Salt Mines & Things
This mod works with games that are already in progress as well as new game starts.
I created a decision that is not visible to anyone but the AI. The AI will trigger the decision that places the Salt Mines within 1 – 10 days game time. Just run the game clock and check the provinces after the 1 – 10 days and you will see a special slot in them that will allow the building of a special salt mine.
Added Salt Mines to select provinces. They are tiered similarly to Copper Mines with a few added bonuses. Salt Mines can only be built if you have the Feudal or Clan government. If somehow the county is a Republic the holder(AI) will probably build the mines because I set the AI level to 100.
Also made the Hagia Sofia(level 1) in Byzantion stay enabled as long as your are of a Christian religion. So if you are Catholic for example, you can take over the Byzantine Empire or take over Byzantion and still receive the bonuses the Hagia Sofia grants. I tweaked the bonuses slightly as well.
Changed the way Greenhouses are able to be built. Instead of a random event possibility after you gain the lunatic trait now all you need to have is the Genius, Lunatic, Hashishiyah or Miracle Worker trait (basically to build the greenhouse you must be a Genius, Crazy, High or have access to hidden knowledge) and your culture must have the Windmill innovation in order to build the Greenhouse. As well as those requirements, you can only build the Greenhouse in the counties capital holding. As long as you have either of those traits and your culture has the windmill innovation and you either have an available slot or make a slot available by destroying one of your buildings occupying a slot you will be able to build the Greenhouse.
