################### Available Wonders #############################
#### 3. FORTIFICATIONS
# 3A. Grand Fortress ..............	wonder_fortress
# 3B. Underground city ............	wonder_underground_city
# 3C. Mercantile Walls ............	wonder_wall
# 3D. Great Harbor ................	wonder_harbor
# 3E. Great Lighthouse ............	wonder_lighthouse
###################################################################

##################################################
############## 3. FORTIFICATIONS #################
##################################################

# 3A. Grand Fortress
wonder_fortress = {
	allow_coastal = yes
	picture = GFX_wonder_strip_grandfortress

	potential = {
	}

	active = {
	}

	flags = {
		defensive
		is_destructible
		cost_medium
		grand_fortress
		ocean_background_coastal
	}

	available_upgrades = {
		# UNIQUE:
		upgrade_armory
		upgrade_watch_tower
		upgrade_vault
		upgrade_moat_pit
		upgrade_moat_spike
		upgrade_moat_water
		upgrade_moat_bones
		upgrade_hidden_passageways
		upgrade_garden_inner
		upgrade_dueling_room

		#
		upgrade_torture_chamber
		upgrade_historical_mural

		# OTHER:
		upgrade_roads
		upgrade_watchtower_network
		upgrade_spikes
		upgrade_hypocausts
		upgrade_heating_pipes
		upgrade_retinue
		upgrade_road_tolls
		upgrade_tavern
	}

	stage = {
		allow = {
			FROMFROMFROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 4
				TECH_CONSTRUCTION >= 4
			}
		}

		build_time = 300
		gold_cost_flat = 2000
		gold_cost_ticking = 3
		restore_time = 150
		loot_time = 200
		restore_cost_flat = 400
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			fort_level = 0.25
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
			court_size_maintenance_cost_modifier = -0.05
		}
	}

	stage = {
		allow = {
			FROMFROMFROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 4
				TECH_CONSTRUCTION >= 4
			}
		}

		build_time = 400
		gold_cost_flat = 2100
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 200
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			fort_level = 0.25
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
			court_size_modifier = 5
		}
	}

	stage = {
		allow = {
			FROMFROMFROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 4
				TECH_CONSTRUCTION >= 4
			}
		}

		build_time = 500
		gold_cost_flat = 2200
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 20
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			fort_level = 0.25
			siege_defence = 0.05
		}

		owner_modifier = {
			court_size_maintenance_cost_modifier = -0.05
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
			FROMFROMFROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 4
				TECH_CONSTRUCTION >= 4
			}
		}

		build_time = 600
		gold_cost_flat = 2300
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 20
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			fort_level = 0.5
			siege_defence = 0.05
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
			court_size_modifier = 5
		}
	}
}

# 3B. Underground city
wonder_underground_city = {
	picture = GFX_wonder_strip_undergroundcity
	show_model = no

	potential = {
		FROMFROMFROM = {
			OR = {
				terrain = desert
				terrain = mountain
			}

			any_neighbor_province = {
				OR = {
					terrain = mountain
					terrain = hills
				}
			}
		}
	}

	active = {
	}

	flags = {
		defensive
		cost_medium
		underground_city
	}

	available_upgrades = {
		# UNIQUE:
		upgrade_caves_natural
		upgrade_tunnels_travel
		upgrade_metal_mine_precious
		upgrade_dungeon
		upgrade_guardian_of_the_deep

		#
		upgrade_torture_chamber
		upgrade_historical_mural

		# OTHER:
		upgrade_roads
		upgrade_watchtower_network
		upgrade_spikes
		upgrade_hypocausts
		upgrade_heating_pipes
		upgrade_retinue
		upgrade_road_tolls
		upgrade_tavern
	}

	stage = {
		allow = {
		}

		build_time = 200
		gold_cost_flat = 2000
		gold_cost_ticking = 3
		restore_time = 150
		loot_time = 200
		restore_cost_flat = 400
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
		}

		build_time = 300
		gold_cost_flat = 2050
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 200
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
		}

		build_time = 400
		gold_cost_flat = 2100
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 20
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			siege_defence = 0.05
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
		}

		build_time = 500
		gold_cost_flat = 200
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 20
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			siege_defence = 0.05
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}
}

# 3C. Great Walls
wonder_wall = {
	#Constructing massive city walls for your capital.
	picture = GFX_wonder_strip_grand_walls
	show_model = no

	potential = {
	}

	active = {
	}

	flags = {
		defensive
		is_destructible
		cost_high
		great_walls
	}

	available_upgrades = {
		# UNIQUE:
		upgrade_walls_sea
		upgrade_studded_bastions
		upgrade_strategic_exclaves
		upgrade_soaring_fortresses
		upgrade_hidden_gates
		upgrade_gatehouse_forts
		upgrade_killing_fields
		upgrade_deep_defense_architecture
		upgrade_artificial_islands
		upgrade_wall_walker

