
#####################################################################
############################ INDEX ##################################
#####################################################################
### ANYONE ADDING WONDERS: Keep this updated, please!
###
### Template:
###
###		wonder_example_name = {
###		    picture = GFX_something
###			model = GFX_something
###			default_picture_stage = 3
###			allow_construction = yes
###			is_in_water = no
###			allow_coastal = no
###			show_model = yes
###			background_overrides = {
###				jungle = fields
###				forest = jungle
###			}
###			potential = {
###			}
###			active = {
###			}
###			available_upgrades = {
###			}
###			flags = {
###			}
###			stage = {
###				allow = {
###
###				}
###				build_time = 600
###				restore_time = 90
###				loot_time = 10
###				gold_cost_flat = 1000
###				gold_cost_ticking = 2
###				restore_cost_flat = 427
###				restore_cost_ticking = 3
###				upgrade_slots = {
###
###				}
###				local_modifier = {
###
###				}
###				owner_modifier = {
###
###				}
###			}
###		}
###


# (Note: Names are reference points, but likely displayed differently in game)
# Scopes: ROOT is the character, FROMFROM the wonder and FROMFROMFROM the province.

################### Available Wonders #############################

#### 1. TEMPLES
# 1A. Cathedral	................... wonder_cathedral
# 1B. Great Mosque ................	wonder_mosque
# 1C. Great Synagogue ............. wonder_synagogue
# 1D. Great (Pagan) Temple ........	wonder_temple_pagan
# 1E. Great Buddhist Temple ....... wonder_temple_buddhist
# 1F. Great Hindu Temple .......... wonder_temple_hindu

#### 2. STATUES
# 2A. Ruler Statue ................	wonder_statue_ruler
# 2B. Statue of your horse ........	wonder_statue_horse

#### 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

#### 4. CULTURE/RECREATION
# 4A. Grand Amphitheater ..........	wonder_amphitheater
# 4B. Royal Palace ................	wonder_palace
# 4C. Magnificent Gardens .........	wonder_garden

#### 5. LEARNING
# 5A. Grand University ............	wonder_university
# 5B. Grand Library................ wonder_library

#### 6. RELIGIOUS (MISC)
# 6A. Grand Mausoleum .............	wonder_mausoleum
# 6B. Pyramid .....................	wonder_pyramid
# 6C. Stonehenge ..................	wonder_pagan_stones
# 6D. Aztec Pyramid ...............	wonder_aztec_pyramid


################# Historical/Pre-existing Wonders #################

# A1. Pyramid of Giza .............	wonder_pyramid_giza
# A2. Stonehenge ..................	wonder_pagan_stones_stonehenge
# A3. Mausoleum of Halicarnassus ..	wonder_mausoleum_halicarnassus
# A4. Lighthouse of Alexandria ....	wonder_lighthouse_alexandria
# A5. Wonder Temple Hindu Konark ..	wonder_temple_hindu_konark
# A6. Apostolic Palace ............	wonder_apostolic_palace
# A7. House of Wisdom .............	wonder_house_of_wisdom
# A8. Petra .......................	wonder_underground_city_petra
# A9. Hagia Sophia ................ wonder_cathedral_hagia_sophia
# A10.Notre Dame .................. wonder_cathedral_notre_dame

###################################################################

wonder_mage_tower = {
	picture = GFX_wonder_strip_buddhist_temple
	potential = {
		ROOT = {
			OR = {
				trait = wizard
				trait = sorcerer
			}
		}
	}
	active = {
		ROOT = {
			OR = {
				trait = wizard
				trait = sorcerer
				trait = apprentice_wizard
				trait = apprentice_sorcerer
				trait = deity
			}
		}
	}
	flags = {
		inspires_learning
		is_destructible
		cost_high
		gives_artifact
		gives_artifact_book
	}
	available_upgrades = {
		# UNIQUE:
		upgrade_collection_drama
		upgrade_collection_architecture
		upgrade_collection_math
		upgrade_collection_history
		upgrade_collection_science
		upgrade_keeper_of_tomes
		
		upgrade_treasure_chamber
		upgrade_giant_banners
		
		upgrade_fountain_of_youth
		upgrade_hidden_burial

		upgrade_hidden_passageways
		upgrade_trap_door
		upgrade_traps
		upgrade_hidden_room
		
