# Event Buildings

castle = {
	# Imperial Decadence
	ca_imperial_dec_1 = {
		desc = ca_imperial_dec_desc
		gold_cost = 0
		build_time = 0
		levy_size = -0.07
		ai_creation_factor = 0

		potential = {
			FROM = { has_character_modifier = imperial_decadence_1 }
		}

		trigger = {
			always = no
		}
	}
	ca_imperial_dec_2 = {
		desc = ca_imperial_dec_desc
		gold_cost = 0
		build_time = 0
		levy_size = -0.14
		ai_creation_factor = 0

		potential = {
			FROM = { has_character_modifier = imperial_decadence_2 }
		}

		trigger = {
			always = no
		}
	}
	ca_imperial_dec_3 = {
		desc = ca_imperial_dec_desc
		gold_cost = 0
		build_time = 0
		levy_size = -0.21
		ai_creation_factor = 0

		potential = {
			FROM = { has_character_modifier = imperial_decadence_3 }
		}

		trigger = {
			always = no
		}
	}
	ca_imperial_dec_4 = {
		desc = ca_imperial_dec_desc
		gold_cost = 0
		build_time = 0
		levy_size = -0.28
		ai_creation_factor = 0

		potential = {
			FROM = { has_character_modifier = imperial_decadence_4 }
		}

		trigger = {
			always = no
		}
	}
	ca_imperial_dec_5 = {
		desc = ca_imperial_dec_desc
		potential = {
			FROM = { has_character_modifier = imperial_decadence_5 }
		}
		trigger = {
			always = no
		}
		gold_cost = 0
		build_time = 0
		levy_size = -0.35
		ai_creation_factor = 0
	}
	ca_imperial_dec_6 = {
		desc = ca_imperial_dec_desc
		gold_cost = 0
		build_time = 0
		levy_size = -0.42
		ai_creation_factor = 0

		potential = {
			FROM = { has_character_modifier = imperial_decadence_6 }
		}

		trigger = {
			always = no
		}
	}
	ca_imperial_dec_7 = {
		desc = ca_imperial_dec_desc
		gold_cost = 0
		build_time = 0
		levy_size = -0.49
		ai_creation_factor = 0

		potential = {
			FROM = { has_character_modifier = imperial_decadence_7 }
		}

		trigger = {
			always = no
		}
	}
	ca_imperial_dec_8 = {
		desc = ca_imperial_dec_desc
		gold_cost = 0
		build_time = 0
		levy_size = -0.56
		ai_creation_factor = 0

		potential = {
			FROM = { has_character_modifier = imperial_decadence_8 }
		}

		trigger = {
			always = no
		}
	}
}

# City
city = {
	# Jewish Community
	ct_jewish_community_1 = {
		gold_cost = 0
		build_time = 0
		tax_income = 2
		ai_creation_factor = 1
		extra_tech_building_start = 10.0

		potential = {
			FROMFROM = { has_building = ct_jewish_community_1 } # Built by event. Don't want to see it before.

			# OR = {
			#	FROMFROM = { has_building = ct_jewish_community_1 }
			#	NOR = {
			#		FROM = { religion_group = jewish_group }
			#		NOT = { religion_group = jewish_group }
			#	}
			# }
		}

		trigger = {
			always = no
		}
	}
	ct_jewish_community_2 = {
		upgrades_from = ct_jewish_community_1
		gold_cost = 0
		build_time = 0
		tax_income = 2
		ai_creation_factor = 1
		extra_tech_building_start = 10.0

		potential = {
			FROMFROM = { has_building = ct_jewish_community_2 } # Built by event. Don't want it to show as constructable
		}

		trigger = {
			always = no
		}
	}
	ct_jewish_community_3 = {
		upgrades_from = ct_jewish_community_2
		gold_cost = 0
		build_time = 0
		tax_income = 2
		ai_creation_factor = 1
		extra_tech_building_start = 10.0

		potential = {
			FROMFROM = { has_building = ct_jewish_community_2 } # Built by event. Don't want it to show as constructable
		}

		trigger = {
			always = no
		}
	}
}