonus 1
}
material stone
construction 12
cost 12000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building wonders5
{
levels wonder_kaaba
{
wonder_kaaba city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and hidden_resource wonder5
{
capability
{
happiness_bonus bonus 2
trade_base_income_bonus bonus 1
}
material stone
construction 12
cost 12000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
;Dodges kept spending all their money on it
building wonders6
{
levels wonder_st_marks_basilica
{
wonder_st_marks_basilica city requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, } and hidden_resource
wonder6
{
capability
{
happiness_bonus bonus 2
law_bonus bonus 1
}
material stone
construction 12
cost 12000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building wonders7
{
levels wonder_notre_dame
{
wonder_notre_dame city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, } and event_counter notre_dame 1 and
hidden_resource wonder7
{
capability
{
happiness_bonus bonus 1
law_bonus bonus 1
}
material stone
construction 12
cost 12000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building wonders8
{
levels wonder_cordoba_mosque
{
wonder_cordoba_mosque city requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, } and hidden_resource
wonder8
{
capability
{
happiness_bonus bonus 1
law_bonus bonus 1
}
material stone
construction 12
cost 12000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building guild_theologians_guild
{
levels theologians_guild m_theologians_guild gm_theologians_guild
{
theologians_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
religion_level bonus 2
}
material wooden
construction 1
cost 1000
settlement_min city
upgrades
{
m_theologians_guild
}
}
m_theologians_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
religion_level bonus 4
}
faction_capability
{
religion_level bonus 1
}
material wooden
construction 1
cost 2000
settlement_min city
upgrades
{
gm_theologians_guild
}
}
gm_theologians_guild city requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
religion_level bonus 6
}
faction_capability
{
religion_level bonus 3
}
material wooden
construction 1
cost 3000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_masons_guild
{
convert_to guild_masons_guild
levels masons_guild m_masons_guild gm_masons_guild
{
masons_guild requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
construction_cost_bonus_stone bonus 10
taxable_income_bonus 10
happiness_bonus bonus 1
}
material stone
construction 1
cost 1000
settlement_min city
upgrades
{
m_masons_guild
}
}
m_masons_guild requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
construction_cost_bonus_stone bonus 10
taxable_income_bonus 10
happiness_bonus bonus 1
population_growth_bonus bonus 1
}
faction_capability
{
construction_cost_bonus_stone bonus 5
taxable_income_bonus 5
}
material stone
construction 1
cost 2000
settlement_min city
upgrades
{
gm_masons_guild
}
}
gm_masons_guild requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
construction_cost_bonus_stone bonus 10
taxable_income_bonus 10
happiness_bonus bonus 2
population_growth_bonus bonus 1
}
faction_capability
{
construction_cost_bonus_stone bonus 10
taxable_income_bonus 10
}
material stone
construction 1
cost 3000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_merchants_guild
{
levels merchants_guild m_merchants_guild gm_merchants_guild
{
merchants_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "L Cavalry Militia" 1 0.13 1 0 requires factions
{ lithuania, }
recruit_pool "Merchant Cavalry Militia" 1 0.13 1 0 requires factions
{ england, scotland, france, hre, denmark, spain, aragon, portugal, poland,
hungary, norway, teutonic_order, }
recruit_pool "Italian Cavalry Militia" 1 0.13 1 0 requires factions
{ milan, venice, papal_states, sicily, }
recruit_pool "Senior Mounted Militia" 1 0.13 1 0 requires factions {
russia, kievan_rus, }
recruit_pool "Latin Handgunners" 1 0.13 1 0 requires factions
{ byzantium, } and event_counter HANDGUN 1
recruit_pool "Arab Cavalry" 1 0.13 1 0 requires factions { moors,
egypt, }
trade_base_income_bonus bonus 1
}
material wooden
construction 1
cost 1000
settlement_min city
upgrades
{
m_merchants_guild
}
}
m_merchants_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "L Cavalry Militia" 1 0.17 2 0 requires factions
{ lithuania, }
recruit_pool "Merchant Cavalry Militia" 1 0.17 2 0 requires factions
{ england, scotland, france, hre, denmark, spain, aragon, portugal, poland,
hungary, norway, teutonic_order, }
recruit_pool "Italian Cavalry Militia" 1 0.17 2 0 requires factions
{ milan, venice, papal_states, sicily, }
recruit_pool "Senior Mounted Militia" 1 0.17 2 0 requires factions {
russia, kievan_rus, }
recruit_pool "Latin Handgunners" 1 0.17 2 0 requires factions
{ byzantium, } and event_counter HANDGUN 1
