Wie Versprochen der aktuelle Stand meines Gebäude-Mods:

Code:
# Do not change tags in here without changing every other reference to them.
# If adding new buildings, make sure they are uniquely named.

# 
# cost = x #==> cost in $ to build (subject to other modifiers)
# time = x #==> number of months to build.
# officials = x #==> number of magistrates to build (default 1)
# previous = x # a building that is the prerequisite of this building
# modifier = m # a modifier on the province that the building gives
# trigger = t # an and trigger that needs to be fullfilled to build and keep the building
# one_per_country = yes/no # if yes, only one of these can exist in a country
# manufactory = { trade_good trade_good } # list of trade goods that get a production bonus
# destroy_on_conquest = yes/no # destroy this building if conquered
# onmap = yes/no # show as a sprite on the map
# category = x # the category used for labels and such
# 
# V 1.0.1 sims - Sep 2012 -> Debugging
# Nach einigen Tests hat sich herausgestellt das ein paar Dinge so nicht funktionieren:
# 1. Man kann als Kosten für ein Gebäude nur 0 oder 1 Magistrat einstellen. Alle vorkommen von 5 auf 1 zurückgestellt.
# 2. March und Graindepot wieder Unique machen.
# 3. Tax Assessor hat statt Inflationssenkung den alten Handel5-Bonus *30 bekommen
# 4. March hat den Inflationssenkungs-Bonus bekommen
# 5. Graindepot hat den alten Handel6-Bonus *30 bekommen

# Version ist nicht von mir getestet!!!

# V 1.0 sims - Aug 2012 -> Kompletter Umbau
# 1. Bei Übernahme einer Provinz: Gebäude der Stufe 1-2 sowie Manufakturen bleiben erhalten, 3-4 nur wenn man einen Kern hat. 5-6 sowie Uniques werden zerstört.
# 2. Boni überarbeiten von: Regierung, Produktion, Handel, Hafen und Kaserne.
# 3. Bedingungen für die Unique-Buildings ändern auf Hauptstadt (+ Monarchie beim Palast). Rest verschwindet.
# 4. Boni der Forts ändern: Missionierungsbonus raus. Dafür ab Fort 2 Boni für Wachstum, Handel und Männer einbaun.
# 5. Umbau von March und Graindepot sowie generelle Steigerung der Uniquekosten auf 5 Magistrate
# 6. Magistratskosten auf 0 setzen bei allen Gebäuden der Stufe 1-4
# 7. Bauzeiten ändern: Stufe 1-4 auf 1-4 Monate senken, Stufe 5 auf 12 Monate senken.

# Government
# sims: Die Regierungsgruppe ist für die Ruhigstellung der Provinz und für Spezialisten zuständig.
temple = {
	cost = 50
	time = 1
	officials = 0
	modifier = {
		local_revolt_risk = -1
		local_missionary_placement_chance = 0.01
		stability_cost = -1
		local_spy_defence = 0.1
		missionaries = 0.01
		colonists = 0.01
		officials = 0.01
		diplomats = 0.01
		merchants = 0.01
		spies = 0.01
	}
	destroy_on_conquest = no
	category = 1
}

courthouse = {
	previous = temple
	cost = 75
	time = 2
	officials = 0
	modifier = {
		local_revolt_risk = -1
		local_missionary_placement_chance = 0.01
		stability_cost = -2
		local_spy_defence = 0.2
		missionaries = 0.02
		colonists = 0.02
		officials = 0.02
		diplomats = 0.02
		merchants = 0.02
		spies = 0.02
	}
	destroy_on_conquest = no
}

spy_agency = {
	previous = courthouse
	cost = 100
	time = 3
	officials = 0
	modifier = {
		local_revolt_risk = -1
		local_missionary_placement_chance = 0.01
		stability_cost = -3
		local_spy_defence = 0.2
		missionaries = 0.03
		colonists = 0.03
		officials = 0.03
		diplomats = 0.03
		merchants = 0.03
		spies = 0.03
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

town_hall = {
	previous = spy_agency
	cost = 150
	time = 4
	officials = 0
	modifier = {
		local_revolt_risk = -1
		local_missionary_placement_chance = 0.01
		stability_cost = -4
		local_spy_defence = 0.25
		missionaries = 0.04
		colonists = 0.04
		officials = 0.04
		diplomats = 0.04
		merchants = 0.04
		spies = 0.04
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

# sims: 0,1 für alle Spezialisten + in Summe 100% Schutz vor Spionen + 
college = {
	previous = town_hall
	cost = 200
	time = 12
	modifier = {
		spies = 0.1
		officials = 0.1
		diplomats = 0.1
		missionaries = 0.1
		colonists = 0.1
		merchants = 0.1
		local_spy_defence = 0.25
	}
	destroy_on_conquest = yes
}

