 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.
 
 # forts do not have any buildings - for modding purposes only

fort = {
	
	# All cultural buildings follow the same pattern:
	# tech required is 0, 1, 2, 4 for the levels of the buildings
	# cost is 200 + 100 per level
	# 60 maintenance of troops + 20 per level
	# + 0.15 bonus in either offensive, defensive or morale sometimes split over different units or stats same on all levels
	
	# Culture building names MUST start with ca_culture

	#Training grounds, gives morale and reinforce rate

occupation_fort = {
	desc = occupation_fort_desc
	trigger = {
			#OR = {
			#	owner = { any_realm_province = { owner = { character = ROOT } } }
			#}
		}
		gold_cost = 0.5
		build_time = 1
		garrison_size = 0.20
		ai_creation_factor = 100
		not_if_x_exists = { border_fort garrison_fort camp_fort }
	}	
fort_keep_o_1 = {
		desc = fort_keep_1_desc
		gold_cost = 150
		build_time = 547 #1.5y
		garrison_size = 0.05
		ai_creation_factor = 102
		potential = { fort_has_building = occupation_fort }
	}
fort_keep_o_2 = {
		desc = fort_keep_1_desc
		prerequisites = { fort_wall_o_1 }
		upgrades_from = fort_keep_o_1
		gold_cost = 200
		build_time = 730 #2y
		garrison_size = 0.1
		ai_creation_factor = 101
		potential = { fort_has_building = occupation_fort }
	}
fort_keep_o_3 = {
		desc = fort_keep_1_desc
		prerequisites = { fort_wall_o_2 }
		upgrades_from = fort_keep_o_2
		gold_cost = 300
		build_time = 1095 #3y
		garrison_size = 0.15
		ai_creation_factor = 100
		potential = { fort_has_building = occupation_fort }
	}
fort_keep_o_4 = {	
		desc = fort_keep_1_desc
		upgrades_from = fort_keep_o_3
		gold_cost = 400
		build_time = 1460 #4y
		garrison_size = 0.2
		ai_creation_factor = 99
		potential = { fort_has_building = occupation_fort }
	}

fort_wall_o_1 = {
		desc = fort_wall_1_desc
		gold_cost = 50
		build_time = 365
		fort_level = 0.5
		ai_creation_factor = 90
		potential = { fort_has_building = occupation_fort }
	}
fort_wall_o_2 = {
		desc = fort_wall_2_desc
		upgrades_from = fort_wall_o_1
		prerequisites = { fort_keep_o_1 }

		gold_cost = 50
		build_time = 547 #1.5y
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 89
		potential = { fort_has_building = occupation_fort }
	}
fort_wall_o_3 = {
		desc = fort_wall_3_desc
		upgrades_from = fort_wall_o_2
		prerequisites = { fort_keep_o_2 }
		gold_cost = 100
		build_time = 730 #2y
		fort_level = 1.0
		garrison_size = = 0.05
		ai_creation_factor = 88
		potential = { fort_has_building = occupation_fort }
	}
fort_wall_o_4 = {
		desc = fort_wall_4_desc
		upgrades_from = fort_wall_o_3
		gold_cost = 150
		build_time = 1095 #3y
		fort_level = 1.0
		garrison_size = = 0.05
		ai_creation_factor = 87
		potential = { fort_has_building = occupation_fort }
	}
scout_quarters_o_1 = {
		desc = fort_scout_1_desc
		gold_cost = 150
		build_time = 183
		local_movement_speed = 0.10
		light_cavalry = 25
		garrison_size = 0.02
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = occupation_fort }
	}
fort_training_grounds_o_1 = {
		desc = fort_training_grounds_1_desc
		prerequisites = { fort_barracks_o_1 }
		gold_cost = 200
		build_time = 730
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 89
		potential = { fort_has_building = occupation_fort }
	}
fort_training_grounds_o_2 = {
		desc = fort_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = fort_training_grounds_o_1
		gold_cost = 250
		build_time = 1095
		land_morale = 0.15
		levy_reinforce_rate = 0.15
		ai_creation_factor = 88
		potential = { fort_has_building = occupation_fort }
	}
fort_training_grounds_o_3 = {
		desc = fort_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = fort_training_grounds_o_2
		gold_cost = 300
		build_time = 2190
		land_morale = 0.2
		levy_reinforce_rate = 0.2
		ai_creation_factor = 88
		potential = { fort_has_building = occupation_fort }
	}
fort_barracks_o_1 = {
		desc = fort_barracks_1_desc
		gold_cost = 100
		build_time = 365
		garrison_size = 0.07
		pikemen = 15
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
fort_barracks_o_2 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_o_1 }
		upgrades_from = fort_barracks_o_1
		gold_cost = 120
		build_time = 547
		garrison_size = 0.09
		pikemen = 15
		ai_creation_factor = 104
		potential = { fort_has_building = occupation_fort }
	}
fort_barracks_o_3 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_o_2 }
		upgrades_from = fort_barracks_o_2
		gold_cost = 200
		build_time = 730
		garrison_size = 0.11
		pikemen = 20
		ai_creation_factor = 103
		potential = { fort_has_building = occupation_fort }
	}
fort_barracks_o_4 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		upgrades_from = fort_barracks_o_3
		gold_cost = 300
		build_time = 1095
		garrison_size = 0.13
		pikemen = 25
		ai_creation_factor = 102
		potential = { fort_has_building = occupation_fort }
	}
fort_barracks_o_5 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		upgrades_from = fort_barracks_o_4
		gold_cost = 400
		build_time = 2190
		garrison_size = 0.15
		pikemen = 25
		ai_creation_factor = 101
		potential = { fort_has_building = occupation_fort }
	}
fort_stable_o_1 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 100
		build_time = 365
		garrison_size = 0.02
		light_cavalry = 35
		ai_creation_factor = 89
		potential = { fort_has_building = occupation_fort }	
	}
fort_stable_o_2 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_o_1 }
		upgrades_from = fort_stable_o_1
		gold_cost = 120
		build_time = 547
		garrison_size = 0.03
		light_cavalry = 45
		ai_creation_factor = 88
		potential = { fort_has_building = occupation_fort }
	}
fort_stable_o_3 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { fort_wall_o_2 }
		upgrades_from = fort_stable_o_2
		gold_cost = 200
		build_time = 730
		garrison_size = 0.04
		light_cavalry = 55
		ai_creation_factor = 87
		potential = { fort_has_building = occupation_fort }
	}	
fort_chapel_o_1 = {
		desc = fort_chapel_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 547
		garrison_size = 0.04
		ai_creation_factor = 96
		liege_piety = 0.05
		potential = { fort_has_building = occupation_fort }
	}
fort_chapel_o_2 = {
		desc = fort_chapel_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_o_1 }
		upgrades_from = fort_chapel_o_1
		gold_cost = 200
		build_time = 730
		land_morale = 0.03
		garrison_size = 0.7
		ai_creation_factor = 95
		liege_piety = 0.05
		potential = { fort_has_building = occupation_fort }
	}	
infirmary_building_o_1 = {
		potential = {
			has_dlc = "Reapers"
		}
		desc = infirmary_building_1_desc
		gold_cost = 250
		build_time = 360
		levy_reinforce_rate = 0.17
		ai_creation_factor = 5
		disease_defence = 0.05
		potential = { fort_has_building = occupation_fort }
	}	
	
fort_arsenal_o_1 = {
		desc = fort_arsenal_desc
		gold_cost = 100
		build_time = 547
		land_morale = 0.1
		garrison_size = 0.05
		levy_reinforce_rate = 0.1
		ai_creation_factor = 98
		potential = { fort_has_building = occupation_fort }
	}
	
fort_arsenal_o_2 = {
		desc = fort_arsenal_desc
		upgrades_from = fort_arsenal_o_1
		gold_cost = 150
		build_time = 730
		land_morale = 0.1
		garrison_size = 0.08
		levy_reinforce_rate = 0.1
		ai_creation_factor = 97
		potential = { fort_has_building = occupation_fort }
	}
	
fort_arsenal_o_3 = {
		desc = fort_arsenal_desc_egg
		upgrades_from = fort_arsenal_o_2
		gold_cost = 170
		build_time = 1095
		land_morale = 0.1
		garrison_size = 0.10
		levy_reinforce_rate = 0.1
		ai_creation_factor = 96
		potential = { fort_has_building = occupation_fort }
	}

fort_arsenal_o_4 = {
		desc = fort_arsenal_desc
		trigger = { TECH_RECRUITMENT = 0 }
		upgrades_from = fort_arsenal_o_3
		gold_cost = 300
		build_time = 1460
		land_morale = 0.1
		garrison_size = 0.15
		levy_reinforce_rate = 0.1
		ai_creation_factor = 95
		potential = { fort_has_building = occupation_fort }
	}
	