recruit_pool "Arab Cavalry" 1 0.17 2 0 requires factions { moors,
egypt, }
trade_base_income_bonus bonus 1
income_bonus bonus 100
}
faction_capability
{
trade_base_income_bonus bonus 1
}
material wooden
construction 1
cost 2000
settlement_min city
upgrades
{
gm_merchants_guild
}
}
gm_merchants_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "L Cavalry Militia" 1 0.25 3 1 requires factions
{ lithuania, }
recruit_pool "Merchant Cavalry Militia" 1 0.25 3 1 requires factions
{ england, scotland, france, hre, denmark, spain, aragon, portugal, poland,
hungary, norway, teutonic_order, }
recruit_pool "Italian Cavalry Militia" 1 0.25 3 1 requires factions
{ milan, venice, papal_states, sicily, }
recruit_pool "Senior Mounted Militia" 1 0.25 3 1 requires factions {
russia, kievan_rus, }
recruit_pool "Latin Handgunners" 1 0.25 3 1 requires factions
{ byzantium, } and event_counter HANDGUN 1
recruit_pool "Arab Cavalry" 1 0.25 3 1 requires factions { moors,
egypt, }
trade_base_income_bonus bonus 1
income_bonus bonus 200
}
faction_capability
{
trade_base_income_bonus bonus 2
}
material wooden
construction 1
cost 3000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_explorers_guild
{
levels explorers_guild m_explorers_guild gm_explorers_guild
{
explorers_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
trade_base_income_bonus bonus 1 requires port
trade_fleet 1 requires port
trade_base_income_bonus bonus 2 requires not port
income_bonus bonus 50 requires not port
}
material wooden
construction 1
cost 1000
settlement_min city
upgrades
{
m_explorers_guild
}
}
m_explorers_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
trade_base_income_bonus bonus 2
trade_fleet 1 requires port
income_bonus bonus 100 requires not port
}
faction_capability
{
trade_base_income_bonus bonus 1
}
material wooden
construction 1
cost 2000
settlement_min city
upgrades
{
gm_explorers_guild
}
}
gm_explorers_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
trade_base_income_bonus bonus 2
trade_fleet 2 requires port
income_bonus bonus 100 requires not port
}
faction_capability
{
trade_base_income_bonus bonus 2
}
material wooden
construction 1
cost 3000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_assassins_guild
{
levels assassins_guild m_assassins_guild gm_assassins_guild
{
assassins_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Battlefield Assassins" 1 0.34 1 0 requires factions
{ hungary, } and event_counter HEAVY_MAIL_ARMOR 1
recruit_pool "Hashishim" 1 0.34 1 0 requires factions { moors,
egypt, turks, kwarezm, }
law_bonus bonus 1
}
material wooden
construction 1
cost 1000
settlement_min city
upgrades
{
m_assassins_guild
}
}
m_assassins_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Battlefield Assassins" 1 0.5 2 1 requires factions
{ hungary, }
recruit_pool "Hashishim" 1 0.5 2 1 requires factions { moors, egypt,
turks, kwarezm,}
law_bonus bonus 2
}
faction_capability
{
law_bonus bonus 1
}
material wooden
construction 1
cost 2000
settlement_min city
upgrades
{
gm_assassins_guild
}
}
gm_assassins_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Battlefield Assassins" 1 0.67 3 2 requires factions
{ hungary, }
recruit_pool "Hashishim" 1 0.67 3 2 requires factions { moors,
egypt, turks, kwarezm, }
law_bonus bonus 2
}
faction_capability
{
law_bonus bonus 2
}
material wooden
construction 1
cost 3000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_thiefs_guild
{
levels thieves_guild m_thieves_guild gm_thieves_guild
{
thieves_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
law_bonus bonus 1
}
material wooden
construction 1
cost 1000
settlement_min city
upgrades
{
m_thieves_guild
}
}
m_thieves_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
law_bonus bonus 2
income_bonus bonus 50
}
faction_capability
{
law_bonus bonus 1
}
material wooden
construction 1
cost 2000
settlement_min city
upgrades
{
gm_thieves_guild
}
}
gm_thieves_guild city requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
law_bonus bonus 2
income_bonus bonus 150
}
faction_capability
{
law_bonus bonus 2
}
material wooden
construction 1
cost 3000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_swordsmiths_guild
{
convert_to guild_swordsmiths_guild
levels swordsmiths_guild m_swordsmiths_guild gm_swordsmiths_guild
{
swordsmiths_guild requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
recruits_exp_bonus bonus 1
}
material wooden
construction 1
cost 1000
settlement_min city
upgrades
{
m_swordsmiths_guild
}
}
m_swordsmiths_guild requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
recruits_exp_bonus bonus 2
}
material wooden
construction 1
cost 2000
settlement_min city
upgrades
{
gm_swordsmiths_guild
}
}
gm_swordsmiths_guild requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
recruits_exp_bonus bonus 2