# sims: Stabinvestment ist besser als Kostensenkung, 1% Bevölkerungswachstum und 75% Missionierungschance sind nett aber eher unwichtig. Aber -0,1 Infame ist ziemlich stark.
cathedral = {
	previous = college
	cost = 300
	time = 24
	modifier = {
		stability_investment = 10
		local_missionary_placement_chance = 0.75
		badboy = -0.1
		population_growth = 0.01
	}
	destroy_on_conquest = yes
	category = 1
}

# Land
# sims: Mehr Männer und schnellere/billigere Ausbildung
armory = {
	cost = 50
	time = 1
	officials = 0
	modifier = {
		regiment_recruit_speed = -0.05
		local_regiment_cost = -0.05
		local_manpower = 0.25
	}
	destroy_on_conquest = no
	category = 2

}

training_fields = {
	previous = armory
	cost = 75
	time = 2
	officials = 0
	modifier = {
		regiment_recruit_speed = -0.05
		local_regiment_cost = -0.05
		local_manpower = 0.5
	}
	destroy_on_conquest = no
}

barracks = {
	previous = training_fields
	cost = 100
	time = 3
	officials = 0
	modifier = {
		regiment_recruit_speed = -0.05
		local_regiment_cost = -0.05
		local_manpower = 0.75
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

# sims: Die Ausbildungskosten und -zeit-boni wurden auf alle 4 Stufen aufgeteilt - die Summe ist aber gleich wie vorher.
#       Statt (Grundstock + 1.500 ) + 20% sind jetzt Grundstock + 2.500 Männer mehr in jeder Provinz.
regimental_camp = {
	previous = barracks
	cost = 150
	time = 4
	officials = 0
	modifier = {
		regiment_recruit_speed = -0.05
		local_regiment_cost = -0.05
		local_manpower = 1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

arsenal = {
	previous = regimental_camp
	cost = 200
	time = 12
	modifier = {
		regiment_recruit_speed = -0.2
		local_regiment_cost = -0.2
		local_manpower = 2
		local_manpower_modifier = 0.2
	}
	destroy_on_conquest = yes
}
# sims: In Summe sinken die Rekrutierungskosten um 40% und die Rekrutierungszeit um 70%. Es sind 7.500 Männer + 50% mehr in der Provinz.
#       Als einziger globaler Bonus steigt die Armeetradition um 0,1%/Jahr. Zu wenig?
conscription_center = {
	previous = arsenal
	cost = 300
	time = 24
	modifier = {
		regiment_recruit_speed = -0.3
		local_manpower = 3
		local_manpower_modifier = 0.3
		army_tradition = 0.001
	}
	destroy_on_conquest = yes
	category = 2
}

# Naval
# sims: Mehr Schiffslimit, billigere und schnellere Konstruktion und schnellere Reparatur.

# sims: Der Hafen 1 hat am meisten gelitten. Der Superbonus von 25% Produktion ist weggefallen...
dock = {
	cost = 50
	time = 1
	officials = 0
	trigger = {
		port = yes
	}
	modifier = {
		naval_forcelimit = 1
	}
	destroy_on_conquest = no
 	category = 3
}

drydock = {
 	previous = dock
	cost = 75
	time = 2
	officials = 0
	modifier = {
		naval_forcelimit = 1
		local_ship_repair = 0.05
	}
	destroy_on_conquest = no
}

shipyard = {
	previous = drydock
	cost = 100
	time = 3
	officials = 0
	modifier = {
		naval_forcelimit = 1
		local_ship_repair = 0.1
		ship_recruit_speed = -0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

# sims: Eigentlich wollte ich gleich wie bei den Kassernen einen gleichmäßigen Bonus mit mehr Wachstum für die Unterstützung einbaun.
#       Aber dann wäre ich bis hier her auf +10 statt den Original +2 gekommen.
#       Jetzt hab ich einfach die anderen Boni aufgeteilt so gut es ging.
grand_shipyard = {
 	previous = shipyard
	cost = 150
	time = 4
	officials = 0
	modifier = {
		naval_forcelimit = 1
		local_ship_repair = 0.15
		ship_recruit_speed = -0.1
		local_ship_cost = -0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

naval_arsenal = {
 	previous = grand_shipyard
	cost = 200
	time = 12
	modifier = {
		naval_forcelimit = 4
		local_ship_repair = 0.2
		ship_recruit_speed = -0.25
		local_ship_cost = -0.2
	}
	destroy_on_conquest = yes
}

# sims: 14 statt 12 Limit, 80% statt 25% Reparatur, 75% statt 70% weniger Bauzeit und 60% statt 50% weniger Baukosten.
#       Dazu noch als einziger globaler Bonus +0,1% Marinetradition/Jahr. Zu wenig?
naval_base = {
 	previous = naval_arsenal
	cost = 300
	time = 24
	modifier = {
		naval_forcelimit = 6
		local_ship_repair = 0.3
		ship_recruit_speed = -0.3
		local_ship_cost = -0.3
		navy_tradition = 0.001
	}
	destroy_on_conquest = yes
	category = 3
}