moat_o_1 = {
		desc = moat_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 80
		potential = { fort_has_building = occupation_fort }
	}
gate_o_1 = {
		desc = gate_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_o_1 }
		gold_cost = 75
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 79
		potential = { fort_has_building = occupation_fort }
	}
gate_o_2 = {
		desc = gate_desc_2
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		upgrades_from = gate_o_1
		prerequisites = { fort_wall_o_3 }
		gold_cost = 130
		build_time = 197
		fort_level = 0.5
		ai_creation_factor = 79
		potential = { fort_has_building = occupation_fort }
	}	
arrow_o_1 = {
		desc = arrow_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_o_2 }
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 78
		potential = { fort_has_building = occupation_fort }
	}	
arrow_o_2 = {
		desc = arrow_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		prerequisites = { fort_wall_o_3 }
		upgrades_from = arrow_o_1
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 78
		potential = { fort_has_building = occupation_fort }
	}	
fort_road_o_1 = {
		desc = fort_road_1_desc
		gold_cost = 75
		build_time = 50
		local_movement_speed = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = occupation_fort }
	}	
fort_road_o_2 = {
		desc = fort_road_2_desc
		trigger = { TECH_CONSTRUCTION = 1 }
		trigger = { TECH_TRADE_PRACTICES = 1 }
		upgrades_from = fort_road_o_1
		gold_cost = 165
		build_time = 220
		local_movement_speed = 0.16
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = occupation_fort }
	}	
fort_road_o_3 = {
		desc = fort_road_3_desc
		upgrades_from = fort_road_o_2
		gold_cost = 184
		build_time = 345
		local_movement_speed = 0.30
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = occupation_fort }
	}
fort_food_o_1 = {
		desc = fort_food_desc
		trigger = { TECH_RECRUITMENT = 1 }
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = occupation_fort }
	}	
fort_food_o_2 = {
		desc = fort_food_desc
		trigger = { TECH_RECRUITMENT = 2 }
		upgrades_from = fort_food_o_1
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = occupation_fort }
	}	
fort_food_o_3 = {
		desc = fort_food_desc
		upgrades_from = fort_food_o_2
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = occupation_fort }
	}
fort_hills_o_1 = {
		desc = fort_hills_desc
		gold_cost = 300
		build_time = 310
		ai_creation_factor = 150

		garrison_size = 0.15
		fort_level = 0.5

		potential = { terrain = hills }
		potential = { fort_has_building = occupation_fort }
	}
fort_hills_o_2 = {
		desc = fort_hills_desc
		upgrades_from = fort_hills_o_1
		gold_cost = 223
		build_time = 315
		ai_creation_factor = 150

		garrison_size = 0.20
		fort_level = 1

		potential = { terrain = hills }
		potential = { fort_has_building = occupation_fort }
	}
fort_hills_o_3 = {
		desc = fort_hills_desc
		upgrades_from = fort_hills_o_2
		gold_cost = 230
		build_time = 466
		ai_creation_factor = 150

		garrison_size = 0.25
		fort_level = 1.5

		potential = { terrain = hills }
		potential = { fort_has_building = occupation_fort }
	}	

fort_farm_o_1 = {
		desc = fort_farm_desc
		gold_cost = 422
		build_time = 703
		ai_creation_factor = 150
		
		supply_limit = 40
		global_supply_limit = 0.25
		days_of_supply = 2

		potential = { terrain = farmlands }
		potential = { fort_has_building = occupation_fort }
	}
fort_farm_o_2 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_o_1
		gold_cost = 222
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 60
		global_supply_limit = 0.36
		days_of_supply = 5

		potential = { terrain = farmlands }
		potential = { fort_has_building = occupation_fort }
	}	
fort_farm_o_3 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_o_2
		gold_cost = 223
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 80
		global_supply_limit = 0.40
		days_of_supply = 7

		potential = { terrain = farmlands }
		potential = { fort_has_building = occupation_fort }
	}
fort_farm_o_4 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_o_3
		gold_cost = 224
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 100
		global_supply_limit = 0.55
		days_of_supply = 9

		potential = { terrain = farmlands }
		potential = { fort_has_building = occupation_fort }
	}
	
fort_mountain_o_1 = {
		desc = fort_mountain_desc
		gold_cost = 500
		build_time = 635
		ai_creation_factor = 150

		garrison_size = 0.15
		fort_level = 1.5
		bottleneck_chance = 75
		siege_defence = 0.10

		potential = { terrain = mountain }
		potential = { fort_has_building = occupation_fort }
	}
fort_mountain_o_2 = {
		desc = fort_mountain_desc
		upgrades_from = fort_mountain_o_1
		gold_cost = 230
		build_time = 396
		ai_creation_factor = 150

		garrison_size = 0.20
		fort_level = 0.5
		bottleneck_chance = 75
		siege_defence = 0.15

		potential = { terrain = mountain }
		potential = { fort_has_building = occupation_fort }
	}	
	
fort_forested_o_1 = {
		desc = fort_forested_desc
		gold_cost = 165
		build_time = 236
		ai_creation_factor = 150
		not_if_x_exists = { fort_deforested_o_1 }
		
		supply_limit = 3
		local_movement_speed = 0.05

		potential = { terrain = forest }
		potential = { fort_has_building = occupation_fort }
	}	
	
fort_fur_lodge_o_1 = {
		desc = fort_fur_lodge_desc
		gold_cost = 135
		build_time = 165
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_o_1 }
		
		tax_income = 1
		
		potential = { terrain = forest }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_forested_o_1 }
	}
fort_fur_lodge_o_2 = {
		desc = fort_fur_lodge_desc
		upgrades_from = fort_fur_lodge_o_1
		gold_cost = 135
		build_time = 178
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_o_1 }
		
		tax_income = 1.5
		
		potential = { terrain = forest }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_forested_o_1 }
	}
fort_fur_lodge_o_3 = {
		desc = fort_fur_lodge_desc
		upgrades_from = fort_fur_lodge_o_2
		gold_cost = 135
		build_time = 198
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_o_1 }
		
		tax_income = 2
		
		potential = { terrain = forest }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_forested_o_1 }
	}
	
fort_meat_lodge_o_1 = {
		desc = fort_meat_lodge_desc
		gold_cost = 135
		build_time = 185
		ai_creation_factor = 150
		not_if_x_exists = { fort_fur_lodge_o_1 }
		
		supply_limit = 7
		global_supply_limit = 15

		potential = { terrain = forest }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_forested_o_1 }
	}
fort_meat_lodge_o_2 = {
		desc = fort_meat_lodge_desc
		upgrades_from = fort_meat_lodge_o_1
		gold_cost = 135
		build_time = 200
		ai_creation_factor = 150
		not_if_x_exists = { fort_fur_lodge_o_1 }
		
		supply_limit = 16
		global_supply_limit = 32

		potential = { terrain = forest }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_forested_o_1 }
	}	
	
fort_deforested_o_1 = {
		desc = fort_deforested_desc
		gold_cost = 135
		build_time = 1
		ai_creation_factor = 150
		not_if_x_exists = { fort_forested_o_1 }
		
		local_movement_speed = 0.22

		potential = { terrain = forest }
		potential = { fort_has_building = occupation_fort }
	}	
	
fort_jungle_o_1 = {
		desc = fort_jungle_desc
		gold_cost = 136
		build_time = 466
		ai_creation_factor = 150

		supply_limit = 3
		local_movement_speed = 0.05

		potential = { terrain = jungle }
		potential = { fort_has_building = occupation_fort }
	}	
	
fort_jungle_meat_o_1 = {
		desc = fort_jungle_meat_desc
		gold_cost = 135
		build_time = 430
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_o_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_jungle_o_1 }
	}
fort_jungle_meat_o_2 = {
		desc = fort_jungle_meat_desc
		upgrades_from = fort_jungle_meat_o_1
		gold_cost = 153
		build_time = 466
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_o_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_jungle_o_1 }
	}
fort_jungle_meat_o_3 = {
		desc = fort_jungle_meat_desc
		upgrades_from = fort_jungle_meat_o_2
		gold_cost = 170
		build_time = 488
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_o_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_jungle_o_1 }
	}	

fort_jungle_fur_o_1 = {
		desc = fort_jungle_fur_desc
		gold_cost = 135
		build_time = 466
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_o_1 }

		tax_income = 4

		potential = { terrain = jungle }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_jungle_o_1 }
	}	
fort_jungle_fur_o_2 = {
		desc = fort_jungle_fur_desc
		upgrades_from = fort_jungle_fur_o_1
		gold_cost = 165
		build_time = 470
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_o_1 }

		tax_income = 4.5

		potential = { terrain = jungle }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_jungle_o_1 }
	}
fort_jungle_fur_o_3 = {
		desc = fort_jungle_fur_desc
		upgrades_from = fort_jungle_fur_o_2
		gold_cost = 170
		build_time = 490
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_o_1 }

		tax_income = 5

		potential = { terrain = jungle }
		potential = { fort_has_building = occupation_fort }
		potential = { fort_has_building = fort_jungle_o_1 }
	}
	
fort_desert_o_1 = {
		desc = fort_desert_desc
		gold_cost = 170
		build_time = 500
		ai_creation_factor = 150
		
		siege_defence = 0.13
		days_of_supply = 3

		potential = { terrain = desert }
		potential = { fort_has_building = occupation_fort }
	}
fort_desert_o_2 = {
		desc = fort_desert_desc
		upgrades_from = fort_desert_o_1
		gold_cost = 175
		build_time = 550
		ai_creation_factor = 150
		
		siege_defence = 0.15
		days_of_supply = 7

		potential = { terrain = desert }
		potential = { fort_has_building = occupation_fort }
	}	
	
fort_big_river_o_1 = {
		desc = fort_river_desc
		gold_cost = 450
		build_time = 725
		ai_creation_factor = 150
		
		siege_defence = 0.10
		local_movement_speed = 0.22
		
		potential = { borders_major_river = yes }
		potential = { fort_has_building = occupation_fort }
	}	
border_fort = {
		desc = fort_keep_1_desc
		gold_cost = 0.5
		build_time = 1
		garrison_size = 0.20
		ai_creation_factor = 100
		not_if_x_exists = { occupation_fort garrison_fort camp_fort }
	}
fort_keep_b_1 = {
		desc = fort_keep_1_desc
		gold_cost = 150
		build_time = 547 #1.5y
		levy_size = 0.05
		garrison_size = 0.05
		ai_creation_factor = 102
		potential = { fort_has_building = border_fort }
	}
fort_keep_b_2 = {
		desc = fort_keep_1_desc
		prerequisites = { fort_wall_b_1 }
		upgrades_from = fort_keep_b_1
		gold_cost = 200
		build_time = 730 #2y
		levy_size = 0.1
		garrison_size = 0.1
		ai_creation_factor = 101
		potential = { fort_has_building = border_fort }
	}
fort_keep_b_3 = {
		desc = fort_keep_1_desc
		prerequisites = { fort_wall_b_2 }
		upgrades_from = fort_keep_b_2
		gold_cost = 300
		build_time = 1095 #3y
		levy_size = 0.15
		garrison_size = 0.15
		ai_creation_factor = 100
		potential = { fort_has_building = border_fort }
	}
fort_keep_b_4 = {	
		desc = fort_keep_1_desc
		upgrades_from = fort_keep_b_3
		gold_cost = 400
		build_time = 1460 #4y
		levy_size = 0.2
		garrison_size = 0.2
		ai_creation_factor = 99
		potential = { fort_has_building = border_fort }
	}

