tribal = {
	# Hillfort
	tb_hillfort_1 = {
		desc = tb_hillfort_1_desc
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		gold_cost = 25
		build_time = 365

		fort_level = 0.25
		levy_size = 0.05
		retinuesize = 100
		ai_creation_factor = 97
		ai_feudal_modifier = 10
		ai_republic_modifier = -10

		extra_tech_building_start = 0.3
	}
	tb_hillfort_2 = {
		desc = tb_hillfort_2_desc
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_hillfort_1
		gold_cost = 50
		build_time = 365

		fort_level = 0.25
		levy_size = 0.05
		ai_creation_factor = 98
		ai_feudal_modifier = 10
		ai_republic_modifier = -10

		convert_to_city = ct_wall_1
		convert_to_castle = ca_wall_1

		extra_tech_building_start = 1.5
	}
	tb_hillfort_3 = {
		desc = tb_hillfort_3_desc
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 1
			tribal_building_allow = yes
		}
		upgrades_from = tb_hillfort_2
		gold_cost = 75
		build_time = 365

		fort_level = 0.25
		levy_size = 0.05
		ai_creation_factor = 99
		ai_feudal_modifier = 10
		ai_republic_modifier = -10

		extra_tech_building_start = 2
	}
	tb_hillfort_4 = {
		desc = tb_hillfort_4_desc
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 1
			tribal_building_allow = yes
		}
		upgrades_from = tb_hillfort_3
		gold_cost = 100
		build_time = 365

		fort_level = 0.25
		levy_size = 0.05
		ai_creation_factor = 100
		ai_feudal_modifier = 10
		ai_republic_modifier = -10

		convert_to_city = ct_wall_2
		convert_to_castle = ca_wall_2

		extra_tech_building_start = 2.5
	}

	# Market Town
	tb_market_town_1 = {
		desc = tb_market_town_1_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		gold_cost = 25
		build_time = 365

		tax_income = 0.5
		retinuesize = 20
		ai_creation_factor = 97
		ai_feudal_modifier = -10
		ai_republic_modifier = 10

		extra_tech_building_start = 0.3
	}
	tb_market_town_2 = {
		desc = tb_market_town_2_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_market_town_1
		gold_cost = 50
		build_time = 365

		tax_income = 0.5
		ai_creation_factor = 98
		ai_feudal_modifier = -10
		ai_republic_modifier = 10

		convert_to_castle = ca_town_1
		convert_to_city = ct_marketplace_1

		extra_tech_building_start = 1.5
	}
	tb_market_town_3 = {
		desc = tb_market_town_3_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 1
			tribal_building_allow = yes
		}
		upgrades_from = tb_market_town_2
		gold_cost = 75
		build_time = 365

		tax_income = 0.5
		ai_creation_factor = 99
		ai_feudal_modifier = -10
		ai_republic_modifier = 10

		court_size_modifier = 1
		extra_tech_building_start = 2
	}
	tb_market_town_4 = {
		desc = tb_market_town_4_desc
		trigger = {
			TECH_CITY_CONSTRUCTION >= 1
			tribal_building_allow = yes
		}
		upgrades_from = tb_market_town_3
		gold_cost = 100
		build_time = 365

		tax_income = 0.5
		ai_creation_factor = 100
		ai_feudal_modifier = -10
		ai_republic_modifier = 10

		convert_to_castle = ca_town_2
		convert_to_city = ct_marketplace_2

		court_size_modifier = 1
		extra_tech_building_start = 2.5
	}

	# Defensive Fortifications
	tb_defensive_fortifications_1 = {
		desc = tb_defensive_fortifications_1_desc
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		piety_cost = 100
		build_time = 365

		potential = {
			FROM = {
				OR = {
					religion_openly_bon_or_reformed_trigger = yes
					religion_openly_baltic_or_reformed_trigger = yes
					religion_openly_finnish_or_reformed_trigger = yes
					religion_openly_slavic_or_reformed_trigger = yes
					religion_openly_west_african_or_reformed_trigger = yes
				}
			}
		}

		fort_level = 0.20
		garrison_size = 0.15
		archers = 10
		ai_creation_factor = 97
		ai_feudal_modifier = 10
		ai_republic_modifier = -10

