Code:
;==============================================================================================================================;---- Builders ----------------------------------------------------------------------------------------------------------------
;==============================================================================================================================
; Names: Logging Camps - Carpenters' Workshops - Quarries - Stonemasons
; Roles and benefits:
; * can be built only after roads in the province are built.
; * all factions can build them anywhere, but in some provinces they'd provide less benefits (ie wood-less ones: no discount on wood buildings, while with in marble/timber resource more income).
; * they are a condition to build many other buildings, but no impact on recruitment.
; * growth benefit may be important for lower level settlements, but then it increases only a little.
; Technical:
; there're no text (yet?) for discount on building wooden buildings.
building builders
{
convert_to builders
levels builders1 builders2 builders3 builders4
{
builders1 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level hinterland_roads roads or building_present_min_level hinterland_castle_roads c_roads and not building_present_min_level grasslands nomad_headquarters
{
convert_to 0
capability
{
construction_cost_bonus_wooden bonus 3 requires not hidden_resource africa and not hidden_resource tartars and not hidden_resource egypt and not hidden_resource abbasid and not hidden_resource jerusalem and not hidden_resource zengid and not hidden_resource cumans
construction_cost_bonus_wooden bonus 10 requires event_counter is_the_ai 3
construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 4
population_growth_bonus bonus 1
trade_base_income_bonus bonus 1
income_bonus bonus 100 requires not resource timber
income_bonus bonus 200 requires resource timber
}
material wooden
construction 3
cost 1250
settlement_min town
upgrades
{
builders2
}
}
builders2 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and not building_present_min_level grasslands nomad_encampment
{
convert_to 0
capability
{
construction_cost_bonus_wooden bonus 5 requires not hidden_resource africa and not hidden_resource tartars and not hidden_resource egypt and not hidden_resource abbasid and not hidden_resource jerusalem and not hidden_resource zengid and not hidden_resource cumans
construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 3
construction_cost_bonus_wooden bonus 20 requires event_counter is_the_ai 4
population_growth_bonus bonus 2
trade_base_income_bonus bonus 2
income_bonus bonus 200 requires not resource timber
income_bonus bonus 300 requires resource timber
}
material wooden
construction 6
cost 3000
settlement_min large_town
upgrades
{
builders3
}
}
builders3 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and not building_present_min_level grasslands grasslands
{
convert_to 0
capability
{
construction_cost_bonus_wooden bonus 5 requires not hidden_resource africa and not hidden_resource tartars and not hidden_resource egypt and not hidden_resource abbasid and not hidden_resource jerusalem and not hidden_resource zengid and not hidden_resource cumans
construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 3
construction_cost_bonus_wooden bonus 20 requires event_counter is_the_ai 4
construction_cost_bonus_stone bonus 3 requires not resource marble
taxable_income_bonus bonus -3 requires not resource marble ; must be here to provide text about discount for stone buildings
construction_cost_bonus_stone bonus 6 requires resource marble
taxable_income_bonus bonus -6 requires resource marble ; must be here to provide text about discount for stone buildings
construction_cost_bonus_stone bonus 10 requires event_counter is_the_ai 3
construction_cost_bonus_stone bonus 15 requires event_counter is_the_ai 4
population_growth_bonus bonus 3
trade_base_income_bonus bonus 3
income_bonus bonus 300 requires not resource timber and not resource marble
income_bonus bonus 400 requires resource timber and not resource marble
income_bonus bonus 400 requires not resource timber and resource marble
income_bonus bonus 500 requires resource timber or resource marble
}
material stone
construction 9
cost 5000
settlement_min city
upgrades
{
builders4
}
}
builders4 requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and not building_present_min_level grasslands grasslands
{
convert_to 0
capability
{
construction_cost_bonus_wooden bonus 5 requires not hidden_resource africa and not hidden_resource tartars and not hidden_resource egypt and not hidden_resource abbasid and not hidden_resource jerusalem and not hidden_resource zengid and not hidden_resource cumans
construction_cost_bonus_wooden bonus 15 requires event_counter is_the_ai 3
construction_cost_bonus_wooden bonus 20 requires event_counter is_the_ai 4
construction_cost_bonus_stone bonus 5 requires not resource marble
taxable_income_bonus bonus -5 requires not resource marble ; must be here to provide text about discount for stone buildings
construction_cost_bonus_stone bonus 10 requires resource marble
taxable_income_bonus bonus -10 requires resource marble ; must be here to provide text about discount for stone buildings
construction_cost_bonus_stone bonus 10 requires event_counter is_the_ai 3
construction_cost_bonus_stone bonus 15 requires event_counter is_the_ai 4
population_growth_bonus bonus 4
trade_base_income_bonus bonus 4
income_bonus bonus 400 requires not resource timber and not resource marble
income_bonus bonus 500 requires resource timber and not resource marble
income_bonus bonus 500 requires not resource timber and resource marble
income_bonus bonus 600 requires resource timber or resource marble
}
material stone
construction 12
cost 8000
settlement_min large_city
upgrades
{
}
}
}
plugins
{
}
}