fort_wall_b_1 = {
		desc = fort_wall_1_desc
		gold_cost = 50
		build_time = 365
		fort_level = 0.5
		ai_creation_factor = 90
		potential = { fort_has_building = border_fort }
	}
fort_wall_b_2 = {
		desc = fort_wall_2_desc
		upgrades_from = fort_wall_b_1
		prerequisites = { fort_keep_b_1 }

		gold_cost = 50
		build_time = 547 #1.5y
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 89
		potential = { fort_has_building = border_fort }
	}
fort_wall_b_3 = {
		desc = fort_wall_3_desc
		upgrades_from = fort_wall_b_2
		prerequisites = { fort_keep_b_2 }
		gold_cost = 100
		build_time = 730 #2y
		fort_level = 1.0
		garrison_size = = 0.025
		ai_creation_factor = 88
		potential = { fort_has_building = border_fort }
	}
fort_wall_b_4 = {
		desc = fort_wall_4_desc
		upgrades_from = fort_wall_b_3
		gold_cost = 150
		build_time = 1095 #3y
		fort_level = 1.0
		levy_size = 0.05
		ai_creation_factor = 87
		potential = { fort_has_building = border_fort }
	}
scout_quarters_b_1 = {
		desc = fort_scout_1_desc
		gold_cost = 150
		build_time = 183
		local_movement_speed = 0.10
		light_cavalry = 25
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = border_fort }
	}
fort_training_grounds_b_1 = {
		desc = fort_training_grounds_1_desc
		prerequisites = { fort_barracks_b_1 }
		gold_cost = 200
		build_time = 730
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 89
		potential = { fort_has_building = border_fort }
	}
fort_training_grounds_b_2 = {
		desc = fort_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = fort_training_grounds_b_1
		gold_cost = 250
		build_time = 1095
		land_morale = 0.15
		levy_reinforce_rate = 0.15
		ai_creation_factor = 88
		potential = { fort_has_building = border_fort }
	}
fort_training_grounds_b_3 = {
		desc = fort_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = fort_training_grounds_b_2
		gold_cost = 300
		build_time = 2190
		land_morale = 0.2
		levy_reinforce_rate = 0.2
		ai_creation_factor = 88
		potential = { fort_has_building = border_fort }
	}
fort_barracks_b_1 = {
		desc = fort_barracks_1_desc
		gold_cost = 100
		build_time = 365
		garrison_size = 0.07
		pikemen = 15
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
fort_barracks_b_2 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_b_1 }
		upgrades_from = fort_barracks_b_1
		gold_cost = 120
		build_time = 547
		garrison_size = 0.09
		pikemen = 15
		ai_creation_factor = 104
		potential = { fort_has_building = border_fort }
	}
fort_barracks_b_3 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_b_2 }
		upgrades_from = fort_barracks_b_2
		gold_cost = 200
		build_time = 730
		garrison_size = 0.11
		pikemen = 20
		ai_creation_factor = 103
		potential = { fort_has_building = border_fort }
	}
fort_barracks_b_4 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		upgrades_from = fort_barracks_b_3
		gold_cost = 300
		build_time = 1095
		garrison_size = 0.13
		pikemen = 25
		ai_creation_factor = 102
		potential = { fort_has_building = border_fort }
	}
fort_barracks_b_5 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		upgrades_from = fort_barracks_b_4
		gold_cost = 400
		build_time = 2190
		garrison_size = 0.15
		pikemen = 25
		ai_creation_factor = 101
		potential = { fort_has_building = border_fort }
	}
fort_stable_b_1 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 100
		build_time = 365
		garrison_size = 0.02
		light_cavalry = 35
		ai_creation_factor = 89
		potential = { fort_has_building = border_fort }
	}
fort_stable_b_2 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_b_1 }
		upgrades_from = fort_stable_b_1
		gold_cost = 120
		build_time = 547
		garrison_size = 0.03
		light_cavalry = 45
		ai_creation_factor = 88
		potential = { fort_has_building = border_fort }
	}
fort_stable_b_3 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { fort_wall_b_2 }
		upgrades_from = fort_stable_b_2
		gold_cost = 200
		build_time = 730
		garrison_size = 0.04
		light_cavalry = 55
		ai_creation_factor = 87
		potential = { fort_has_building = border_fort }
	}	
fort_chapel_b_1 = {
		desc = fort_chapel_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 547
		garrison_size = 0.04
		ai_creation_factor = 96
		liege_piety = 0.05
		potential = { fort_has_building = border_fort }
	}
fort_chapel_b_2 = {
		desc = fort_chapel_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_b_1 }
		upgrades_from = fort_chapel_b_1
		gold_cost = 200
		build_time = 730
		land_morale = 0.03
		garrison_size = 0.7
		ai_creation_factor = 95
		liege_piety = 0.05
		potential = { fort_has_building = border_fort }
	}	
infirmary_building_b_1 = {
		potential = {
			has_dlc = "Reapers"
		}
		desc = infirmary_building_1_desc
		gold_cost = 250
		build_time = 360
		levy_reinforce_rate = 0.17
		ai_creation_factor = 5
		disease_defence = 0.05
		potential = { fort_has_building = border_fort }
	}	
moat_b_1 = {
		desc = moat_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 80
		potential = { fort_has_building = border_fort }
	}
gate_b_1 = {
		desc = gate_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_b_1 }
		gold_cost = 75
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 79
		potential = { fort_has_building = border_fort }
	}
gate_b_2 = {
		desc = gate_desc_2
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		upgrades_from = gate_b_1
		prerequisites = { fort_wall_b_3 }
		gold_cost = 130
		build_time = 197
		fort_level = 0.5
		ai_creation_factor = 79
		potential = { fort_has_building = border_fort }
	}	
arrow_b_1 = {
		desc = arrow_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_b_2 }
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 78
		potential = { fort_has_building = border_fort }
	}	
arrow_b_2 = {
		desc = arrow_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		prerequisites = { fort_wall_b_3 }
		upgrades_from = arrow_b_1
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 78
		potential = { fort_has_building = border_fort }
	}	
fort_arsenal_b_1 = {
		desc = fort_arsenal_desc
		gold_cost = 100
		build_time = 547
		land_morale = 0.1
		garrison_size = 0.05
		levy_reinforce_rate = 0.1
		ai_creation_factor = 98
		potential = { fort_has_building = border_fort }
	}
	
fort_arsenal_b_2 = {
		desc = fort_arsenal_desc
		upgrades_from = fort_arsenal_b_1
		gold_cost = 150
		build_time = 730
		land_morale = 0.1
		garrison_size = 0.08
		levy_reinforce_rate = 0.1
		ai_creation_factor = 97
		potential = { fort_has_building = border_fort }
	}
	
fort_arsenal_b_3 = {
		desc = fort_arsenal_desc_egg
		upgrades_from = fort_arsenal_b_2
		gold_cost = 170
		build_time = 1095
		land_morale = 0.1
		garrison_size = 0.10
		levy_reinforce_rate = 0.1
		ai_creation_factor = 96
		potential = { fort_has_building = border_fort }
	}
	
fort_arsenal_b_4 = {
		desc = fort_arsenal_desc
		trigger = { TECH_RECRUITMENT = 0 }
		upgrades_from = fort_arsenal_b_3
		gold_cost = 300
		build_time = 1460
		land_morale = 0.1
		garrison_size = 0.15
		levy_reinforce_rate = 0.1
		ai_creation_factor = 95
		potential = { fort_has_building = border_fort }
	}
fort_road_b_1 = {
		desc = fort_road_1_desc
		gold_cost = 75
		build_time = 50
		local_movement_speed = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = border_fort }
	}	
fort_road_b_2 = {
		desc = fort_road_2_desc
		trigger = { TECH_CONSTRUCTION = 1 }
		trigger = { TECH_TRADE_PRACTICES = 1 }
		upgrades_from = fort_road_b_1
		gold_cost = 165
		build_time = 220
		local_movement_speed = 0.16
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = border_fort}
	}	
fort_road_b_3 = {
		desc = fort_road_3_desc
		upgrades_from = fort_road_b_2
		gold_cost = 184
		build_time = 345
		local_movement_speed = 0.30
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = border_fort }
	}
fort_food_b_1 = {
		desc = fort_food_desc
		trigger = { TECH_RECRUITMENT = 1 }
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = border_fort }
	}	
fort_food_b_2 = {
		desc = fort_food_desc
		trigger = { TECH_RECRUITMENT = 2 }
		upgrades_from = fort_food_b_1
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = border_fort }
	}	
fort_food_b_3 = {
		desc = fort_food_desc
		upgrades_from = fort_food_b_2
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = border_fort }
	}	
fort_hills_b_1 = {
		desc = fort_hills_desc
		gold_cost = 300
		build_time = 310
		ai_creation_factor = 150

		garrison_size = 0.15
		fort_level = 0.5

		potential = { terrain = hills }
		potential = { fort_has_building = border_fort }
	}
fort_hills_b_2 = {
		desc = fort_hills_desc
		upgrades_from = fort_hills_b_1
		gold_cost = 223
		build_time = 315
		ai_creation_factor = 150

		garrison_size = 0.20
		fort_level = 1

		potential = { terrain = hills }
		potential = { fort_has_building = border_fort }
	}
fort_hills_b_3 = {
		desc = fort_hills_desc
		upgrades_from = fort_hills_b_2
		gold_cost = 230
		build_time = 466
		ai_creation_factor = 150

