#scmr_notfull_building	建筑未造满
#scmr_hp_building		医院建筑未满
#scmr_fo_building		要塞建筑未满
#scmr_trade_building	贸易站建筑未满
#scmr_family_palace		家族宫殿建筑未满
#scmr_family_palace_can_build_more_buildings 	宫殿建筑可根据科技水平建造

scmr_notfull_building = {
	OR = {
		AND = {
			holding_type = castle
			NAND = {
				has_building = ca_armory
				has_building = ca_bakehouse
				has_building = ca_barracks
				has_building = ca_curtain_walls
				has_building = ca_dungeon
				has_building = ca_escape_tunnel
				has_building = ca_flanking_towers
				has_building = ca_forge
				has_building = ca_great_chambers
				has_building = ca_judgement_hall
				has_building = ca_kitchens
				has_building = ca_machicolations
				has_building = ca_moat
				has_building = ca_murder_holes
				has_building = ca_priest_house
				has_building = ca_squire_hall
				has_building = ca_stable
				has_building = ca_stone_keep
				has_building = ca_storage
				has_building = ca_training_fields
			}
		}
		AND = {
			holding_type = city
			NAND = {
				has_building = ct_apothecary
                has_building = ct_barber
				has_building = ct_brewery
				has_building = ct_brothel
				has_building = ct_carpenter
				has_building = ct_charcoal_maker
                has_building = ct_church
				has_building = ct_cobbler
				has_building = ct_dockyard
				has_building = ct_farmland
				has_building = ct_inn
                has_building = ct_market_square
				has_building = ct_mason
				has_building = ct_meadow
				has_building = ct_mill
				has_building = ct_shipyard
                has_building = ct_tavern
				has_building = ct_town_hall
				has_building = ct_university
				has_building = ct_warehouse
			}
		}
		AND = {
			holding_type = temple
			NAND = {
				has_building = tp_almonry
                has_building = tp_bishop_house
				has_building = tp_dormitory
				has_building = tp_drawbridge
				has_building = tp_dry_moat
				has_building = tp_fishing_village
                has_building = tp_guest_house
				has_building = tp_holy_barracks
				has_building = tp_infirmary
				has_building = tp_lay_brothers
				has_building = tp_library
                has_building = tp_militia_barracks
				has_building = tp_monastery
				has_building = tp_penance_cells
				has_building = tp_sacred_paths
				has_building = tp_school
                has_building = tp_stalls
				has_building = tp_stone_wall
				has_building = tp_tillage
				has_building = tp_winery
			}
		}
		AND = {
			holding_type = tribal
			NAND = {
				has_building = tb_arena
                has_building = tb_armorsmith
				has_building = tb_arsenal
				has_building = tb_chief_hall
				has_building = tb_cultivated_land
				has_building = tb_fishing_huts
                has_building = tb_fletcher
				has_building = tb_great_hall
				has_building = tb_horse_barn
				has_building = tb_hunting_lodge
				has_building = tb_kennel
                has_building = tb_mead_hall
				has_building = tb_military_wharf
				has_building = tb_motte_bailey
				has_building = tb_practice_range
				has_building = tb_shrine
                has_building = tb_war_camp
				has_building = tb_weaponsmith
				has_building = tb_wooden_keep
				has_building = tb_wooden_portcullis
			}
		}
		AND = {
			holding_type = nomad
			NAND = {
				has_building = no_airag_brewer
                has_building = no_armor_crafter
				has_building = no_camp_fortifications
				has_building = no_cattle_pens
				has_building = no_gathering_yurt
				has_building = no_goat_pens
                has_building = no_horse_breeder
				has_building = no_horse_pens
				has_building = no_khan_yurt
				has_building = no_meat_preserver
				has_building = no_music_crafter
                has_building = no_ox_wagons
				has_building = no_ritual_post
				has_building = no_sheep_pens
				has_building = no_storage_yurt
				has_building = no_totem_crafter
                has_building = no_weapon_crafter
				has_building = no_wrestling_pit
				has_building = no_yam
				has_building = no_yurts
			}
		}
	}
}


scmr_hp_building = {
	NAND = {
		hospital_has_building = ho_abomination_stand
		hospital_has_building = ho_alchemist_hut
		hospital_has_building = ho_archive_room
		hospital_has_building = ho_autopsy_room
		hospital_has_building = ho_chapel
		hospital_has_building = ho_games_room
		hospital_has_building = ho_garden
		hospital_has_building = ho_healer_quarters
		hospital_has_building = ho_isolation_cells
		hospital_has_building = ho_leper_colony
		hospital_has_building = ho_medical_academy
		hospital_has_building = ho_observatory
		hospital_has_building = ho_pilgrim_inn
		hospital_has_building = ho_refugee_docks
		hospital_has_building = ho_sick_house
		hospital_has_building = ho_soup_kitchen
		hospital_has_building = ho_surgery_room
		hospital_has_building = ho_tailor_room
		hospital_has_building = ho_translation_house
		hospital_has_building = ho_well
	}
}