		# RELIGIOUS:
		upgrade_gargoyles
		upgrade_catacombs
		
		upgrade_inner_sanctuary
		upgrade_sacred_grove
		
		upgrade_relic_stupa
		upgrade_object_stupa

		# OTHER:
		upgrade_roads
		upgrade_tower
		upgrade_spikes
		upgrade_hypocausts
		upgrade_heating_pipes
		upgrade_road_tolls
		upgrade_retinue
	}
	stage = {
		allow = {
		}
		build_time = 350
		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 = {
			culture_techpoints = 0.05
		}
		owner_modifier = {
			monthly_character_prestige = 0.1
			wizard_opinion = 5
			sorcerer_opinion = 5
		}
	}
	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 = {
			culture_techpoints = 0.05
		}
		owner_modifier = {
			monthly_character_prestige = 0.1
			wizard_opinion = 5
			sorcerer_opinion = 5
		}
	}
	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 = {
			culture_techpoints = 0.05
		}
		owner_modifier = {
			monthly_character_prestige = 0.1
			wizard_opinion = 5
			sorcerer_opinion = 5
		}
	}
	stage = {
		allow = {
			FROMFROMFROM = { 
				TECH_MAGIC_CONSTRUCTION = 4
			}
		}
		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 = {
			culture_techpoints = 0.05
			military_techpoints = 0.02
			economy_techpoints = 0.02
		}
		owner_modifier = {
			monthly_character_prestige = 0.1
			learning = 2
		}
	}
}

wonder_fortress_camelot = {
	picture = GFX_wonder_strip_grandfortress
	allow_construction = no
	background_overrides = {
		hills = fields
		mountain = forest
	}
	potential = {
	}
	active = {
		custom_tooltip = {
			text = wonder_fortress_camelot_tooltip
			hidden_tooltip = { has_global_flag = camelot_discovered }
		}
		ROOT = {
			OR = {
				any_demesne_title = { title = e_britannia }
				any_demesne_title = { title = k_britain }
			}
		}
	}
	flags = {
		is_historical
		defensive
		is_destructible
		cost_low
	}
	available_upgrades = {
		# UNIQUE:
		upgrade_armory
		upgrade_watch_tower
		upgrade_vault
		upgrade_moat_pit
		upgrade_moat_spike
		upgrade_moat_water
		upgrade_hidden_passageways
		upgrade_garden_inner
		
		upgrade_throne_fancy
		upgrade_trap_door
		upgrade_royal_bedchamber
		upgrade_golden_throne
		upgrade_automata_throne

		upgrade_brewery
		upgrade_historical_mural
		upgrade_dueling_room
		upgrade_dungeon

		# OTHER:
		upgrade_roads
		upgrade_watchtower_network
		upgrade_hypocausts
		upgrade_heating_pipes
		upgrade_retinue
		upgrade_road_tolls
		upgrade_tavern
	}
	stage = {
		allow = {
		}
		build_time = 300
		gold_cost_flat = 3000
		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
			retinuesize = 250
			garrison_size = 0.1
			supply_limit = 0.2
			local_tax_modifier = 0.05
		}
		owner_modifier = {
			monthly_character_prestige = 0.1
			court_size_modifier = 5
		}
	}
	stage = {
		allow = {
		}
		build_time = 300
		gold_cost_flat = 3000
		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
			retinuesize = 250
			garrison_size = 0.1
			supply_limit = 0.4
		}
		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 = {
			fort_level = 0.5
			siege_defence = 0.1
			retinuesize = 250
			garrison_size = 0.2
			supply_limit = 0.4
			local_tax_modifier = 0.05
		}
		owner_modifier = {
			monthly_character_prestige = 0.1
			court_size_modifier = 5
		}
	}
	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 = 4
		local_modifier = {
			fort_level = 1
			siege_defence = 0.1
			retinuesize = 250
			retinuesize_perc = 0.2
			garrison_size = 0.2
		}
		owner_modifier = {
			monthly_character_prestige = 0.2
		}
	}
}