castle = {
	# Steppe Barracks, gives less heavy infantry, no pikemen, but some horsies
	ca_steppe_barracks_1 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_barracks_1
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			castle_building_allow = yes
		}
		gold_cost = 100
		build_time = 365
		heavy_infantry = 25
		light_cavalry = 20
		ai_creation_factor = 105

		extra_tech_building_start = 1.0
	}
	ca_steppe_barracks_2 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_barracks_2
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			castle_building_allow = yes
		}
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_steppe_barracks_1
		gold_cost = 120
		build_time = 547
		heavy_infantry = 35
		light_cavalry = 20
		ai_creation_factor = 104

		extra_tech_building_start = 1.8
	}
	ca_steppe_barracks_3 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_barracks_3
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			castle_building_allow = yes
		}
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_steppe_barracks_2
		gold_cost = 200
		build_time = 730
		heavy_infantry = 40
		light_cavalry = 25
		ai_creation_factor = 103

		extra_tech_building_start = 3.0
	}
	ca_steppe_barracks_4 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian

				}
			}
		}
		replaces = ca_barracks_4
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 1
			castle_building_allow = yes
		}
		upgrades_from = ca_steppe_barracks_3
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 45
		light_cavalry = 30
		ai_creation_factor = 102

		extra_tech_building_start = 3.0
	}
	ca_steppe_barracks_5 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_barracks_5
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 3
			castle_building_allow = yes
		}
		upgrades_from = ca_steppe_barracks_4
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 55
		light_cavalry = 30
		ai_creation_factor = 101

		extra_tech_building_start = 2.0
	}
	ca_steppe_barracks_6 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_barracks_6
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 5
			castle_building_allow = yes
		}
		upgrades_from = ca_steppe_barracks_5
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		light_cavalry = 35
		ai_creation_factor = 100

		extra_tech_building_start = 0.2
	}

	#Steppe Stable, gives light cavalry & horse archers
	ca_steppe_stable_1 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_stable_1
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			castle_building_allow = yes
		}
		gold_cost = 100
		build_time = 365
		light_cavalry = 25
		horse_archers = 10
		ai_creation_factor = 89

		extra_tech_building_start = 0.4
	}
	ca_steppe_stable_2 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_stable_2
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 0
			castle_building_allow = yes
		}
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_steppe_stable_1
		gold_cost = 120
		build_time = 547
		light_cavalry = 25
		horse_archers = 20
		ai_creation_factor = 88

		extra_tech_building_start = 0.8
	}
	ca_steppe_stable_3 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_stable_3
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 2
			castle_building_allow = yes
		}
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_steppe_stable_2
		gold_cost = 200
		build_time = 730
		light_cavalry = 35
		horse_archers = 20
		ai_creation_factor = 87

		extra_tech_building_start = 0.2
	}
	ca_steppe_stable_4 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_stable_4
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 4
			castle_building_allow = yes
		}
		upgrades_from = ca_steppe_stable_3
		gold_cost = 300
		build_time = 1095
		light_cavalry = 35
		horse_archers = 20
		knights = 5
		ai_creation_factor = 86

		extra_tech_building_start = 0.2
	}
	ca_steppe_stable_5 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_stable_5
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 6
			castle_building_allow = yes
		}
		upgrades_from = ca_steppe_stable_4
		gold_cost = 400
		build_time = 2190
		light_cavalry = 35
		horse_archers = 20
		knights = 10
		ai_creation_factor = 85

		extra_tech_building_start = 0.2
	}
	ca_steppe_stable_6 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
				}
			}
		}
		replaces = ca_stable_6
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 8
			castle_building_allow = yes
		}
		upgrades_from = ca_steppe_stable_5
		gold_cost = 500
		build_time = 2190
		light_cavalry = 35
		horse_archers = 20
		knights = 20
		ai_creation_factor = 85

		extra_tech_building_start = 0.2
	}
}

city = {}

temple = {}

tribal = {
	# Steppe Barracks
	tb_steppe_barracks_1 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
				}
			}
		}
		replaces = tb_war_camp_1
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		prestige_cost = 100
		build_time = 365
		archers = 12
		light_cavalry = 10
		ai_creation_factor = 105

		extra_tech_building_start = 0.3
	}
	tb_steppe_barracks_2 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
				}
			}
		}
		replaces = tb_war_camp_2
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_steppe_barracks_1
		prestige_cost = 200
		build_time = 547
		archers = 12
		light_cavalry = 10
		ai_creation_factor = 104

		convert_to_castle = ca_steppe_barracks_1
		convert_to_city = ct_guard_1

		extra_tech_building_start = 1.5
	}
	tb_steppe_barracks_3 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
				}
			}
		}
		replaces = tb_war_camp_3
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_steppe_barracks_2
		prestige_cost = 300
		build_time = 730
		archers = 12
		light_cavalry = 10
		ai_creation_factor = 103

		extra_tech_building_start = 2
	}
	tb_steppe_barracks_4 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
				}
			}
		}
		replaces = tb_war_camp_4
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_steppe_barracks_3
		prestige_cost = 400
		build_time = 1095
		archers = 12
		light_cavalry = 10
		ai_creation_factor = 102

		convert_to_castle = ca_steppe_barracks_2
		convert_to_city = ct_guard_2

		extra_tech_building_start = 2.5
	}

	# Steppe Stable
	tb_steppe_stable_1 = {
		desc = ca_steppe_stable_desc
		potential = {
			OR = {
				terrain = plains
				terrain = steppe
			}
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			}
		}
		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_steppe_stable_2 = {
		desc = ca_steppe_stable_desc
		potential = {
			OR = {
				terrain = plains
				terrain = steppe
			}
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			}
		}
		replaces = tb_practice_range_2
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_steppe_stable_1
		prestige_cost = 200
		build_time = 547
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 88

		convert_to_castle = ca_steppe_stable_1
		convert_to_city = ct_barracks_1

		extra_tech_building_start = 1.5
	}
	tb_steppe_stable_3 = {
		desc = ca_steppe_stable_desc
		potential = {
			OR = {
				terrain = plains
				terrain = steppe
			}
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			}
		}
		replaces = tb_practice_range_3
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_steppe_stable_2
		prestige_cost = 300
		build_time = 730
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 87

		extra_tech_building_start = 2
	}
	tb_steppe_stable_4 = {
		desc = ca_steppe_stable_desc
		potential = {
			OR = {
				terrain = plains
				terrain = steppe
			}
			FROM = {
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			}
		}
		replaces = tb_practice_range_4
		trigger = {
			TECH_CAVALRY >= 0
			tribal_building_allow = yes
		}
		upgrades_from = tb_steppe_stable_3
		prestige_cost = 400
		build_time = 1095
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 86

		convert_to_castle = ca_steppe_stable_2
		convert_to_city = ct_barracks_2

		extra_tech_building_start = 2.5
	}
}

nomad = {}