		# OTHER:
		upgrade_roads
		upgrade_watchtower_network
		upgrade_spikes
		upgrade_tower
		upgrade_hypocausts
		upgrade_heating_pipes
		upgrade_retinue
		upgrade_road_tolls
		upgrade_tavern
	}

	stage = {
		allow = {
			FROMFROMFROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 4
				TECH_CONSTRUCTION >= 4
			}
		}

		build_time = 300
		gold_cost_flat = 2000
		gold_cost_ticking = 3
		restore_time = 150
		loot_time = 200
		restore_cost_flat = 400
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			fort_level = 0.25
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
			FROMFROMFROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 4
				TECH_CONSTRUCTION >= 4
			}
		}

		build_time = 300
		gold_cost_flat = 1000
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 200
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			fort_level = 0.25
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
			FROMFROMFROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 4
				TECH_CONSTRUCTION >= 4
			}
		}

		build_time = 300
		gold_cost_flat = 1000
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 20
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			fort_level = 0.25
			siege_defence = 0.05
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
			FROMFROMFROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 4
				TECH_CONSTRUCTION >= 4
			}
		}

		build_time = 300
		gold_cost_flat = 1000
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 20
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			fort_level = 0.5
			siege_defence = 0.05
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}
}

# 3D. Great Harbor
wonder_harbor = {
	picture = GFX_wonder_strip_harbour
	is_in_water = yes

	potential = {
		FROMFROMFROM = { is_coastal = yes }
	}

	active = {
	}

	flags = {
		defensive
		cost_medium
		great_harbour
		ocean_background
	}

	available_upgrades = {
		# UNIQUE:
		upgrade_cothon
		upgrade_piers
		upgrade_office_harbor
		upgrade_lighthouse
		upgrade_military_wharf
		upgrade_master_of_tides

		# OTHER:
		upgrade_roads
		upgrade_watchtower_network
		upgrade_spikes
		upgrade_tower
		upgrade_hypocausts
		upgrade_heating_pipes
		upgrade_retinue
		upgrade_road_tolls
		upgrade_tavern
	}

	stage = {
		allow = {
		}

		build_time = 250
		gold_cost_flat = 1900
		gold_cost_ticking = 3
		restore_time = 150
		loot_time = 100
		restore_cost_flat = 400
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			local_tax_modifier = 0.025
			tradevalue = 25
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
		}

		build_time = 300
		gold_cost_flat = 1000
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 100
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			local_tax_modifier = 0.025
			tradevalue = 25
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
		}

		build_time = 300
		gold_cost_flat = 1000
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 20
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			local_tax_modifier = 0.025
			tradevalue = 25
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
		}

		build_time = 300
		gold_cost_flat = 1000
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 20
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			local_tax_modifier = 0.025
			tradevalue = 25

		}

		owner_modifier = {
			monthly_character_prestige = 0.1
			build_cost_modifier = -0.05
		}
	}
}

# 3E. Great Lighthouse
wonder_lighthouse = {
	picture = GFX_wonder_strip_lighthouse
	model = wonder_grand_lighthouse
	is_in_water = yes

	potential = {
		FROMFROMFROM = { is_coastal = yes }
	}

	active = {
	}

	flags = {
		defensive
		is_destructible
		cost_medium
		great_lighthouse
		ocean_background
	}

	available_upgrades = {
		# UNIQUE:
		upgrade_treasure_chamber
		upgrade_giant_banners
		upgrade_lighthouse_custodian
		upgrade_royal_apartments

		upgrade_historical_mural

		# OTHER:
		upgrade_roads
		upgrade_watchtower_network
		upgrade_spikes
		upgrade_tower
		upgrade_hypocausts
		upgrade_heating_pipes
		upgrade_retinue
		upgrade_road_tolls
		upgrade_tavern
	}

	stage = {
		allow = {
		}

		build_time = 300
		gold_cost_flat = 1500
		gold_cost_ticking = 3
		restore_time = 150
		loot_time = 20
		restore_cost_flat = 400
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
		}

		build_time = 300
		gold_cost_flat = 1000
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 20
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
		}

		owner_modifier = {
			monthly_character_prestige = 0.1
		}
	}

	stage = {
		allow = {
		}

		build_time = 300
		gold_cost_flat = 1000
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 6
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			local_tax_modifier = 0.05
		}

		owner_modifier = {
			monthly_character_prestige = 0.2
		}
	}

	stage = {
		allow = {
		}

		build_time = 300
		gold_cost_flat = 1000
		gold_cost_ticking = 3
		restore_time = 200
		loot_time = 2
		restore_cost_flat = 500
		restore_cost_ticking = 2
		upgrade_slots = 2

		local_modifier = {
			local_tax_modifier = 0.1
			tradevalue = 50
		}

		owner_modifier = {
			monthly_character_prestige = 0.3
		}
	}
}