		garrison_size = 0.25
		fort_level = 1.5

		potential = { terrain = hills }
		potential = { fort_has_building = border_fort }
	}	

fort_farm_b_1 = {
		desc = fort_farm_desc
		gold_cost = 422
		build_time = 703
		ai_creation_factor = 150
		
		supply_limit = 40
		global_supply_limit = 0.25
		days_of_supply = 2

		potential = { terrain = farmlands }
		potential = { fort_has_building = border_fort }
	}
fort_farm_b_2 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_b_1
		gold_cost = 222
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 60
		global_supply_limit = 0.36
		days_of_supply = 5

		potential = { terrain = farmlands }
		potential = { fort_has_building = border_fort }
	}	
fort_farm_b_3 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_b_2
		gold_cost = 223
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 80
		global_supply_limit = 0.40
		days_of_supply = 7

		potential = { terrain = farmlands }
		potential = { fort_has_building = border_fort }
	}
fort_farm_b_4 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_b_3
		gold_cost = 224
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 100
		global_supply_limit = 0.55
		days_of_supply = 9

		potential = { terrain = farmlands }
		potential = { fort_has_building = border_fort }
	}
	
fort_mountain_b_1 = {
		desc = fort_mountain_desc
		gold_cost = 500
		build_time = 635
		ai_creation_factor = 150

		garrison_size = 0.15
		fort_level = 1.5
		bottleneck_chance = 75
		siege_defence = 0.10

		potential = { terrain = mountain }
		potential = { fort_has_building = border_fort }
	}
fort_mountain_b_2 = {
		desc = fort_mountain_desc
		upgrades_from = fort_mountain_b_1
		gold_cost = 230
		build_time = 396
		ai_creation_factor = 150

		garrison_size = 0.20
		fort_level = 0.5
		bottleneck_chance = 75
		siege_defence = 0.15

		potential = { terrain = mountain }
		potential = { fort_has_building = border_fort }
	}	
	
fort_forested_b_1 = {
		desc = fort_forested_desc
		gold_cost = 165
		build_time = 236
		ai_creation_factor = 150
		not_if_x_exists = { fort_deforested_b_1 }
		
		supply_limit = 3
		local_movement_speed = 0.05

		potential = { terrain = forest }
		potential = { fort_has_building = border_fort }
	}	
	
fort_fur_lodge_b_1 = {
		desc = fort_fur_lodge_desc
		gold_cost = 135
		build_time = 165
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_b_1 }
		
		tax_income = 1
		
		potential = { terrain = forest }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_forested_b_1 }
	}
fort_fur_lodge_b_2 = {
		desc = fort_fur_lodge_desc
		upgrades_from = fort_fur_lodge_b_1
		gold_cost = 135
		build_time = 178
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_b_1 }
		
		tax_income = 1.5
		
		potential = { terrain = forest }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_forested_b_1 }
	}
fort_fur_lodge_b_3 = {
		desc = fort_fur_lodge_desc
		upgrades_from = fort_fur_lodge_b_2
		gold_cost = 135
		build_time = 198
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_b_1 }
		
		tax_income = 2
		
		potential = { terrain = forest }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_forested_b_1 }
	}
	
fort_meat_lodge_b_1 = {
		desc = fort_meat_lodge_desc
		gold_cost = 135
		build_time = 185
		ai_creation_factor = 150
		not_if_x_exists = { fort_fur_lodge_b_1 }
		
		supply_limit = 7
		global_supply_limit = 15

		potential = { terrain = forest }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_forested_b_1 }
	}
fort_meat_lodge_b_2 = {
		desc = fort_meat_lodge_desc
		upgrades_from = fort_meat_lodge_b_1
		gold_cost = 135
		build_time = 200
		ai_creation_factor = 150
		not_if_x_exists = { fort_fur_lodge_b_1 }
		
		supply_limit = 16
		global_supply_limit = 32

		potential = { terrain = forest }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_forested_b_1 }
	}	
	
fort_deforested_b_1 = {
		desc = fort_deforested_desc
		gold_cost = 135
		build_time = 1
		ai_creation_factor = 150
		not_if_x_exists = { fort_forested_b_1 }
		
		local_movement_speed = 0.22

		potential = { terrain = forest }
		potential = { fort_has_building = border_fort }
	}	
	
fort_jungle_b_1 = {
		desc = fort_jungle_desc
		gold_cost = 136
		build_time = 466
		ai_creation_factor = 150

		supply_limit = 3
		local_movement_speed = 0.05

		potential = { terrain = jungle }
		potential = { fort_has_building = border_fort }
	}	
	
fort_jungle_meat_b_1 = {
		desc = fort_jungle_meat_desc
		gold_cost = 135
		build_time = 430
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_b_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_jungle_b_1 }
	}
fort_jungle_meat_b_2 = {
		desc = fort_jungle_meat_desc
		upgrades_from = fort_jungle_meat_b_1
		gold_cost = 153
		build_time = 466
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_b_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_jungle_b_1 }
	}
fort_jungle_meat_b_3 = {
		desc = fort_jungle_meat_desc
		upgrades_from = fort_jungle_meat_b_2
		gold_cost = 170
		build_time = 488
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_b_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_jungle_b_1 }
	}	

fort_jungle_fur_b_1 = {
		desc = fort_jungle_fur_desc
		gold_cost = 135
		build_time = 466
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_b_1 }

		tax_income = 4

		potential = { terrain = jungle }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_jungle_b_1 }
	}	
fort_jungle_fur_b_2 = {
		desc = fort_jungle_fur_desc
		upgrades_from = fort_jungle_fur_b_1
		gold_cost = 165
		build_time = 470
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_b_1 }

		tax_income = 4.5

		potential = { terrain = jungle }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_jungle_b_1 }
	}
fort_jungle_fur_b_3 = {
		desc = fort_jungle_fur_desc
		upgrades_from = fort_jungle_fur_b_2
		gold_cost = 170
		build_time = 490
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_b_1 }

		tax_income = 5

		potential = { terrain = jungle }
		potential = { fort_has_building = border_fort }
		potential = { fort_has_building = fort_jungle_b_1 }
	}
	
fort_desert_b_1 = {
		desc = fort_desert_desc
		gold_cost = 170
		build_time = 500
		ai_creation_factor = 150
		
		siege_defence = 0.13
		days_of_supply = 3

		potential = { terrain = desert }
		potential = { fort_has_building = border_fort }
	}
fort_desert_b_2 = {
		desc = fort_desert_desc
		upgrades_from = fort_desert_b_1
		gold_cost = 175
		build_time = 550
		ai_creation_factor = 150
		
		siege_defence = 0.15
		days_of_supply = 7

		potential = { terrain = desert }
		potential = { fort_has_building = border_fort }
	}	
	
fort_big_river_b_1 = {
		desc = fort_river_desc
		gold_cost = 450
		build_time = 725
		ai_creation_factor = 150
		
		siege_defence = 0.10
		local_movement_speed = 0.22
		
		potential = { borders_major_river = yes }
		potential = { fort_has_building = border_fort }
	}
camp_fort = { 
	desc = fort_keep_1_desc
		gold_cost = 0.5
		build_time = 1
		garrison_size = 0.20
		ai_creation_factor = 70
		not_if_x_exists = { border_fort garrison_fort occupation_fort }
	}
fort_keep_c_1 = {
		desc = fort_keep_1_desc
		gold_cost = 150
		build_time = 547 #1.5y
		levy_size = 0.05
		garrison_size = 0.05
		ai_creation_factor = 102
		potential = { fort_has_building = camp_fort }
	}
fort_keep_c_2 = {
		desc = fort_keep_1_desc
		prerequisites = { fort_wall_c_1 }
		upgrades_from = fort_keep_c_1
		gold_cost = 200
		build_time = 730 #2y
		levy_size = 0.1
		garrison_size = 0.1
		ai_creation_factor = 101
		potential = { fort_has_building = camp_fort }
	}
fort_keep_c_3 = {
		desc = fort_keep_1_desc
		prerequisites = { fort_wall_c_2 }
		upgrades_from = fort_keep_c_2
		gold_cost = 300
		build_time = 1095 #3y
		levy_size = 0.15
		garrison_size = 0.15
		ai_creation_factor = 100
		potential = { fort_has_building = camp_fort }
	}
fort_keep_c_4 = {	
		desc = fort_keep_1_desc
		upgrades_from = fort_keep_c_3
		gold_cost = 400
		build_time = 1460 #4y
		levy_size = 0.2
		garrison_size = 0.2
		ai_creation_factor = 99
		potential = { fort_has_building = camp_fort }
	}

