# City
city = {
	# Wall quality, gives fort level
	ct_wall_q_1 = {
		desc = ct_wall_q_1_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 0
			city_building_allow = yes
		}
		prerequisites = { ct_wall_1 }
		gold_cost = 50
		build_time = 182
		fort_level = 0.4
		ai_creation_factor = 60

		extra_tech_building_start = 1.0
	}
	ct_wall_q_2 = {
		desc = ct_wall_q_2_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 1
			city_building_allow = yes
		}
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_wall_q_1
		gold_cost = 50
		build_time = 182
		fort_level = 0.4
		ai_creation_factor = 59

		extra_tech_building_start = 1.5
	}
	ct_wall_q_3 = {
		desc = ca_wall_q_3_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 3
			city_building_allow = yes
		}
		upgrades_from = ct_wall_q_2
		gold_cost = 50
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 58

		extra_tech_building_start = 1.0
	}
	ct_wall_q_4 = {
		desc = ca_wall_q_4_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 5
			city_building_allow = yes
		}
		upgrades_from = ct_wall_q_3
		gold_cost = 100
		build_time = 365
		fort_level = 1
		ai_creation_factor = 57

		extra_tech_building_start = 0.2
	}
	ct_wall_q_5 = {
		desc = ca_wall_q_5_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 7
			city_building_allow = yes
		}
		upgrades_from = ct_wall_q_4
		gold_cost = 100
		build_time = 365
		fort_level = 1
		ai_creation_factor = 56

		extra_tech_building_start = 0.2
	}

	# Walls, gives fort level, levy size and income
	ct_wall_1 = {
		desc = ca_wall_1_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 0
			city_building_allow = yes
		}
		gold_cost = 50
		build_time = 365
		fort_level = 0.4
		levy_size = 0.025
		tax_income = 0.2
		ai_creation_factor = 99

		extra_tech_building_start = 1.0
	}
	ct_wall_2 = {
		desc = ca_wall_2_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 2
			city_building_allow = yes
		}
		upgrades_from = ct_wall_1
		gold_cost = 50
		build_time = 547
		fort_level = 0.4
		levy_size = 0.025
		tax_income = 0.2
		ai_creation_factor = 98

		extra_tech_building_start = 1.5
	}
	ct_wall_3 = {
		desc = ct_wall_3_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 4
			city_building_allow = yes
		}
		upgrades_from = ct_wall_2
		gold_cost = 100
		build_time = 730
		fort_level = 0.4
		levy_size = 0.05
		tax_income = 0.2
		ai_creation_factor = 97

		extra_tech_building_start = 2.0
	}
	ct_wall_4 = {
		desc = ct_wall_4_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 6
			city_building_allow = yes
		}
		upgrades_from = ct_wall_3
		gold_cost = 100
		build_time = 1095
		fort_level = 0.5
		levy_size = 0.05
		tax_income = 0.2
		ai_creation_factor = 96

		extra_tech_building_start = 1.0
	}
	ct_wall_5 = {
		desc = ct_wall_5_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 8
			city_building_allow = yes
		}
		upgrades_from = ct_wall_4
		gold_cost = 150
		build_time = 1460
		fort_level = 1.0
		levy_size = 0.075
		tax_income = 0.5
		ai_creation_factor = 95

		extra_tech_building_start = 0.2
	}

	# Training grounds, gives levy size and garrison size
	ct_training_grounds_1 = {
		desc = ct_training_grounds_1_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 0
			city_building_allow = yes
		}
		gold_cost = 150
		build_time = 547
		levy_size = 0.05
		garrison_size = 0.05
		ai_creation_factor = 98

		extra_tech_building_start = 0.6
	}
	ct_training_grounds_2 = {
		desc = ct_training_grounds_1_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 0
			city_building_allow = yes
		}
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_training_grounds_1
		gold_cost = 200
		build_time = 730
		levy_size = 0.075
		garrison_size = 0.1
		ai_creation_factor = 97