scmr_fo_building = {
	NAND = {
		fort_has_building = fo_arrow_maker
		fort_has_building = fo_brimstones
		fort_has_building = fo_caltrops
		fort_has_building = fo_command_tent
		fort_has_building = fo_common_tents
		fort_has_building = fo_forager_huts
		fort_has_building = fo_hitching_post
		fort_has_building = fo_oil_pits
		fort_has_building = fo_outer_palisade
		fort_has_building = fo_quartermaster
		fort_has_building = fo_ramparts
		fort_has_building = fo_reinforced_walls
		fort_has_building = fo_senior_tents
		fort_has_building = fo_spear_bracing_spots
		fort_has_building = fo_spike_traps
		fort_has_building = fo_stakes
		fort_has_building = fo_supply_tent
		fort_has_building = fo_training_dummies
		fort_has_building = fo_watchtower
		fort_has_building = fo_wooden_barbican
	}
}

scmr_trade_building = {
	NAND = {
		trade_post_has_building = tr_bank
		trade_post_has_building = tr_camp
		trade_post_has_building = tr_custom_house
		trade_post_has_building = tr_depot
		trade_post_has_building = tr_farm
		trade_post_has_building = tr_fishery
		trade_post_has_building = tr_guild_enclave
		trade_post_has_building = tr_guild_garrison
		trade_post_has_building = tr_lumber_mill
		trade_post_has_building = tr_mercenary_garrison
		trade_post_has_building = tr_mine
		trade_post_has_building = tr_pasture
		trade_post_has_building = tr_paved_roads
		trade_post_has_building = tr_plantation
		trade_post_has_building = tr_quarry
		trade_post_has_building = tr_realm_garrison
		trade_post_has_building = tr_smuggler_cove
		trade_post_has_building = tr_toll_booth
		trade_post_has_building = tr_trade_office
		trade_post_has_building = tr_trade_port
	}
}

scmr_family_palace = {
	family_palace = {
		NAND = { 
			has_building = fp_administrative_office 
			has_building = fp_art_collection
			has_building = fp_chancellor
			has_building = fp_chaplain
			has_building = fp_crossbow_workshop
			has_building = fp_maze
			has_building = fp_mansion
			has_building = fp_map_room
			has_building = fp_marshal
			has_building = fp_meditation_room
			has_building = fp_mercenary_contractors
			has_building = fp_minter
			has_building = fp_poleaxe_workshop
			has_building = fp_riding_grounds
			has_building = fp_royal_escorts
			has_building = fp_royal_guards
			has_building = fp_spymaster
			has_building = fp_steward
			has_building = fp_vault
			has_building = fp_cellar
		}	
	}
}