fort_wall_c_1 = {
		desc = fort_wall_1_desc
		gold_cost = 50
		build_time = 365
		fort_level = 0.5
		ai_creation_factor = 90
		potential = { fort_has_building = camp_fort }
	}
fort_wall_c_2 = {
		desc = fort_wall_2_desc
		upgrades_from = fort_wall_c_1
		prerequisites = { fort_keep_c_1 }
		gold_cost = 50
		build_time = 547 #1.5y
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 89
		potential = { fort_has_building = camp_fort }
	}
fort_wall_c_3 = {
		desc = fort_wall_3_desc
		upgrades_from = fort_wall_c_2
		prerequisites = { fort_keep_c_2 }
		gold_cost = 100
		build_time = 730 #2y
		fort_level = 1.0
		garrison_size = = 0.025
		ai_creation_factor = 88
		potential = { fort_has_building = camp_fort }
	}
fort_wall_c_4 = {
		desc = fort_wall_4_desc
		upgrades_from = fort_wall_c_3
		gold_cost = 150
		build_time = 1095 #3y
		fort_level = 1.0
		levy_size = 0.05
		ai_creation_factor = 87
		potential = { fort_has_building = camp_fort }
	}
scout_quarters_c_1 = {
		desc = fort_scout_1_desc
		gold_cost = 150
		build_time = 183
		local_movement_speed = 0.10
		light_cavalry = 25
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = camp_fort }
	}
fort_training_grounds_c_1 = {
		desc = fort_training_grounds_1_desc
		prerequisites = { fort_barracks_c_1 }
		gold_cost = 200
		build_time = 730
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 89
		potential = { fort_has_building = camp_fort }
	}
fort_training_grounds_c_2 = {
		desc = fort_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = fort_training_grounds_c_1
		gold_cost = 250
		build_time = 1095
		land_morale = 0.15
		levy_reinforce_rate = 0.15
		ai_creation_factor = 88
		potential = { fort_has_building = camp_fort }
	}
fort_training_grounds_c_3 = {
		desc = fort_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = fort_training_grounds_c_2
		gold_cost = 300
		build_time = 2190
		land_morale = 0.2
		levy_reinforce_rate = 0.2
		ai_creation_factor = 88
		potential = { fort_has_building = camp_fort }
	}
fort_barracks_c_1 = {
		desc = fort_barracks_1_desc
		gold_cost = 100
		build_time = 365
		garrison_size = 0.07
		pikemen = 15
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
fort_barracks_c_2 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_c_1 }
		upgrades_from = fort_barracks_c_1
		gold_cost = 120
		build_time = 547
		garrison_size = 0.09
		pikemen = 15
		ai_creation_factor = 104
		potential = { fort_has_building = camp_fort }
	}
fort_barracks_c_3 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_c_2 }
		upgrades_from = fort_barracks_c_2
		gold_cost = 200
		build_time = 730
		garrison_size = 0.11
		pikemen = 20
		ai_creation_factor = 103
		potential = { fort_has_building = camp_fort }
	}
fort_barracks_c_4 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		upgrades_from = fort_barracks_c_3
		gold_cost = 300
		build_time = 1095
		garrison_size = 0.13
		pikemen = 25
		ai_creation_factor = 102
		potential = { fort_has_building = camp_fort }
	}
fort_barracks_c_5 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		upgrades_from = fort_barracks_c_4
		gold_cost = 400
		build_time = 2190
		garrison_size = 0.15
		pikemen = 25
		ai_creation_factor = 101
		potential = { fort_has_building = camp_fort }
	}
fort_stable_c_1 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 100
		build_time = 365
		garrison_size = 0.02
		light_cavalry = 35
		ai_creation_factor = 89
		potential = { fort_has_building = camp_fort }
	}
fort_stable_c_2 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_c_1 }
		upgrades_from = fort_stable_c_1
		gold_cost = 120
		build_time = 547
		garrison_size = 0.03
		light_cavalry = 45
		ai_creation_factor = 88
		potential = { fort_has_building = camp_fort }
	}
fort_stable_c_3 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { fort_wall_c_2 }
		upgrades_from = fort_stable_c_2
		gold_cost = 200
		build_time = 730
		garrison_size = 0.04
		light_cavalry = 55
		ai_creation_factor = 87
		potential = { fort_has_building = camp_fort }
	}	
fort_chapel_c_1 = {
		desc = fort_chapel_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 547
		garrison_size = 0.04
		ai_creation_factor = 96
		liege_piety = 0.05
		potential = { fort_has_building = camp_fort }
	}
fort_chapel_c_2 = {
		desc = fort_chapel_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_c_1 }
		upgrades_from = fort_chapel_c_1
		gold_cost = 200
		build_time = 730
		land_morale = 0.03
		garrison_size = 0.7
		ai_creation_factor = 95
		liege_piety = 0.05
		potential = { fort_has_building = camp_fort }
	}	
infirmary_building_c_1 = {
		potential = {
			has_dlc = "Reapers"
		}
		desc = infirmary_building_1_desc
		gold_cost = 250
		build_time = 360
		levy_reinforce_rate = 0.17
		ai_creation_factor = 5
		disease_defence = 0.05
		potential = { fort_has_building = camp_fort }
	}	
moat_c_1 = {
		desc = moat_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 80
		potential = { fort_has_building = camp_fort }
	}
gate_c_1 = {
		desc = gate_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_c_1 }
		gold_cost = 75
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 79
		potential = { fort_has_building = camp_fort }
	}
gate_c_2 = {
		desc = gate_desc_2
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		upgrades_from = gate_c_1
		prerequisites = { fort_wall_c_3 }
		gold_cost = 130
		build_time = 197
		fort_level = 0.5
		ai_creation_factor = 79
		potential = { fort_has_building = camp_fort }
	}	
arrow_c_1 = {
		desc = arrow_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_c_2 }
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 78
		potential = { fort_has_building = camp_fort }
	}	
arrow_c_2 = {
		desc = arrow_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		prerequisites = { fort_wall_c_3 }
		upgrades_from = arrow_c_1
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 78
		potential = { fort_has_building = camp_fort }
	}	
fort_arsenal_c_1 = {
		desc = fort_arsenal_desc
		gold_cost = 100
		build_time = 547
		land_morale = 0.1
		garrison_size = 0.05
		levy_reinforce_rate = 0.1
		ai_creation_factor = 98
		potential = { fort_has_building = camp_fort }
	}	
fort_arsenal_c_2 = {
		desc = fort_arsenal_desc
		upgrades_from = fort_arsenal_c_1
		gold_cost = 150
		build_time = 730
		land_morale = 0.1
		garrison_size = 0.08
		levy_reinforce_rate = 0.1
		ai_creation_factor = 97
		potential = { fort_has_building = camp_fort }
	}
fort_arsenal_c_3 = {
		desc = fort_arsenal_desc_egg
		upgrades_from = fort_arsenal_c_2
		gold_cost = 170
		build_time = 1095
		land_morale = 0.1
		garrison_size = 0.10
		levy_reinforce_rate = 0.1
		ai_creation_factor = 96
		potential = { fort_has_building = camp_fort }
	}
fort_arsenal_c_4 = {
		desc = fort_arsenal_desc
		trigger = { TECH_RECRUITMENT = 0 }
		upgrades_from = fort_arsenal_c_3
		gold_cost = 300
		build_time = 1460
		land_morale = 0.1
		garrison_size = 0.15
		levy_reinforce_rate = 0.1
		ai_creation_factor = 95
		potential = { fort_has_building = camp_fort }
	}
fort_road_c_1 = {
		desc = fort_road_1_desc
		gold_cost = 75
		build_time = 50
		local_movement_speed = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = camp_fort }
	}	
fort_road_c_2 = {
		desc = fort_road_2_desc
		trigger = { TECH_CONSTRUCTION = 1 }
		trigger = { TECH_TRADE_PRACTICES = 1 }
		upgrades_from = fort_road_c_1
		gold_cost = 165
		build_time = 220
		local_movement_speed = 0.16
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = camp_fort }
	}	
fort_road_c_3 = {
		desc = fort_road_3_desc
		upgrades_from = fort_road_c_2
		gold_cost = 184
		build_time = 345
		local_movement_speed = 0.30
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = camp_fort }
	}
fort_food_c_1 = {
		desc = fort_food_desc
		trigger = { TECH_RECRUITMENT = 1 }
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = camp_fort }
	}	
fort_food_c_2 = {
		desc = fort_food_desc
		trigger = { TECH_RECRUITMENT = 2 }
		upgrades_from = fort_food_c_1
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = camp_fort }
	}	
fort_food_c_3 = {
		desc = fort_food_desc
		upgrades_from = fort_food_c_2
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = camp_fort }
	}	
fort_hills_c_1 = {
		desc = fort_hills_desc
		gold_cost = 300
		build_time = 310
		ai_creation_factor = 150

		garrison_size = 0.15
		fort_level = 0.5

		potential = { terrain = hills }
		potential = { fort_has_building = camp_fort }
	}
fort_hills_c_2 = {
		desc = fort_hills_desc
		upgrades_from = fort_hills_c_1
		gold_cost = 223
		build_time = 315
		ai_creation_factor = 150

		garrison_size = 0.20
		fort_level = 1

		potential = { terrain = hills }
		potential = { fort_has_building = camp_fort }
	}
fort_hills_c_3 = {
		desc = fort_hills_desc
		upgrades_from = fort_hills_c_2
		gold_cost = 230
		build_time = 466
		ai_creation_factor = 150

		garrison_size = 0.25
		fort_level = 1.5

		potential = { terrain = hills }
		potential = { fort_has_building = camp_fort }
	}	

fort_farm_c_1 = {
		desc = fort_farm_desc
		gold_cost = 422
		build_time = 703
		ai_creation_factor = 150
		
		supply_limit = 40
		global_supply_limit = 0.25
		days_of_supply = 2

		potential = { terrain = farmlands }
		potential = { fort_has_building = camp_fort }
	}
fort_farm_c_2 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_c_1
		gold_cost = 222
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 60
		global_supply_limit = 0.36
		days_of_supply = 5

		potential = { terrain = farmlands }
		potential = { fort_has_building = camp_fort }
	}	
fort_farm_c_3 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_c_2
		gold_cost = 223
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 80
		global_supply_limit = 0.40
		days_of_supply = 7

		potential = { terrain = farmlands }
		potential = { fort_has_building = camp_fort }
	}
fort_farm_c_4 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_c_3
		gold_cost = 224
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 100
		global_supply_limit = 0.55
		days_of_supply = 9

		potential = { terrain = farmlands }
		potential = { fort_has_building = camp_fort }
	}
	
fort_mountain_c_1 = {
		desc = fort_mountain_desc
		gold_cost = 500
		build_time = 635
		ai_creation_factor = 150

		garrison_size = 0.15
		fort_level = 1.5
		bottleneck_chance = 75
		siege_defence = 0.10