		extra_tech_building_start = 0.3
	}
	tb_defensive_fortifications_2 = {
		desc = tb_defensive_fortifications_2_desc
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_defensive_fortifications_1
		piety_cost = 150
		build_time = 365

		potential = {
			FROM = {
				OR = {
					religion_openly_bon_or_reformed_trigger = yes
					religion_openly_baltic_or_reformed_trigger = yes
					religion_openly_finnish_or_reformed_trigger = yes
					religion_openly_slavic_or_reformed_trigger = yes
					religion_openly_west_african_or_reformed_trigger = yes
				}
			}
		}

		fort_level = 0.20
		garrison_size = 0.15
		archers = 10
		ai_creation_factor = 98
		ai_feudal_modifier = 10
		ai_republic_modifier = -10

		convert_to_city = ct_wall_q_1
		convert_to_castle = ca_wall_q_1

		extra_tech_building_start = 1.5
	}
	tb_defensive_fortifications_3 = {
		desc = tb_defensive_fortifications_3_desc
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 1
			tribal_building_allow = yes
		}
		upgrades_from = tb_defensive_fortifications_2
		piety_cost = 200
		build_time = 365

		potential = {
			FROM = {
				OR = {
					religion_openly_bon_or_reformed_trigger = yes
					religion_openly_baltic_or_reformed_trigger = yes
					religion_openly_finnish_or_reformed_trigger = yes
					religion_openly_slavic_or_reformed_trigger = yes
					religion_openly_west_african_or_reformed_trigger = yes
				}
			}
		}

		fort_level = 0.20
		garrison_size = 0.15
		archers = 10
		ai_creation_factor = 99
		ai_feudal_modifier = 10
		ai_republic_modifier = -10

		extra_tech_building_start = 2
	}
	tb_defensive_fortifications_4 = {
		desc = tb_defensive_fortifications_4_desc
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 1
			tribal_building_allow = yes
		}
		upgrades_from = tb_defensive_fortifications_3
		piety_cost = 250
		build_time = 365

		potential = {
			FROM = {
				OR = {
					religion_openly_bon_or_reformed_trigger = yes
					religion_openly_baltic_or_reformed_trigger = yes
					religion_openly_finnish_or_reformed_trigger = yes
					religion_openly_slavic_or_reformed_trigger = yes
					religion_openly_west_african_or_reformed_trigger = yes
				}
			}
		}

		fort_level = 0.20
		garrison_size = 0.15
		archers = 10
		ai_creation_factor = 100
		ai_feudal_modifier = 10
		ai_republic_modifier = -10

		convert_to_city = ct_wall_q_2
		convert_to_castle = ca_wall_q_2

		extra_tech_building_start = 2.5
	}

	# Training Grounds
	tb_training_grounds_1 = {
		desc = tb_training_grounds_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		prestige_cost = 100
		build_time = 547
		levy_size = 0.025
		garrison_size = 0.025
		ai_creation_factor = 98

		extra_tech_building_start = 0.3
	}
	tb_training_grounds_2 = {
		desc = tb_training_grounds_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_training_grounds_1
		prestige_cost = 200
		build_time = 730
		levy_size = 0.05
		garrison_size = 0.05
		ai_creation_factor = 97

		convert_to_castle = ca_keep_1
		convert_to_city = ct_training_grounds_1

		extra_tech_building_start = 1.5
	}
	tb_training_grounds_3 = {
		desc = tb_training_grounds_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_training_grounds_2
		prestige_cost = 300
		build_time = 1095
		levy_size = 0.075
		garrison_size = 0.075
		ai_creation_factor = 96

		extra_tech_building_start = 2
	}
	tb_training_grounds_4 = {
		desc = tb_training_grounds_desc
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_training_grounds_3
		prestige_cost = 400
		build_time = 1460
		levy_size = 0.1
		garrison_size = 0.1
		ai_creation_factor = 95

		convert_to_castle = ca_keep_2
		convert_to_city = ct_training_grounds_2

		extra_tech_building_start = 2.5
	}

	# War Camp
	tb_war_camp_1 = {
		desc = tb_war_camp_desc
		trigger = {
			TECH_INFANTRY >= 0
			tribal_building_allow = yes
		}
		prestige_cost = 100
		build_time = 365
		light_infantry = 40
		ai_creation_factor = 95