scmr_family_palace_can_build_more_buildings = {
	custom_tooltip = {
		text = requires_building_slots
		OR = {
			AND = {
				location = { TECH_CONSTRUCTION == 1 }
				calc_true_if = {
					amount < 2
					has_building = fp_administrative_office 
					has_building = fp_art_collection 
					has_building = fp_chancellor 
					has_building = fp_chaplain 
					has_building = fp_crossbow_workshop 
					has_building = fp_maze 
					has_building = fp_mansion 
					has_building = fp_map_room 
					has_building = fp_marshal 
					has_building = fp_meditation_room 
					has_building = fp_mercenary_contractors 
					has_building = fp_minter 
					has_building = fp_poleaxe_workshop 
					has_building = fp_riding_grounds 
					has_building = fp_royal_escorts 
					has_building = fp_royal_guards 
					has_building = fp_spymaster 
					has_building = fp_steward 
					has_building = fp_vault 
					has_building = fp_cellar 
				}
			}
			AND = {
				location = { TECH_CONSTRUCTION == 2 }
				calc_true_if = {
					amount < 4
					has_building = fp_administrative_office 
					has_building = fp_art_collection 
					has_building = fp_chancellor 
					has_building = fp_chaplain 
					has_building = fp_crossbow_workshop 
					has_building = fp_maze 
					has_building = fp_mansion 
					has_building = fp_map_room 
					has_building = fp_marshal 
					has_building = fp_meditation_room 
					has_building = fp_mercenary_contractors 
					has_building = fp_minter 
					has_building = fp_poleaxe_workshop 
					has_building = fp_riding_grounds 
					has_building = fp_royal_escorts 
					has_building = fp_royal_guards 
					has_building = fp_spymaster 
					has_building = fp_steward 
					has_building = fp_vault 
					has_building = fp_cellar 
				}
			}
			AND = {
				location = {  TECH_CONSTRUCTION == 3 }
				calc_true_if = {
					amount < 6
					has_building = fp_administrative_office 
					has_building = fp_art_collection 
					has_building = fp_chancellor 
					has_building = fp_chaplain 
					has_building = fp_crossbow_workshop 
					has_building = fp_maze 
					has_building = fp_mansion 
					has_building = fp_map_room 
					has_building = fp_marshal 
					has_building = fp_meditation_room 
					has_building = fp_mercenary_contractors 
					has_building = fp_minter 
					has_building = fp_poleaxe_workshop 
					has_building = fp_riding_grounds 
					has_building = fp_royal_escorts 
					has_building = fp_royal_guards 
					has_building = fp_spymaster 
					has_building = fp_steward 
					has_building = fp_vault 
					has_building = fp_cellar 
				}
			}
			AND = {
				location = {  TECH_CONSTRUCTION == 4 }
				calc_true_if = {
					amount < 8
					has_building = fp_administrative_office 
					has_building = fp_art_collection 
					has_building = fp_chancellor 
					has_building = fp_chaplain 
					has_building = fp_crossbow_workshop 
					has_building = fp_maze 
					has_building = fp_mansion 
					has_building = fp_map_room 
					has_building = fp_marshal 
					has_building = fp_meditation_room 
					has_building = fp_mercenary_contractors 
					has_building = fp_minter 
					has_building = fp_poleaxe_workshop 
					has_building = fp_riding_grounds 
					has_building = fp_royal_escorts 
					has_building = fp_royal_guards 
					has_building = fp_spymaster 
					has_building = fp_steward 
					has_building = fp_vault 
					has_building = fp_cellar 
				}
			}
			AND = {
				location = { TECH_CONSTRUCTION == 5 }
				calc_true_if = {
					amount < 10
					has_building = fp_administrative_office 
					has_building = fp_art_collection 
					has_building = fp_chancellor 
					has_building = fp_chaplain 
					has_building = fp_crossbow_workshop 
					has_building = fp_maze 
					has_building = fp_mansion 
					has_building = fp_map_room 
					has_building = fp_marshal 
					has_building = fp_meditation_room 
					has_building = fp_mercenary_contractors 
					has_building = fp_minter 
					has_building = fp_poleaxe_workshop 
					has_building = fp_riding_grounds 
					has_building = fp_royal_escorts 
					has_building = fp_royal_guards 
					has_building = fp_spymaster 
					has_building = fp_steward 
					has_building = fp_vault 
					has_building = fp_cellar 
				}
			}
			AND = {
				location = { TECH_CONSTRUCTION == 6 }
				calc_true_if = {
					amount < 12
					has_building = fp_administrative_office 
					has_building = fp_art_collection 
					has_building = fp_chancellor 
					has_building = fp_chaplain 
					has_building = fp_crossbow_workshop 
					has_building = fp_maze 
					has_building = fp_mansion 
					has_building = fp_map_room 
					has_building = fp_marshal 
					has_building = fp_meditation_room 
					has_building = fp_mercenary_contractors 
					has_building = fp_minter 
					has_building = fp_poleaxe_workshop 
					has_building = fp_riding_grounds 
					has_building = fp_royal_escorts 
					has_building = fp_royal_guards 
					has_building = fp_spymaster 
					has_building = fp_steward 
					has_building = fp_vault 
					has_building = fp_cellar 
				}
			}
			AND = {
				location = { TECH_CONSTRUCTION == 7 }
				calc_true_if = {
					amount < 14
					has_building = fp_administrative_office 
					has_building = fp_art_collection 
					has_building = fp_chancellor 
					has_building = fp_chaplain 
					has_building = fp_crossbow_workshop 
					has_building = fp_maze 
					has_building = fp_mansion 
					has_building = fp_map_room 
					has_building = fp_marshal 
					has_building = fp_meditation_room 
					has_building = fp_mercenary_contractors 
					has_building = fp_minter 
					has_building = fp_poleaxe_workshop 
					has_building = fp_riding_grounds 
					has_building = fp_royal_escorts 
					has_building = fp_royal_guards 
					has_building = fp_spymaster 
					has_building = fp_steward 
					has_building = fp_vault 
					has_building = fp_cellar 
				}
			}
			AND = {
				location = {  TECH_CONSTRUCTION == 8 }
				calc_true_if = {
					amount < 16
					has_building = fp_administrative_office 
					has_building = fp_art_collection 
					has_building = fp_chancellor 
					has_building = fp_chaplain 
					has_building = fp_crossbow_workshop 
					has_building = fp_maze 
					has_building = fp_mansion 
					has_building = fp_map_room 
					has_building = fp_marshal 
					has_building = fp_meditation_room 
					has_building = fp_mercenary_contractors 
					has_building = fp_minter 
					has_building = fp_poleaxe_workshop 
					has_building = fp_riding_grounds 
					has_building = fp_royal_escorts 
					has_building = fp_royal_guards 
					has_building = fp_spymaster 
					has_building = fp_steward 
					has_building = fp_vault 
					has_building = fp_cellar 
				}
			}
		}
	}
}