		potential = { terrain = mountain }
		potential = { fort_has_building = camp_fort }
	}
fort_mountain_c_2 = {
		desc = fort_mountain_desc
		upgrades_from = fort_mountain_c_1
		gold_cost = 230
		build_time = 396
		ai_creation_factor = 150

		garrison_size = 0.20
		fort_level = 0.5
		bottleneck_chance = 75
		siege_defence = 0.15

		potential = { terrain = mountain }
		potential = { fort_has_building = camp_fort }
	}	
	
fort_forested_c_1 = {
		desc = fort_forested_desc
		gold_cost = 165
		build_time = 236
		ai_creation_factor = 150
		not_if_x_exists = { fort_deforested_c_1 }
		
		supply_limit = 3
		local_movement_speed = 0.05

		potential = { terrain = forest }
		potential = { fort_has_building = camp_fort }
	}	
	
fort_fur_lodge_c_1 = {
		desc = fort_fur_lodge_desc
		gold_cost = 135
		build_time = 165
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_c_1 }
		
		tax_income = 1
		
		potential = { terrain = forest }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_forested_c_1 }
	}
fort_fur_lodge_c_2 = {
		desc = fort_fur_lodge_desc
		upgrades_from = fort_fur_lodge_c_1
		gold_cost = 135
		build_time = 178
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_c_1 }
		
		tax_income = 1.5
		
		potential = { terrain = forest }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_forested_c_1 }
	}
fort_fur_lodge_c_3 = {
		desc = fort_fur_lodge_desc
		upgrades_from = fort_fur_lodge_c_2
		gold_cost = 135
		build_time = 198
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_c_1 }
		
		tax_income = 2
		
		potential = { terrain = forest }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_forested_c_1 }
	}
	
fort_meat_lodge_c_1 = {
		desc = fort_meat_lodge_desc
		gold_cost = 135
		build_time = 185
		ai_creation_factor = 150
		not_if_x_exists = { fort_fur_lodge_c_1 }
		
		supply_limit = 7
		global_supply_limit = 15

		potential = { terrain = forest }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_forested_c_1 }
	}
fort_meat_lodge_c_2 = {
		desc = fort_meat_lodge_desc
		upgrades_from = fort_meat_lodge_c_1
		gold_cost = 135
		build_time = 200
		ai_creation_factor = 150
		not_if_x_exists = { fort_fur_lodge_c_1 }
		
		supply_limit = 16
		global_supply_limit = 32

		potential = { terrain = forest }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_forested_c_1 }
	}	
	
fort_deforested_c_1 = {
		desc = fort_deforested_desc
		gold_cost = 135
		build_time = 1
		ai_creation_factor = 150
		not_if_x_exists = { fort_forested_c_1 }
		
		local_movement_speed = 0.22

		potential = { terrain = forest }
		potential = { fort_has_building = camp_fort }
	}	
	
fort_jungle_c_1 = {
		desc = fort_jungle_desc
		gold_cost = 136
		build_time = 466
		ai_creation_factor = 150

		supply_limit = 3
		local_movement_speed = 0.05

		potential = { terrain = jungle }
		potential = { fort_has_building = camp_fort }
	}	
	
fort_jungle_meat_c_1 = {
		desc = fort_jungle_meat_desc
		gold_cost = 135
		build_time = 430
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_c_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_jungle_c_1 }
	}
fort_jungle_meat_c_2 = {
		desc = fort_jungle_meat_desc
		upgrades_from = fort_jungle_meat_c_1
		gold_cost = 153
		build_time = 466
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_c_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_jungle_c_1 }
	}
fort_jungle_meat_c_3 = {
		desc = fort_jungle_meat_desc
		upgrades_from = fort_jungle_meat_c_2
		gold_cost = 170
		build_time = 488
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_c_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_jungle_c_1 }
	}	

fort_jungle_fur_c_1 = {
		desc = fort_jungle_fur_desc
		gold_cost = 135
		build_time = 466
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_c_1 }

		tax_income = 4

		potential = { terrain = jungle }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_jungle_c_1 }
	}	
fort_jungle_fur_c_2 = {
		desc = fort_jungle_fur_desc
		upgrades_from = fort_jungle_fur_c_1
		gold_cost = 165
		build_time = 470
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_c_1 }

		tax_income = 4.5

		potential = { terrain = jungle }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_jungle_c_1 }
	}
fort_jungle_fur_c_3 = {
		desc = fort_jungle_fur_desc
		upgrades_from = fort_jungle_fur_c_2
		gold_cost = 170
		build_time = 490
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_c_1 }

		tax_income = 5

		potential = { terrain = jungle }
		potential = { fort_has_building = camp_fort }
		potential = { fort_has_building = fort_jungle_c_1 }
	}
	
fort_desert_c_1 = {
		desc = fort_desert_desc
		gold_cost = 170
		build_time = 500
		ai_creation_factor = 150
		
		siege_defence = 0.13
		days_of_supply = 3

		potential = { terrain = desert }
		potential = { fort_has_building = camp_fort }
	}
fort_desert_c_2 = {
		desc = fort_desert_desc
		upgrades_from = fort_desert_c_1
		gold_cost = 175
		build_time = 550
		ai_creation_factor = 150
		
		siege_defence = 0.15
		days_of_supply = 7

		potential = { terrain = desert }
		potential = { fort_has_building = camp_fort }
	}	
	
fort_big_river_c_1 = {
		desc = fort_river_desc
		gold_cost = 450
		build_time = 725
		ai_creation_factor = 150
		
		siege_defence = 0.10
		local_movement_speed = 0.22
		
		potential = { borders_major_river = yes }
		potential = { fort_has_building = camp_fort }
	}	
garrison_fort = {
		desc = fort_keep_1_desc
		gold_cost = 0.5
		build_time = 1
		garrison_size = 0.20
		ai_creation_factor = 102
		not_if_x_exists = { border_fort occupation_fort camp_fort }
	}
fort_keep_g_1 = {
		desc = fort_keep_1_desc
		gold_cost = 150
		build_time = 547 #1.5y
		levy_size = 0.05
		garrison_size = 0.05
		ai_creation_factor = 102
		potential = { fort_has_building = garrison_fort }
	}
fort_keep_g_2 = {
		desc = fort_keep_1_desc
		prerequisites = { fort_wall_g_1 }
		upgrades_from = fort_keep_g_1
		gold_cost = 200
		build_time = 730 #2y
		levy_size = 0.1
		garrison_size = 0.1
		ai_creation_factor = 101
		potential = { fort_has_building = garrison_fort }
	}
fort_keep_g_3 = {
		desc = fort_keep_1_desc
		prerequisites = { fort_wall_g_2 }
		upgrades_from = fort_keep_g_2
		gold_cost = 300
		build_time = 1095 #3y
		levy_size = 0.15
		garrison_size = 0.15
		ai_creation_factor = 100
		potential = { fort_has_building = garrison_fort }
	}
fort_keep_g_4 = {	
		desc = fort_keep_1_desc
		upgrades_from = fort_keep_g_3
		gold_cost = 400
		build_time = 1460 #4y
		levy_size = 0.2
		garrison_size = 0.2
		ai_creation_factor = 99
		potential = { fort_has_building = garrison_fort }
	}

fort_wall_g_1 = {
		desc = fort_wall_1_desc
		gold_cost = 50
		build_time = 365
		fort_level = 0.5
		ai_creation_factor = 90
		potential = { fort_has_building = garrison_fort }
	}
fort_wall_g_2 = {
		desc = fort_wall_2_desc
		upgrades_from = fort_wall_g_1
		prerequisites = { fort_keep_g_1 }