		extra_tech_building_start = 0.3
	}
	tb_war_camp_2 = {
		desc = tb_war_camp_desc
		trigger = {
			TECH_INFANTRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_war_camp_1
		prestige_cost = 200
		build_time = 547
		light_infantry = 40
		ai_creation_factor = 94

		convert_to_castle = ca_barracks_1
		convert_to_city = ct_guard_1

		extra_tech_building_start = 1.5
	}
	tb_war_camp_3 = {
		desc = tb_war_camp_desc
		trigger = {
			TECH_INFANTRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_war_camp_2
		prestige_cost = 300
		build_time = 730
		light_infantry = 40
		ai_creation_factor = 93

		extra_tech_building_start = 2
	}
	tb_war_camp_4 = {
		desc = tb_war_camp_desc
		trigger = {
			TECH_INFANTRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_war_camp_3
		prestige_cost = 400
		build_time = 1095
		light_infantry = 40
		ai_creation_factor = 92

		convert_to_castle = ca_barracks_2
		convert_to_city = ct_guard_2

		extra_tech_building_start = 2.5
	}

	# Practice Range
	tb_practice_range_1 = {
		desc = tb_practice_range_desc
		trigger = {
			TECH_INFANTRY >= 0
			tribal_building_allow = yes
		}
		prestige_cost = 100
		build_time = 365
		archers = 15
		ai_creation_factor = 95

		extra_tech_building_start = 0.3
	}
	tb_practice_range_2 = {
		desc = tb_practice_range_desc
		trigger = {
			TECH_INFANTRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_practice_range_1
		prestige_cost = 200
		build_time = 547
		archers = 15
		ai_creation_factor = 94

		convert_to_castle = ca_militia_barracks_1
		convert_to_city = ct_barracks_1

		extra_tech_building_start = 1.5
	}
	tb_practice_range_3 = {
		desc = tb_practice_range_desc
		trigger = {
			TECH_INFANTRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_practice_range_2
		prestige_cost = 300
		build_time = 730
		archers = 15
		ai_creation_factor = 93

		extra_tech_building_start = 2
	}
	tb_practice_range_4 = {
		desc = tb_practice_range_desc
		trigger = {
			TECH_INFANTRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_practice_range_3
		prestige_cost = 400
		build_time = 1095
		archers = 15
		ai_creation_factor = 92

		convert_to_castle = ca_militia_barracks_2
		convert_to_city = ct_barracks_2

		extra_tech_building_start = 2.5
	}

	# Arsenal
	tb_arsenal_1 = {
		desc = tb_arsenal_desc
		trigger = {
			TECH_RECRUITMENT >= 0
			tribal_building_allow = yes
		}
		prestige_cost = 100
		build_time = 547
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		retinuesize = 25
		ai_creation_factor = 98

		extra_tech_building_start = 0.3
	}
	tb_arsenal_2 = {
		desc = tb_arsenal_desc
		trigger = {
			TECH_RECRUITMENT >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_arsenal_1
		prestige_cost = 200
		build_time = 730
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		retinuesize = 20
		ai_creation_factor = 97

		extra_tech_building_start = 1.5

		convert_to_castle = ca_training_grounds_1
		convert_to_city = ct_rep_arsenal_1
	}
	tb_arsenal_3 = {
		desc = tb_arsenal_desc
		trigger = {
			TECH_RECRUITMENT >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_arsenal_2
		prestige_cost = 300
		build_time = 1095
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		retinuesize = 15
		ai_creation_factor = 96

		extra_tech_building_start = 2
	}
	tb_arsenal_4 = {
		desc = tb_arsenal_desc
		trigger = {
			TECH_RECRUITMENT >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_arsenal_3
		prestige_cost = 400
		build_time = 1460
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		retinuesize = 10
		ai_creation_factor = 95

		extra_tech_building_start = 2.5

		convert_to_castle = ca_training_grounds_2
		convert_to_city = ct_rep_arsenal_2
	}
}