}
faction_capability
{
recruits_exp_bonus bonus 1
}
material wooden
construction 1
cost 3000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_woodsmens_guild
{
levels woodsmens_guild m_woodsmens_guild gm_woodsmens_guild
{
woodsmens_guild castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
archer_bonus 1
}
material wooden
construction 1
cost 1000
settlement_min city
upgrades
{
m_woodsmens_guild
}
}
m_woodsmens_guild castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Sherwood Archers" 1 0.25 2 0 requires factions
{ england, } and hidden_resource england
archer_bonus 2
}
material wooden
construction 1
cost 2000
settlement_min city
upgrades
{
gm_woodsmens_guild
}
}
gm_woodsmens_guild castle requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
recruit_pool "Sherwood Archers" 1 0.34 3 1 requires factions
{ england, } and hidden_resource england
archer_bonus 2
}
faction_capability
{
archer_bonus 1
}
material wooden
construction 1
cost 3000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}
building guild_horse_breeders_guild
{
levels horse_breeders_guild m_horse_breeders_guild gm_horse_breeders_guild
{
horse_breeders_guild castle requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
cavalry_bonus 1
}
material wooden
construction 1
cost 1000
settlement_min city
upgrades
{
m_horse_breeders_guild
}
}
m_horse_breeders_guild castle requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
cavalry_bonus 2
}
material wooden
construction 1
cost 2000
settlement_min city
upgrades
{
gm_horse_breeders_guild
}
}
gm_horse_breeders_guild castle requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
cavalry_bonus 2
}
faction_capability
{
cavalry_bonus 1
}
material wooden
construction 1
cost 3000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building guild_hanseatic_guild
{
convert_to guild_hanseatic_guild
levels hanseatic_guild
{
hanseatic_guild requires factions { northern_european, eastern_european, } and
port and event_counter hanseatic_league 1
{
convert_to 0
capability
{
recruit_pool "L Cavalry Militia" 1 0.25 3 1 requires factions
{ lithuania, }
recruit_pool "Merchant Cavalry Militia" 1 0.25 3 1 requires factions
{ england, scotland, france, hre, denmark, spain, aragon, portugal, poland,
hungary, norway, teutonic_order, }
recruit_pool "Italian Cavalry Militia" 1 0.25 3 1 requires factions
{ milan, venice, papal_states, sicily, }
recruit_pool "Senior Mounted Militia" 1 0.25 3 1 requires factions {
russia, kievan_rus, }
recruit_pool "Latin Handgunners" 1 0.25 3 1 requires factions
{ byzantium, } and event_counter first_watch 1
recruit_pool "Arab Cavalry" 1 0.25 3 1 requires factions { moors,
egypt, }
free_upkeep bonus 2
income_bonus bonus 500
}
material wooden
construction 1
cost 3000
settlement_min city
upgrades
{
}
}
}
plugins
{
}
}
building convert_to_castle
{
convert_to convert_to_city
levels village_to_wooden_castle small_town_to_stone_keep large_town_to_castle
{
village_to_wooden_castle city requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
}
material wooden
construction 2
cost 2000
settlement_min village
upgrades
{
small_town_to_stone_keep
}
}
small_town_to_stone_keep city requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
}
material wooden
construction 4
cost 4000
settlement_min town
upgrades
{
large_town_to_castle
}
}
large_town_to_castle city requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
}
material wooden
construction 6
cost 6000
settlement_min large_town
upgrades
{
}
}
}
plugins
{
}
}
building convert_to_city
{
convert_to convert_to_castle
levels wooden_castle_to_village stone_keep_to_small_town castle_to_large_town
large_castle_to_city fortress_to_city
{
wooden_castle_to_village castle requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 0
capability
{
}
material wooden
construction 2
cost 2000
settlement_min village
upgrades
{
stone_keep_to_small_town
}
}
stone_keep_to_small_town castle requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 1
capability
{
}
material wooden
construction 4
cost 4000
settlement_min town
upgrades
{
castle_to_large_town
}
}
castle_to_large_town castle requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
convert_to 2
capability
{
}
material wooden
construction 6
cost 6000
settlement_min large_town
upgrades
{
large_castle_to_city
}
}
large_castle_to_city castle requires factions { northern_european,
middle_eastern, eastern_european, greek, southern_european, }
{
capability
{
}
material wooden
construction 8
cost 8000
settlement_min city
upgrades
{
fortress_to_city
}
}
fortress_to_city castle requires factions { northern_european, middle_eastern,
eastern_european, greek, southern_european, }
{
capability
{
}
material wooden
construction 10
cost 10000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}