# All cultural buildings follow the same pattern:
# tech required is 0, 1, 2, 4 for the levels of the buildings
# cost is 200 + 100 per level
# 60 maintenance of troops + 20 per level
# + 0.15 bonus in either offensive, defensive or morale sometimes split over different units or stats same on all levels

# Castle Culture building names MUST start with ca_culture
# Be sure to mirror new additions in the tribal culture buildings

# Castle
castle = {
	# Central African Cavalry
	ca_culture_group_central_african_1 = {
		desc = ca_culture_group_central_african_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture_group = central_african } }

				FROMFROM = { has_building = ca_culture_group_central_african_1 }
			}
		}
		trigger = {
			castle_building_allow = yes
			cultural_building_allow = yes
			culture_group = central_african

			TECH_CASTLE_CONSTRUCTION >= 0
		}
		is_active_trigger = {
			culture_group = central_african
		}
		replaces = ca_culture_west_african_1 # Easier to do this than edit the original building
		gold_cost = 200
		build_time = 730

		knights = 5
		light_cavalry = 20
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
	ca_culture_group_central_african_2 = {
		desc = ca_culture_group_central_african_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture_group = central_african } }

				FROMFROM = { has_building = ca_culture_group_central_african_1 }
			}
		}
		trigger = {
			castle_building_allow = yes
			cultural_building_allow = yes
			culture_group = central_african
			TECH_CASTLE_CONSTRUCTION >= 1
		}
		is_active_trigger = {
			culture_group = central_african
		}
		upgrades_from = ca_culture_group_central_african_1
		replaces = ca_culture_west_african_2 # Easier to do this than edit the original building
		gold_cost = 300
		build_time = 1095

		knights = 10
		light_cavalry = 20
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
	ca_culture_group_central_african_3 = {
		desc = ca_culture_group_central_african_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture_group = central_african } }

				FROMFROM = { has_building = ca_culture_group_central_african_1 }
			}
		}
		trigger = {
			castle_building_allow = yes
			cultural_building_allow = yes
			culture_group = central_african
			TECH_CASTLE_CONSTRUCTION >= 2
		}
		is_active_trigger = {
			culture_group = central_african
		}

		upgrades_from = ca_culture_group_central_african_2
		replaces = ca_culture_west_african_3 # Easier to do this than edit the original building
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 15
		light_cavalry = 20
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075


	}
	ca_culture_group_central_african_4 = {
		desc = ca_culture_group_central_african_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture_group = central_african } }

				FROMFROM = { has_building = ca_culture_group_central_african_1 }
			}
		}
		trigger = {
			castle_building_allow = yes
			cultural_building_allow = yes
			culture_group = central_african
			TECH_CASTLE_CONSTRUCTION >= 4
		}
		is_active_trigger = {
			culture_group = central_african
		}
		upgrades_from = ca_culture_group_central_african_3
		replaces = ca_culture_west_african_4 # Easier to do this than edit the original building
		gold_cost = 500
		build_time = 2190

		knights = 15
		light_cavalry = 30
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
}

tribal = {
	# Roman Legionary
	tb_culture_roman_1 = {
		desc = ca_culture_roman_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture = roman } }

				FROMFROM = { has_building = tb_culture_roman_1 }
			}
		}
		trigger = {
			tribal_building_allow = yes
			cultural_building_allow = yes
			culture = roman
			TECH_CASTLE_CONSTRUCTION >= 0
		}
		is_active_trigger = { culture = roman }
		convert_to_castle = ca_culture_roman_1
		gold_cost = 200
		build_time = 730

		heavy_infantry = 30
		heavy_infantry_defensive = 0.15

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
	tb_culture_roman_2 = {
		desc = ca_culture_roman_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture = roman } }

				FROMFROM = { has_building = tb_culture_roman_1 }
			}
		}
		trigger = {
			tribal_building_allow = yes
			cultural_building_allow = yes
			culture = roman
			TECH_CASTLE_CONSTRUCTION >= 1
		}
		is_active_trigger = { culture = roman }
		upgrades_from = tb_culture_roman_1
		convert_to_castle = ca_culture_roman_2
		gold_cost = 300
		build_time = 1095

		heavy_infantry = 40
		heavy_infantry_defensive = 0.15

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
	tb_culture_roman_3 = {
		desc = ca_culture_roman_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture = roman } }

