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
}