# Hospital
hospital = {
	# Hospital
	hospital_building_1 = {
		potential = { has_dlc = "Reapers" }
		desc = hospital_building_1_desc
		trigger = {
			TECH_CONSTRUCTION >= 2
			hospital_building_allow = yes
		}
		gold_cost = 250
		build_time = 360
		ai_creation_factor = 5

		hospital_level = 1
		disease_defence = 0.05

		extra_tech_building_start = 10.0 # Never get at start of game
	}
	hospital_building_2 = {
		potential = { has_dlc = "Reapers" }
		desc = hospital_building_2_desc
		trigger = {
			TECH_CONSTRUCTION >= 3
			hospital_building_allow = yes
		}
		gold_cost = 500
		build_time = 365
		upgrades_from = hospital_building_1
		ai_creation_factor = 20

		hospital_level = 1
		disease_defence = 0.1

		extra_tech_building_start = 10.0 # Never get at start of game
	}
	hospital_building_3 = {
		potential = { has_dlc = "Reapers" }
		desc = hospital_building_3_desc
		trigger = {
			TECH_CONSTRUCTION >= 4
			hospital_building_allow = yes
		}
		gold_cost = 1000
		build_time = 730
		upgrades_from = hospital_building_2
		ai_creation_factor = 20

		hospital_level = 1
		disease_defence = 0.15

		extra_tech_building_start = 10.0 # Never get at start of game
	}
	hospital_building_4 = {
		potential = { has_dlc = "Reapers" }
		desc = hospital_building_4_desc
		trigger = {
			TECH_CONSTRUCTION >= 5
			hospital_building_allow = yes
		}
		gold_cost = 2000
		build_time = 365
		upgrades_from = hospital_building_3
		ai_creation_factor = 90

		hospital_level = 1
		disease_defence = 0.2

		extra_tech_building_start = 10.0 # Never get at start of game
	}
	hospital_building_5 = {
		potential = { has_dlc = "Reapers" }
		desc = hospital_building_5_desc
		trigger = {
			TECH_CONSTRUCTION >= 6
			hospital_building_allow = yes
		}
		gold_cost = 4000
		build_time = 1095
		upgrades_from = hospital_building_4
		ai_creation_factor = 89

		hospital_level = 1
		disease_defence = 0.25

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Leper Colony
	leper_colony_1 = {
		potential = { has_dlc = "Reapers" }
		prerequisites = { hospital_building_1 }
		desc = leper_colony_building_desc
		trigger = {
			TECH_CONSTRUCTION >= 2
			hospital_building_allow = yes
		}
		gold_cost = 300
		build_time = 365
		ai_creation_factor = 5
		add_number_to_name = no

		disease_defence = 0.1

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Soup Kitchen
	soup_kitchen_1 = {
		potential = { has_dlc = "Reapers" }
		prerequisites = { hospital_building_1 }
		desc = soup_kitchen_building_desc
		trigger = {
			TECH_CONSTRUCTION >= 2
			hospital_building_allow = yes
		}
		gold_cost = 250
		build_time = 365
		ai_creation_factor = 5
		add_number_to_name = no

		disease_defence = 0.04
		liege_piety = 0.10
		church_opinion = 2

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Chapel
	chapel_1 = {
		potential = { has_dlc = "Reapers" }
		prerequisites = { hospital_building_1 }
		desc = chapel_building_desc
		trigger = {
			TECH_CONSTRUCTION >= 3
			hospital_building_allow = yes
		}
		gold_cost = 600
		build_time = 365
		ai_creation_factor = 5
		add_number_to_name = no

		disease_defence = 0.02
		liege_piety = 0.1
		church_opinion = 2

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Translation House
	translation_house_1 = {
		potential = { has_dlc = "Reapers" }
		prerequisites = { hospital_building_2 }
		desc = translation_house_building_desc
		trigger = {
			TECH_CONSTRUCTION >= 3
			hospital_building_allow = yes
		}
		gold_cost = 400
		build_time = 365
		ai_creation_factor = 5
		add_number_to_name = no

		liege_prestige = 0.25
		economy_techpoints = 0.04

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Pilgrim's Inn
	pilgrims_inn_1 = {
		potential = { has_dlc = "Reapers" }
		prerequisites = { hospital_building_1 }
		desc = pilgrims_inn_building_desc
		trigger = {
			TECH_CONSTRUCTION >= 3
			hospital_building_allow = yes
		}
		gold_cost = 400
		build_time = 365
		ai_creation_factor = 5
		add_number_to_name = no

		liege_prestige = 0.25
		liege_piety = 0.10

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Library
	library_1 = {
		potential = { has_dlc = "Reapers" }
		prerequisites = { hospital_building_1 }
		desc = library_building_desc
		trigger = {
			TECH_CONSTRUCTION >= 3
			hospital_building_allow = yes
		}
		gold_cost = 450
		build_time = 365
		ai_creation_factor = 5
		add_number_to_name = no

		tech_growth_modifier = 0.25
		culture_techpoints = 0.03

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Pharmacology Laboratory
	pharmacology_laboratory_1 = {
		potential = { has_dlc = "Reapers" }
		prerequisites = { hospital_building_3 }
		desc = pharmacology_laboratory_building_desc
		trigger = {
			TECH_CONSTRUCTION >= 4
			hospital_building_allow = yes
		}
		gold_cost = 450
		build_time = 365
		ai_creation_factor = 5
		add_number_to_name = no

		tech_growth_modifier = 0.25
		disease_defence = 0.02

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Medical Academy
	medical_academy_1 = {
		potential = { has_dlc = "Reapers" }
		prerequisites = {
			hospital_building_3
			library_1
		}
		desc = medical_academy_building_desc
		trigger = {
			TECH_CONSTRUCTION >= 4
			hospital_building_allow = yes
		}
		gold_cost = 500
		build_time = 365
		ai_creation_factor = 5
		add_number_to_name = no

		disease_defence = 0.02
		culture_techpoints = 0.03
		economy_techpoints = 0.03
		military_techpoints = 0.03

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Observatory
	observatory_1 = {
		potential = { has_dlc = "Reapers" }
		prerequisites = {
			hospital_building_3
			pharmacology_laboratory_1
		}
		desc = observatory_building_desc
		trigger = {
			TECH_CONSTRUCTION >= 4
			hospital_building_allow = yes
		}
		gold_cost = 400
		build_time = 365
		ai_creation_factor = 5
		add_number_to_name = no

		culture_techpoints = 0.03
		military_techpoints = 0.03

		extra_tech_building_start = 10.0 # Never get at start of game
	}
}