# Production
# sims: Es gibt nur einen Bonus für die Produktion selber. Statt dessen ist dieser Zweig primär für die Steuern zuständig.
constable = {
	
	cost = 50
	time = 1
	officials = 0
	modifier = {
		tax_income = 1
		local_production_efficiency = 0.05
		direct_tax_percentage = 0.05
		local_tax_modifier = 0.05
	}
	destroy_on_conquest = no
	category = 5
}

workshop = {
	previous = constable
	cost = 75
	time = 2
	officials = 0
	modifier = {
		tax_income = 1
		local_production_efficiency = 0.1
		direct_tax_percentage = 0.1
		local_tax_modifier = 0.1
	}
	destroy_on_conquest = no
}

counting_house = {
	previous = workshop
	cost = 100
	time = 3
	officials = 0
	modifier = {
		tax_income = 1
		local_production_efficiency = 0.15
		direct_tax_percentage = 0.15
		local_tax_modifier = 0.15
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

# sims: 4 statt 1 Grundsteuern, 50% statt 25% Produktion, 50% statt 50% Jahressteuern, 50% statt 25% Steuern.
treasury_office = {
	previous = counting_house
	cost = 150
	time = 4
	officials = 0
	modifier = {
		tax_income = 1
		local_production_efficiency = 0.2
		direct_tax_percentage = 0.2
		local_tax_modifier = 0.2
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

mint = {
	previous = treasury_office
	cost = 200
	time = 12
	modifier = {
		tax_income = 5
		direct_tax_percentage = 0.25
		local_tax_modifier = 0.25
	}
	destroy_on_conquest = yes
}

# sims: 15 statt 6 Grundsteuern, 105% statt 50% Jahressteuern, 105% statt 75% Steuern, 50% statt 25% Produktion.
#       Der einzig gute globale Bonus der mir einfiel war Inflation -0,01. Ein globales Steuern +1% wäre mir zwar lieber aber ich glaub das passt so.
stock_exchange = {
	previous = mint
	cost = 300
	time = 24
	modifier = {
		tax_income = 6
		direct_tax_percentage = 0.3
		local_tax_modifier = 0.5
		inflation_reduction = 0.01
	}
	destroy_on_conquest = yes
}

# Trade
# sims: Der Zweig macht das was er soll - Handel steigern.

marketplace = {
	cost = 50
	time = 1
	officials = 0
	modifier = {
		trade_income = 1
	}
	destroy_on_conquest = no
	category = 6
}

trade_depot = {
	previous = marketplace
	cost = 75
	time = 2
	officials = 0
	modifier = {
		trade_income = 1
		local_trade_income_modifier = 0.05
	}
	destroy_on_conquest = no
}

canal = {
	previous = trade_depot
	cost = 100
	time = 3
	officials = 0
	modifier = {
		trade_income = 1
		local_trade_income_modifier = 0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

# sims: Alles ist bis hier gleich geblieben - nur die Grundhandelseinnahmen steigen jetzt um 4 statt 2.
road_network = {
	previous = canal
	cost = 150
	time = 4
	officials = 0
	modifier = {
		trade_income = 1
		local_trade_income_modifier = 0.15
		local_movement_speed = 0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

# sims: Originalbonus -> global_trade_income_modifier = 0.01
#       Der Handelswert ist der Wert der dem HZ angerechnet wird und der Basiswert für die Berechnung des Produktionswertes. Dadurch profitiert man 2* durch die Steigerung!
post_office = {
	previous = road_network
	cost = 200
	time = 12
	modifier = {
		trade_income = 5
		local_trade_income_modifier = 0.2
		local_production_efficiency = 0.25
	}
	destroy_on_conquest = yes
}

# sims: Originalbonus -> trade_efficiency = 0.01
#       In Summe sind das 15 Handelseinkommen, 75% Handelseinkommen und 50% Produktion - zusammen mit Prod 1-4 also 100%
customs_house = {
	previous = post_office
	cost = 300
	time = 24
	modifier = {
		trade_income = 6
		local_trade_income_modifier = 0.25
		local_production_efficiency = 0.25
	}
	destroy_on_conquest = yes
}

# Fortresses
# sims: Ein Fort bekehrt doch keine Menschen... raus mit dem Bonus.
#       Forts bringen Sicherheit und Sicherheit lockt Menschen an. Mehr Menschen -> mehr Handel -> mehr Steuern -> mehr Krieger -> mehr Stabilität im Reich
fort1 = {
	cost = 50
	time = 1
	officials = 0
	modifier = {
		fort_level = 1
		supply_limit = 0.5
	}
	destroy_on_conquest = no
	category = 4
}