		extra_tech_building_start = 1.2
	}
	ct_training_grounds_3 = {
		desc = ct_training_grounds_1_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 2
			city_building_allow = yes
		}
		upgrades_from = ct_training_grounds_2
		gold_cost = 300
		build_time = 1095
		levy_size = 0.1
		garrison_size = 0.15
		ai_creation_factor = 96

		extra_tech_building_start = 0.2
	}
	ct_training_grounds_4 = {
		desc = ct_training_grounds_1_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 4
			city_building_allow = yes
		}
		upgrades_from = ct_training_grounds_3
		gold_cost = 400
		build_time = 1460
		levy_size = 0.125
		garrison_size = 0.2
		ai_creation_factor = 95

		extra_tech_building_start = 0.2
	}
	ct_training_grounds_5 = {
		desc = ct_training_grounds_1_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 6
			city_building_allow = yes
		}
		upgrades_from = ct_training_grounds_4
		gold_cost = 500
		build_time = 2190
		levy_size = 0.15
		garrison_size = 0.25
		ai_creation_factor = 94

		extra_tech_building_start = 0.2
	}
	ct_training_grounds_6 = {
		desc = ct_training_grounds_1_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 8
			city_building_allow = yes
		}
		upgrades_from = ct_training_grounds_5
		gold_cost = 500
		build_time = 2190
		levy_size = 0.15
		garrison_size = 0.25
		ai_creation_factor = 93

		extra_tech_building_start = 0.2
	}

	# Barracks, gives light infantry and archers
	ct_barracks_1 = {
		desc = ct_barracks_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 0
			city_building_allow = yes
		}
		gold_cost = 100
		build_time = 365
		light_infantry = 60
		archers = 30
		ai_creation_factor = 95

		extra_tech_building_start = 0.5
	}
	ct_barracks_2 = {
		desc = ct_barracks_2_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 0
			city_building_allow = yes
		}
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_barracks_1
		gold_cost = 120
		build_time = 547
		light_infantry = 40
		archers = 70
		ai_creation_factor = 94

		extra_tech_building_start = 1.0
	}
	ct_barracks_3 = {
		desc = ct_barracks_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 1
			city_building_allow = yes
		}
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_barracks_2
		gold_cost = 200
		build_time = 730
		light_infantry = 80
		archers = 50
		ai_creation_factor = 93

		extra_tech_building_start = 1.0
	}
	ct_barracks_4 = {
		desc = ct_barracks_2_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 3
			city_building_allow = yes
		}
		upgrades_from = ct_barracks_3
		gold_cost = 300
		build_time = 1095
		light_infantry = 60
		archers = 90
		ai_creation_factor = 92

		extra_tech_building_start = 0.2
	}
	ct_barracks_5 = {
		desc = ct_barracks_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 5
			city_building_allow = yes
		}
		upgrades_from = ct_barracks_4
		gold_cost = 400
		build_time = 2190
		light_infantry = 100
		archers = 70
		ai_creation_factor = 91

		extra_tech_building_start = 0.2
	}
	ct_barracks_6 = {
		desc = ct_barracks_2_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 7
			city_building_allow = yes
		}
		upgrades_from = ct_barracks_5
		gold_cost = 500
		build_time = 2190
		light_infantry = 80
		archers = 110
		ai_creation_factor = 90

		extra_tech_building_start = 0.2
	}

	# City Guard, gives Pikemen
	ct_guard_1 = {
		desc = ct_guard_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 0
			city_building_allow = yes
		}
		gold_cost = 100
		build_time = 365
		pikemen = 45
		ai_creation_factor = 96

		extra_tech_building_start = 1.0
	}
	ct_guard_2 = {
		desc = ct_guard_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 2
			city_building_allow = yes
		}
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_guard_1
		gold_cost = 120
		build_time = 547
		pikemen = 55
		ai_creation_factor = 95