		gold_cost = 50
		build_time = 547 #1.5y
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 89
		potential = { fort_has_building = garrison_fort }
	}
fort_wall_g_3 = {
		desc = fort_wall_3_desc
		upgrades_from = fort_wall_g_2
		prerequisites = { fort_keep_g_2 }
		gold_cost = 100
		build_time = 730 #2y
		fort_level = 1.0
		garrison_size = = 0.025
		ai_creation_factor = 88
		potential = { fort_has_building = garrison_fort }
	}
fort_wall_g_4 = {
		desc = fort_wall_4_desc
		upgrades_from = fort_wall_g_3
		gold_cost = 150
		build_time = 1095 #3y
		fort_level = 1.0
		levy_size = 0.05
		ai_creation_factor = 87
		potential = { fort_has_building = garrison_fort }
	}
scout_quarters_g_1 = {
		desc = fort_scout_1_desc
		gold_cost = 150
		build_time = 183
		local_movement_speed = 0.10
		light_cavalry = 25
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = garrison_fort }
	}
fort_training_grounds_g_1 = {
		desc = fort_training_grounds_1_desc
		prerequisites = { fort_barracks_g_1 }
		gold_cost = 200
		build_time = 730
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 89
		potential = { fort_has_building = garrison_fort }
	}
fort_training_grounds_g_2 = {
		desc = fort_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = fort_training_grounds_g_1
		gold_cost = 250
		build_time = 1095
		land_morale = 0.15
		levy_reinforce_rate = 0.15
		ai_creation_factor = 88
		potential = { fort_has_building = garrison_fort }
	}
fort_training_grounds_g_3 = {
		desc = fort_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = fort_training_grounds_g_2
		gold_cost = 300
		build_time = 2190
		land_morale = 0.2
		levy_reinforce_rate = 0.2
		ai_creation_factor = 88
		potential = { fort_has_building = garrison_fort }
	}
fort_barracks_g_1 = {
		desc = fort_barracks_1_desc
		gold_cost = 100
		build_time = 365
		garrison_size = 0.07
		pikemen = 15
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
fort_barracks_g_2 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_g_1 }
		upgrades_from = fort_barracks_g_1
		gold_cost = 120
		build_time = 547
		garrison_size = 0.09
		pikemen = 15
		ai_creation_factor = 104
		potential = { fort_has_building = garrison_fort }
	}
fort_barracks_g_3 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_g_2 }
		upgrades_from = fort_barracks_g_2
		gold_cost = 200
		build_time = 730
		garrison_size = 0.11
		pikemen = 20
		ai_creation_factor = 103
		potential = { fort_has_building = garrison_fort }
	}
fort_barracks_g_4 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		upgrades_from = fort_barracks_g_3
		gold_cost = 300
		build_time = 1095
		garrison_size = 0.13
		pikemen = 25
		ai_creation_factor = 102
		potential = { fort_has_building = garrison_fort }
	}
fort_barracks_g_5 = {
		desc = fort_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		upgrades_from = fort_barracks_g_4
		gold_cost = 400
		build_time = 2190
		garrison_size = 0.15
		pikemen = 25
		ai_creation_factor = 101
		potential = { fort_has_building = garrison_fort }
	}
fort_stable_g_1 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 100
		build_time = 365
		garrison_size = 0.02
		light_cavalry = 35
		ai_creation_factor = 89
		potential = { fort_has_building = garrison_fort }
	}
fort_stable_g_2 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_g_1 }
		upgrades_from = fort_stable_g_1
		gold_cost = 120
		build_time = 547
		garrison_size = 0.03
		light_cavalry = 45
		ai_creation_factor = 88
		potential = { fort_has_building = garrison_fort }
	}
fort_stable_g_3 = {
		desc = fort_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { fort_wall_g_2 }
		upgrades_from = fort_stable_g_2
		gold_cost = 200
		build_time = 730
		garrison_size = 0.04
		light_cavalry = 55
		ai_creation_factor = 87
		potential = { fort_has_building = garrison_fort }
	}	
fort_chapel_g_1 = {
		desc = fort_chapel_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 547
		garrison_size = 0.04
		ai_creation_factor = 96
		liege_piety = 0.05
		potential = { fort_has_building = garrison_fort }
	}
fort_chapel_g_2 = {
		desc = fort_chapel_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { fort_wall_g_1 }
		upgrades_from = fort_chapel_g_1
		gold_cost = 200
		build_time = 730
		land_morale = 0.03
		garrison_size = 0.7
		ai_creation_factor = 95
		liege_piety = 0.05
		potential = { fort_has_building = garrison_fort }
	}	
infirmary_building_g_1 = {
		potential = {
			has_dlc = "Reapers"
		}
		desc = infirmary_building_1_desc
		gold_cost = 250
		build_time = 360
		levy_reinforce_rate = 0.17
		ai_creation_factor = 5
		disease_defence = 0.05
		potential = { fort_has_building = garrison_fort }
	}	
moat_g_1 = {
		desc = moat_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 80
		potential = { fort_has_building = garrison_fort }
	}
gate_g_1 = {
		desc = gate_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_g_1 }
		gold_cost = 75
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 79
		potential = { fort_has_building = garrison_fort }
	}
gate_g_2 = {
		desc = gate_desc_2
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		upgrades_from = gate_g_1
		prerequisites = { fort_wall_g_3 }
		gold_cost = 130
		build_time = 197
		fort_level = 0.5
		ai_creation_factor = 79
		potential = { fort_has_building = garrison_fort }
	}	
arrow_g_1 = {
		desc = arrow_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { fort_wall_g_2 }
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 78
		potential = { fort_has_building = garrison_fort }
	}	
arrow_g_2 = {
		desc = arrow_desc_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		prerequisites = { fort_wall_g_3 }
		upgrades_from = arrow_g_1
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		garrison_size = = 0.025
		ai_creation_factor = 78
		potential = { fort_has_building = garrison_fort }
	}	
fort_arsenal_g_1 = {
		desc = fort_arsenal_desc
		gold_cost = 100
		build_time = 547
		land_morale = 0.1
		garrison_size = 0.05
		levy_reinforce_rate = 0.1
		ai_creation_factor = 98
		potential = { fort_has_building = garrison_fort }
	}
	
fort_arsenal_g_2 = {
		desc = fort_arsenal_desc
		upgrades_from = fort_arsenal_g_1
		gold_cost = 150
		build_time = 730
		land_morale = 0.1
		garrison_size = 0.08
		levy_reinforce_rate = 0.1
		ai_creation_factor = 97
		potential = { fort_has_building = garrison_fort }
	}
	
fort_arsenal_g_3 = {
		desc = fort_arsenal_desc_egg
		upgrades_from = fort_arsenal_g_2
		gold_cost = 170
		build_time = 1095
		land_morale = 0.1
		garrison_size = 0.10
		levy_reinforce_rate = 0.1
		ai_creation_factor = 96
		potential = { fort_has_building = garrison_fort }	
	}
	
fort_arsenal_g_4 = {
		desc = fort_arsenal_desc
		trigger = { TECH_RECRUITMENT = 0 }
		upgrades_from = fort_arsenal_3
		gold_cost = 300
		build_time = 1460
		land_morale = 0.1
		garrison_size = 0.15
		levy_reinforce_rate = 0.1
		ai_creation_factor = 95
		potential = { fort_has_building = garrison_fort }
	}	
fort_road_g_1 = {
		desc = fort_road_1_desc
		gold_cost = 75
		build_time = 50
		local_movement_speed = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = garrison_fort }
	}	
fort_road_g_2 = {
		desc = fort_road_2_desc
		trigger = { TECH_CONSTRUCTION = 1 }
		trigger = { TECH_TRADE_PRACTICES = 1 }
		upgrades_from = fort_road_g_1
		gold_cost = 165
		build_time = 220
		local_movement_speed = 0.16
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = garrison_fort }
	}	
fort_road_g_3 = {
		desc = fort_road_3_desc
		upgrades_from = fort_road_g_2
		gold_cost = 184
		build_time = 345
		local_movement_speed = 0.30
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = garrison_fort }
	}
fort_food_g_1 = {
		desc = fort_food_desc
		trigger = { TECH_RECRUITMENT = 1 }
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = garrison_fort }
	}	
fort_food_g_2 = {
		desc = fort_food_desc
		trigger = { TECH_RECRUITMENT = 2 }
		upgrades_from = fort_food_g_1
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = garrison_fort }
	}	
fort_food_g_3 = {
		desc = fort_food_desc
		upgrades_from = fort_food_g_2
		gold_cost = 130
		build_time = 197
		supply_limit = 0.10
		ai_creation_factor = 87
		scouting = yes
		potential = { fort_has_building = garrison_fort }
	}
fort_hills_g_1 = {
		desc = fort_hills_desc
		gold_cost = 300
		build_time = 310
		ai_creation_factor = 150

		garrison_size = 0.15
		fort_level = 0.5

		potential = { terrain = hills }
		potential = { fort_has_building = garrison_fort }
	}
fort_hills_g_2 = {
		desc = fort_hills_desc
		upgrades_from = fort_hills_g_1
		gold_cost = 223
		build_time = 315
		ai_creation_factor = 150

		garrison_size = 0.20
		fort_level = 1

		potential = { terrain = hills }
		potential = { fort_has_building = garrison_fort }
	}
fort_hills_g_3 = {
		desc = fort_hills_desc
		upgrades_from = fort_hills_g_2
		gold_cost = 230
		build_time = 466
		ai_creation_factor = 150

		garrison_size = 0.25
		fort_level = 1.5

		potential = { terrain = hills }
		potential = { fort_has_building = garrison_fort }
	}	

fort_farm_g_1 = {
		desc = fort_farm_desc
		gold_cost = 422
		build_time = 703
		ai_creation_factor = 150
		
		supply_limit = 40
		global_supply_limit = 0.25
		days_of_supply = 2

		potential = { terrain = farmlands }
		potential = { fort_has_building = garrison_fort }
	}
fort_farm_g_2 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_g_1
		gold_cost = 222
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 60
		global_supply_limit = 0.36
		days_of_supply = 5

		potential = { terrain = farmlands }
		potential = { fort_has_building = garrison_fort }
	}	
fort_farm_g_3 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_g_2
		gold_cost = 223
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 80
		global_supply_limit = 0.40
		days_of_supply = 7

		potential = { terrain = farmlands }
		potential = { fort_has_building = garrison_fort }
	}
fort_farm_g_4 = {
		desc = fort_farm_desc
		upgrades_from = fort_farm_g_3
		gold_cost = 224
		build_time = 532
		ai_creation_factor = 150
		
		supply_limit = 100
		global_supply_limit = 0.55
		days_of_supply = 9

		potential = { terrain = farmlands }
		potential = { fort_has_building = garrison_fort }
	}
	
fort_mountain_g_1 = {
		desc = fort_mountain_desc
		gold_cost = 500
		build_time = 635
		ai_creation_factor = 150

		garrison_size = 0.15
		fort_level = 1.5
		bottleneck_chance = 75
		siege_defence = 0.10

		potential = { terrain = mountain }
		potential = { fort_has_building = garrison_fort }
	}
fort_mountain_g_2 = {
		desc = fort_mountain_desc
		upgrades_from = fort_mountain_g_1
		gold_cost = 230
		build_time = 396
		ai_creation_factor = 150

		garrison_size = 0.20
		fort_level = 0.5
		bottleneck_chance = 75
		siege_defence = 0.15

		potential = { terrain = mountain }
		potential = { fort_has_building = garrison_fort }
	}	
	
fort_forested_g_1 = {
		desc = fort_forested_desc
		gold_cost = 165
		build_time = 236
		ai_creation_factor = 150
		not_if_x_exists = { fort_deforested_g_1 }
		
		supply_limit = 3
		local_movement_speed = 0.05

		potential = { terrain = forest }
		potential = { fort_has_building = garrison_fort }
	}	
	
fort_fur_lodge_g_1 = {
		desc = fort_fur_lodge_desc
		gold_cost = 135
		build_time = 165
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_g_1 }
		
		tax_income = 1
		
		potential = { terrain = forest }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_forested_g_1 }
	}
fort_fur_lodge_g_2 = {
		desc = fort_fur_lodge_desc
		upgrades_from = fort_fur_lodge_g_1
		gold_cost = 135
		build_time = 178
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_g_1 }
		