#sims: mehr Menschen
fort2 = {
	previous = fort1
	cost = 75
	time = 2
	officials = 0
	modifier = {
		fort_level = 1
		supply_limit = 0.5
		population_growth = 0.01
	}
	destroy_on_conquest = no
}

#sims: mehr Handel
fort3 = {
	previous = fort2
	cost = 100
	time = 3
	officials = 0
	modifier = {
		fort_level = 1
		supply_limit = 0.5
		trade_income = 1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

# sims: mehr Steuern
fort4 = {
	previous = fort3
	cost = 150
	time = 4
	officials = 0
	modifier = {
		fort_level = 1
		supply_limit = 0.5
		tax_income = 1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

# sims: mehr Krieger
fort5 = {
	previous = fort4
	cost = 200
	time = 12
	modifier = {
		fort_level = 1
		local_defensiveness = 1
		supply_limit = 1
		local_manpower = 2
	}
	destroy_on_conquest = yes
}

# sims: mehr Stabilität im Reich
fort6 = {
	previous = fort5
	cost = 300
	time = 24
	modifier = {
		fort_level = 1
		local_defensiveness = 1
		supply_limit = 1
		stability_investment = 10
	}
	destroy_on_conquest = yes
}

# One per country
# sims: Alle Bedingungen umstellen auf Hauptstadt (Palast zus. Monarchie) und Magistratskosten auf 5 erhöhen

# sims: Bonus von den alten Handels5 Gebäuden *30
tax_assessor = {
	cost = 500
	time = 12
	trigger = {
		is_capital = yes
	}
	modifier = {
		global_trade_income_modifier = 0.3
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

# sims: Infameabbau von 0,4 auf 0,5 erhöht
embassy = {
	cost = 500
	time = 12
	trigger = {
		is_capital = yes
	}
	modifier = {
		diplomats = 1
		badboy = -0.5
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

# sims: Bonus verdoppelt. Aber eigentlich wollte ich hier einen Moral oder Disziplinbonus einbaun. Muss den genauen Code aber erst suchen...
glorious_monument = {
	cost = 1000
	time = 12
	trigger = {
		is_capital = yes
	}
	modifier = {
		cultural_tradition = 0.02
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

# sims: Da schon mit Techlevel 10 verfügbar hab ich hier die Inflationssenkung eingebaut.
march = {
	cost = 500
	time = 12
	trigger = {
		is_capital = yes
	}
	modifier = {
		inflation_reduction = 0.1
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

# sims: Alter Bonus vom Handel6 Gebäude *30
grain_depot = {
	cost = 10000
	time = 12
	trigger = {
		is_capital = yes
	}
	modifier = {
		trade_efficiency = 0.3
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

# sims: Bonus verfünffacht.
royal_palace = {
	cost = 1000
	time = 12
	trigger = {
		government = monarchy
		is_capital = yes
	}
	modifier = {
		legitimacy = 0.05
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

# sims: Bonus verdoppelt. Mehr Moral für Landtruppen oder etwas in der Art wäre hier nett.
war_college = {
	cost = 1000
	time = 12
	trigger = {
		is_capital = yes
	}
	modifier = {
		army_tradition = 0.02
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

# sims: Siehe war_college
admiralty = {
	cost = 1000
	time = 12
	trigger = {
		is_capital = yes
	}
	modifier = {
		navy_tradition = 0.02
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

#Manufactories
# sims: Alle noch Original.
refinery = {
	cost = 1000
	time = 60
	manufactory = {
		wine
		sugar
	}
	modifier = {
		trade_tech_investment = 5
		population_growth = 0.01
	}
	onmap = yes
	category = 7
}

wharf = {
	cost = 1000
	time = 60
	modifier = {
		naval_tech_investment = 5
		population_growth = 0.01
	}
	manufactory = {
		naval_supplies
	}
	onmap = yes
	category = 7
}

weapons = {
	cost = 1000
	time = 60
	modifier = {
		land_tech_investment = 5
		population_growth = 0.01
	}
	manufactory = {
		copper
		iron
	}
	onmap = yes	
	category = 7
}

textile = {
	cost = 1000
	time = 60
	modifier = {
		production_tech_investment = 5
		population_growth = 0.01
	}
	manufactory = {
		wool
		cloth
	}
	onmap = yes
	category = 7
}

fine_arts_academy = {
	cost = 1000
	time = 60
	modifier = {
		stability_investment = 5
		population_growth = 0.01
		cultural_tradition = 0.01
	}
	manufactory = {
	}
	onmap = yes
	category = 7
}

university = {
	cost = 1000
	time = 60
	modifier = {
		government_tech_investment = 5
		population_growth = 0.01
	}
	manufactory = {
	}
	onmap = yes
	category = 7
}