				FROMFROM = { has_building = tb_culture_roman_1 }
			}
		}
		trigger = {
			tribal_building_allow = yes
			cultural_building_allow = yes
			culture = roman
			TECH_CASTLE_CONSTRUCTION >= 2
		}
		is_active_trigger = { culture = roman }
		upgrades_from = tb_culture_roman_2
		convert_to_castle = ca_culture_roman_3
		gold_cost = 400
		build_time = 2190

		heavy_infantry = 50
		heavy_infantry_defensive = 0.15

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
	tb_culture_roman_4 = {
		desc = ca_culture_roman_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture = roman } }

				FROMFROM = { has_building = tb_culture_roman_1 }
			}
		}
		trigger = {
			tribal_building_allow = yes
			cultural_building_allow = yes
			culture = roman
			TECH_CASTLE_CONSTRUCTION >= 4
		}
		is_active_trigger = { culture = roman }
		upgrades_from = tb_culture_roman_3
		convert_to_castle = ca_culture_roman_4
		gold_cost = 500
		build_time = 2190

		heavy_infantry = 60
		heavy_infantry_defensive = 0.15

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}

	# Central African Cavalry
	tb_culture_group_central_african_1 = {
		desc = ca_culture_group_central_african_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture_group = central_african } }

				FROMFROM = { has_building = tb_culture_group_central_african_1 }
			}
		}
		trigger = {
			tribal_building_allow = yes
			cultural_building_allow = yes
			culture_group = central_african
			TECH_CASTLE_CONSTRUCTION >= 0
		}
		is_active_trigger = { culture_group = central_african }
		replaces = tb_culture_west_african_1 # Easier to do this than edit the original building
		convert_to_castle = ca_culture_group_central_african_1
		gold_cost = 200
		build_time = 730

		knights = 5
		light_cavalry = 20
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
	tb_culture_group_central_african_2 = {
		desc = ca_culture_group_central_african_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture_group = central_african } }

				FROMFROM = { has_building = tb_culture_group_central_african_1 }
			}
		}
		trigger = {
			tribal_building_allow = yes
			cultural_building_allow = yes
			culture_group = central_african
			TECH_CASTLE_CONSTRUCTION >= 1
		}
		is_active_trigger = { culture_group = central_african }
		replaces = tb_culture_west_african_2 # Easier to do this than edit the original building
		upgrades_from = tb_culture_group_central_african_1
		convert_to_castle = ca_culture_group_central_african_2
		gold_cost = 300
		build_time = 1095

		knights = 10
		light_cavalry = 20
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
	tb_culture_group_central_african_3 = {
		desc = ca_culture_group_central_african_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture_group = central_african } }

				FROMFROM = { has_building = tb_culture_group_central_african_1 }
			}
		}
		trigger = {
			tribal_building_allow = yes
			cultural_building_allow = yes
			culture_group = central_african
			TECH_CASTLE_CONSTRUCTION >= 2
		}
		is_active_trigger = { culture_group = central_african }
		replaces = tb_culture_west_african_3 # Easier to do this than edit the original building
		upgrades_from = tb_culture_group_central_african_2
		convert_to_castle = ca_culture_group_central_african_3
		gold_cost = 400
		build_time = 2190

		knights = 15
		light_cavalry = 20
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
	tb_culture_group_central_african_4 = {
		desc = ca_culture_group_central_african_1_desc
		potential = {
			trigger_if = {
				limit = { NOT = { culture_group = central_african } }

				FROMFROM = { has_building = tb_culture_group_central_african_1 }
			}
		}
		trigger = {
			tribal_building_allow = yes
			cultural_building_allow = yes
			culture_group = central_african
			TECH_CASTLE_CONSTRUCTION >= 4
		}
		is_active_trigger = { culture_group = central_african }
		replaces = tb_culture_west_african_4 # Easier to do this than edit the original building
		upgrades_from = tb_culture_group_central_african_3
		convert_to_castle = ca_culture_group_central_african_4
		gold_cost = 500
		build_time = 2190

		knights = 15
		light_cavalry = 30
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		ai_creation_factor = 101
		extra_tech_building_start = 0.8
	}
}