		tax_income = 1.5
		
		potential = { terrain = forest }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_forested_g_1 }
	}
fort_fur_lodge_g_3 = {
		desc = fort_fur_lodge_desc
		upgrades_from = fort_fur_lodge_g_2
		gold_cost = 135
		build_time = 198
		ai_creation_factor = 150
		not_if_x_exists = { fort_meat_lodge_g_1 }
		
		tax_income = 2
		
		potential = { terrain = forest }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_forested_g_1 }
	}
	
fort_meat_lodge_g_1 = {
		desc = fort_meat_lodge_desc
		gold_cost = 135
		build_time = 185
		ai_creation_factor = 150
		not_if_x_exists = { fort_fur_lodge_g_1 }
		
		supply_limit = 7
		global_supply_limit = 15

		potential = { terrain = forest }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_forested_g_1 }
	}
fort_meat_lodge_g_2 = {
		desc = fort_meat_lodge_desc
		upgrades_from = fort_meat_lodge_g_1
		gold_cost = 135
		build_time = 200
		ai_creation_factor = 150
		not_if_x_exists = { fort_fur_lodge_g_1 }
		
		supply_limit = 16
		global_supply_limit = 32

		potential = { terrain = forest }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_forested_g_1 }
	}	
	
fort_deforested_g_1 = {
		desc = fort_deforested_desc
		gold_cost = 135
		build_time = 1
		ai_creation_factor = 150
		not_if_x_exists = { fort_forested_g_1 }
		
		local_movement_speed = 0.22

		potential = { terrain = forest }
		potential = { fort_has_building = garrison_fort }
	}	
	
fort_jungle_g_1 = {
		desc = fort_jungle_desc
		gold_cost = 136
		build_time = 466
		ai_creation_factor = 150

		supply_limit = 3
		local_movement_speed = 0.05

		potential = { terrain = jungle }
		potential = { fort_has_building = garrison_fort }
	}	
	
fort_jungle_meat_g_1 = {
		desc = fort_jungle_meat_desc
		gold_cost = 135
		build_time = 430
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_g_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_jungle_g_1 }
	}
fort_jungle_meat_g_2 = {
		desc = fort_jungle_meat_desc
		upgrades_from = fort_jungle_meat_g_1
		gold_cost = 153
		build_time = 466
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_g_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_jungle_g_1 }
	}
fort_jungle_meat_g_3 = {
		desc = fort_jungle_meat_desc
		upgrades_from = fort_jungle_meat_g_2
		gold_cost = 170
		build_time = 488
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_fur_g_1 }
		
		supply_limit = 5
		tax_income = 1

		potential = { terrain = jungle }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_jungle_g_1 }
	}	

fort_jungle_fur_g_1 = {
		desc = fort_jungle_fur_desc
		gold_cost = 135
		build_time = 466
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_g_1 }

		tax_income = 4

		potential = { terrain = jungle }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_jungle_g_1 }
	}	
fort_jungle_fur_g_2 = {
		desc = fort_jungle_fur_desc
		upgrades_from = fort_jungle_fur_g_1
		gold_cost = 165
		build_time = 470
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_g_1 }

		tax_income = 4.5

		potential = { terrain = jungle }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_jungle_g_1 }
	}
fort_jungle_fur_g_3 = {
		desc = fort_jungle_fur_desc
		upgrades_from = fort_jungle_fur_g_2
		gold_cost = 170
		build_time = 490
		ai_creation_factor = 150
		not_if_x_exists = { fort_jungle_meat_g_1 }

		tax_income = 5

		potential = { terrain = jungle }
		potential = { fort_has_building = garrison_fort }
		potential = { fort_has_building = fort_jungle_g_1 } 	
	}
	
fort_desert_g_1 = {
		desc = fort_desert_desc
		gold_cost = 170
		build_time = 500
		ai_creation_factor = 150
		
		siege_defence = 0.13
		days_of_supply = 3

		potential = { terrain = desert }
		potential = { fort_has_building = garrison_fort }
	}
fort_desert_g_2 = {
		desc = fort_desert_desc
		upgrades_from = fort_desert_g_1
		gold_cost = 175
		build_time = 550
		ai_creation_factor = 150
		
		siege_defence = 0.15
		days_of_supply = 7

		potential = { terrain = desert }
		potential = { fort_has_building = garrison_fort }
	}	
	
fort_big_river_g_1 = {
		desc = fort_river_desc
		gold_cost = 450
		build_time = 725
		ai_creation_factor = 150
		
		siege_defence = 0.10
		local_movement_speed = 0.22
		
		potential = { borders_major_river = yes }
		potential = { fort_has_building = garrison_fort }
	}
	
# Basic Fort buildings "Religion"	
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = catholic }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = fraticelli }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = cathar }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = fraticelli }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = waldensian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = lollard }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = orthodox }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = bogomilist }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = monothelite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = paulician }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = nestorian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = messalian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = miaphysite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = monophysite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	
giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = sunni }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = zikri }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = yazidi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}

giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = ibadi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = kharijite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	
giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = shiite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = druze }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = hurufi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}	
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = qarmantian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	
giant_nut = { 
		desc = giant_cross_desc
		potential = { religion = norse_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}	
	giant_nut = { 
		desc = giant_cross_desc
		potential = { religion = norse_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}	
	
giant_svetovid = { 
		desc = giant_cross_desc
		potential = { religion = slavic_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_svetovid = { 
		desc = giant_cross_desc
		potential = { religion = slavic_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	
giant_tree = { 
		desc = giant_cross_desc
		potential = { religion = tengri_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	giant_tree = { 
		desc = giant_cross_desc
		potential = { religion = tengri_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}
	
giant_totempole = { 
		desc = giant_cross_desc
		potential = { religion = baltic_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}	
	giant_totempole = { 
		desc = giant_cross_desc
		potential = { religion = baltic_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = occupation_fort }
	}	
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = catholic }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = fraticelli }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = cathar }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = fraticelli }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = waldensian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = lollard }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = orthodox }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = bogomilist }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = monothelite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = paulician }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = nestorian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = messalian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = miaphysite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = monophysite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	
giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = sunni }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = zikri }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = yazidi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}

giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = ibadi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = kharijite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	
giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = shiite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = druze }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = hurufi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}	
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = qarmantian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	
giant_nut = { 
		desc = giant_cross_desc
		potential = { religion = norse_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}	
	giant_nut = { 
		desc = giant_cross_desc
		potential = { religion = norse_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}	
	
giant_svetovid = { 
		desc = giant_cross_desc
		potential = { religion = slavic_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_svetovid = { 
		desc = giant_cross_desc
		potential = { religion = slavic_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	
giant_tree = { 
		desc = giant_cross_desc
		potential = { religion = tengri_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	giant_tree = { 
		desc = giant_cross_desc
		potential = { religion = tengri_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}
	
giant_totempole = { 
		desc = giant_cross_desc
		potential = { religion = baltic_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}	
	giant_totempole = { 
		desc = giant_cross_desc
		potential = { religion = baltic_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = border_fort }
	}

giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = catholic }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = fraticelli }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = cathar }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = fraticelli }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = waldensian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = lollard }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = orthodox }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = bogomilist }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = monothelite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = paulician }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = nestorian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = messalian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = miaphysite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = monophysite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	
giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = sunni }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = zikri }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = yazidi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}

giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = ibadi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = kharijite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	
giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = shiite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = druze }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = hurufi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}	
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = qarmantian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	
giant_nut = { 
		desc = giant_cross_desc
		potential = { religion = norse_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}	
	giant_nut = { 
		desc = giant_cross_desc
		potential = { religion = norse_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}	
	
giant_svetovid = { 
		desc = giant_cross_desc
		potential = { religion = slavic_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_svetovid = { 
		desc = giant_cross_desc
		potential = { religion = slavic_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	
giant_tree = { 
		desc = giant_cross_desc
		potential = { religion = tengri_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	giant_tree = { 
		desc = giant_cross_desc
		potential = { religion = tengri_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}
	
giant_totempole = { 
		desc = giant_cross_desc
		potential = { religion = baltic_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}	
	giant_totempole = { 
		desc = giant_cross_desc
		potential = { religion = baltic_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = garrison_fort }
	}

giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = catholic }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = fraticelli }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = cathar }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = fraticelli }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = waldensian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = lollard }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = orthodox }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = bogomilist }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = monothelite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = paulician }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = nestorian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = messalian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	
giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = miaphysite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_cross = { 
		desc = giant_cross_desc
		potential = { religion = monophysite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	
giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = sunni }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = zikri }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = yazidi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}

giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = ibadi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = kharijite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	
giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = shiite }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = druze }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = hurufi }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}	
	giant_crescent = { 
		desc = giant_cross_desc
		potential = { religion = qarmantian }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	
giant_nut = { 
		desc = giant_cross_desc
		potential = { religion = norse_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}	
	giant_nut = { 
		desc = giant_cross_desc
		potential = { religion = norse_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}	
	
giant_svetovid = { 
		desc = giant_cross_desc
		potential = { religion = slavic_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_svetovid = { 
		desc = giant_cross_desc
		potential = { religion = slavic_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	
giant_tree = { 
		desc = giant_cross_desc
		potential = { religion = tengri_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	giant_tree = { 
		desc = giant_cross_desc
		potential = { religion = tengri_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	
giant_totempole = { 
		desc = giant_cross_desc
		potential = { religion = baltic_pagan }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}	
	giant_totempole = { 
		desc = giant_cross_desc
		potential = { religion = baltic_pagan_reformed }
		gold_cost = 165
		prestige = 200
		land_morale = 0.10
		garrison_size = 0.2
		liege_piety = 0.12
		build_time = 1095
		ai_creation_factor = 105
		potential = { fort_has_building = camp_fort }
	}
	

	
}