		extra_tech_building_start = 0.2
	}
	ct_guard_3 = {
		desc = ct_guard_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 4
			city_building_allow = yes
		}
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_guard_2
		gold_cost = 200
		build_time = 730
		pikemen = 65
		ai_creation_factor = 94

		extra_tech_building_start = 0.2
	}
	ct_guard_4 = {
		desc = ct_guard_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 6
			city_building_allow = yes
		}
		upgrades_from = ct_guard_3
		gold_cost = 300
		build_time = 1095
		pikemen = 75
		ai_creation_factor = 93

		extra_tech_building_start = 0.2
	}
	ct_guard_5 = {
		desc = ct_guard_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 8
			city_building_allow = yes
		}
		upgrades_from = ct_guard_4
		gold_cost = 400
		build_time = 2190
		pikemen = 85
		ai_creation_factor = 92

		extra_tech_building_start = 0.2
	}

	# Marketplace, gives income
	ct_marketplace_1 = {
		desc = ct_marketplace_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 0
			city_building_allow = yes
		}
		gold_cost = 100
		build_time = 365
		tax_income = 3
		ai_creation_factor = 110
		add_number_to_name = no

		extra_tech_building_start = 0.4
	}
	ct_marketplace_2 = {
		desc = ct_marketplace_2_desc
		prerequisites = { ct_wall_1 }
		trigger = {
			TECH_CITY_CONSTRUCTION >= 0
			city_building_allow = yes
		}
		upgrades_from = ct_marketplace_1
		gold_cost = 120
		build_time = 547
		tax_income = 3
		ai_creation_factor = 109
		add_number_to_name = no

		extra_tech_building_start = 0.8
	}
	ct_marketplace_3 = {
		desc = ct_marketplace_3_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 1
			city_building_allow = yes
		}
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_marketplace_2
		gold_cost = 200
		build_time = 730
		tax_income = 3
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 0.2
	}
	ct_marketplace_4 = {
		desc = ct_marketplace_4_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 3
			city_building_allow = yes
		}
		upgrades_from = ct_marketplace_3
		gold_cost = 300
		build_time = 1095
		tax_income = 3
		ai_creation_factor = 107
		add_number_to_name = no

		extra_tech_building_start = 0.2
	}
	ct_marketplace_5 = {
		desc = ct_marketplace_5_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 5
			city_building_allow = yes
		}
		upgrades_from = ct_marketplace_4
		gold_cost = 400
		build_time = 2190
		tax_income = 3
		ai_creation_factor = 106
		add_number_to_name = no

		extra_tech_building_start = 0.2
	}
	ct_marketplace_6 = {
		desc = ct_marketplace_6_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 7
			city_building_allow = yes
		}
		upgrades_from = ct_marketplace_5
		gold_cost = 500
		build_time = 2190
		tax_income = 3
		ai_creation_factor = 105
		add_number_to_name = no

		extra_tech_building_start = 0.2
	}

	# University, gives tech growth and economy techpoints
	ct_university_1 = {
		desc = ct_university_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 2
			city_building_allow = yes
		}
		gold_cost = 600
		build_time = 1095

		tech_growth_modifier = 0.3
		economy_techpoints = 0.05

		ai_creation_factor = 90

		extra_tech_building_start = 1.2
	}
	ct_university_2 = {
		desc = ct_university_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 4
			city_building_allow = yes
		}
		upgrades_from = ct_university_1
		gold_cost = 800
		build_time = 2190

		tech_growth_modifier = 0.3
		economy_techpoints = 0.05

		ai_creation_factor = 89

		extra_tech_building_start = 1.2
	}
	ct_university_3 = {
		desc = ct_university_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 8
			city_building_allow = yes
		}
		upgrades_from = ct_university_2
		gold_cost = 800
		build_time = 2190

		tech_growth_modifier = 0.3
		economy_techpoints = 0.05

		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}

}