castle = {
	#Desert Stable, gives light cavalry & horse archers
	ca_desert_stable_1 = {
		desc = ca_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
				}
			}
		}
		replaces = ca_stable_1
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			castle_building_allow = yes
		}
		gold_cost = 100
		build_time = 365
		light_cavalry = 25
		camel_cavalry = 10
		ai_creation_factor = 89

		extra_tech_building_start = 0.4
	}
	ca_desert_stable_2 = {
		desc = ca_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
				}
			}
		}
		replaces = ca_stable_2
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			castle_building_allow = yes
		}
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_desert_stable_1
		gold_cost = 120
		build_time = 547
		light_cavalry = 25
		camel_cavalry = 20
		ai_creation_factor = 88

		extra_tech_building_start = 0.8
	}
	ca_desert_stable_3 = {
		desc = ca_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
				}
			}
		}
		replaces = ca_stable_3
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 2
			castle_building_allow = yes
		}
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_desert_stable_2
		gold_cost = 200
		build_time = 730
		light_cavalry = 35
		camel_cavalry = 20
		ai_creation_factor = 87

		extra_tech_building_start = 0.2
	}
	ca_desert_stable_4 = {
		desc = ca_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
				}
			}
		}
		replaces = ca_stable_4
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 4
			castle_building_allow = yes
		}
		upgrades_from = ca_desert_stable_3
		gold_cost = 300
		build_time = 1095
		light_cavalry = 35
		camel_cavalry = 20
		knights = 5
		ai_creation_factor = 86

		extra_tech_building_start = 0.2
	}
	ca_desert_stable_5 = {
		desc = ca_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
				}
			}
		}
		replaces = ca_stable_5
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 6
			castle_building_allow = yes
		}
		upgrades_from = ca_desert_stable_4
		gold_cost = 400
		build_time = 2190
		light_cavalry = 35
		camel_cavalry = 20
		knights = 10
		ai_creation_factor = 85

		extra_tech_building_start = 0.2
	}
	ca_desert_stable_6 = {
		desc = ca_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
				}
			}
		}
		replaces = ca_stable_6
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 8
			castle_building_allow = yes
		}
		upgrades_from = ca_desert_stable_5
		gold_cost = 500
		build_time = 2190
		light_cavalry = 35
		camel_cavalry = 20
		knights = 20
		ai_creation_factor = 85

		extra_tech_building_start = 0.2
	}
}

city = {}

temple = {}

tribal = {
	# Desert Stable
	tb_desert_stable_1 = {
		desc = tb_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					culture_group = iranian
				}
			}
		}
		replaces = tb_practice_range_1
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		prestige_cost = 100
		build_time = 365
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 89

		extra_tech_building_start = 0.3
	}
	tb_desert_stable_2 = {
		desc = tb_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					culture_group = iranian
				}
			}
		}
		replaces = tb_practice_range_2
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_desert_stable_1
		prestige_cost = 200
		build_time = 547
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 88

		convert_to_castle = ca_desert_stable_1
		convert_to_city = ct_barracks_1

		extra_tech_building_start = 1.5
	}
	tb_desert_stable_3 = {
		desc = tb_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					culture_group = iranian
				}
			}
		}
		replaces = tb_practice_range_3
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_desert_stable_2
		prestige_cost = 300
		build_time = 730
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 87

		extra_tech_building_start = 2
	}
	tb_desert_stable_4 = {
		desc = tb_desert_stable_desc
		potential = {
			terrain = desert
			FROM = {
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					culture_group = iranian
				}
			}
		}
		replaces = tb_practice_range_4
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_desert_stable_3
		prestige_cost = 400
		build_time = 1095
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 86

		convert_to_castle = ca_desert_stable_2
		convert_to_city = ct_barracks_2

		extra_tech_building_start = 2.5
	}
}

nomad = {
	# CAMEL_BREEDER
	no_camel_breeder_1 = {
		desc = no_camel_breeder_desc
		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			nomad_building_allow = yes
		}
		is_active_trigger = {
			ROOT = { terrain = desert }
		}
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		camel_cavalry_defensive = 0.1
	}
	no_camel_breeder_2 = {
		desc = no_camel_breeder_desc
		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			nomad_building_allow = yes
		}
		is_active_trigger = {
			ROOT = { terrain = desert }
		}
		gold_cost = 90
		build_time = 485
		ai_creation_factor = 97
		extra_tech_building_start = 1

		upgrades_from = no_camel_breeder_1

		camel_cavalry_defensive = 0.1
	}
	no_camel_breeder_3 = {
		desc = no_camel_breeder_desc
		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			nomad_building_allow = yes
		}
		is_active_trigger = {
			ROOT = { terrain = desert }
		}
		gold_cost = 120
		build_time = 605
		ai_creation_factor = 97
		extra_tech_building_start = 1

		upgrades_from = no_camel_breeder_2

		camel_cavalry_defensive = 0.1
	}
	no_camel_breeder_4 = {
		desc = no_camel_breeder_desc
		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			nomad_building_allow = yes
		}
		is_active_trigger = {
			ROOT = { terrain = desert }
		}
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 97
		extra_tech_building_start = 1

		upgrades_from = no_camel_breeder_3

		camel_cavalry_defensive = 0.1
	}
	no_camel_breeder_5 = {
		desc = no_camel_breeder_desc
		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			nomad_building_allow = yes
		}
		is_active_trigger = {
			ROOT = { terrain = desert }
		}
		gold_cost = 190
		build_time = 803
		ai_creation_factor = 97
		extra_tech_building_start = 1

		upgrades_from = no_camel_breeder_4

		camel_cavalry_defensive = 0.1
	}
	no_camel_breeder_6 = {
		desc = no_camel_breeder_desc
		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 4 }
			nomad_building_allow = yes
		}
		is_active_trigger = {
			ROOT = { terrain = desert }
		}
		gold_cost = 230
		build_time = 876
		ai_creation_factor = 97
		extra_tech_building_start = 1

		upgrades_from = no_camel_breeder_5

		camel_cavalry_offensive = 0.1
		camel_cavalry_defensive = 0.1
	}
	no_camel_breeder_7 = {
		desc = no_camel_breeder_desc
		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 5 }
			nomad_building_allow = yes
		}
		is_active_trigger = {
			ROOT = { terrain = desert }
		}
		gold_cost = 280
		build_time = 949
		ai_creation_factor = 97
		extra_tech_building_start = 1

		upgrades_from = no_camel_breeder_6

		camel_cavalry_offensive = 0.1
		camel_cavalry_defensive = 0.1
	}
	no_camel_breeder_8 = {
		desc = no_camel_breeder_desc
		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 6 }
			nomad_building_allow = yes
		}
		is_active_trigger = {
			ROOT = { terrain = desert }
		}
		gold_cost = 350
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 1

		upgrades_from = no_camel_breeder_7

		camel_cavalry_offensive = 0.1
		camel_cavalry_defensive = 0.1
	}
}