castle = {
	# Vanilla building chain, moved due to Plus terrain requirement addition
	# Castle Stable
	ca_stable_1 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 1
			castle_building_allow = yes
		}
		gold_cost = 100
		build_time = 365
		light_cavalry = 35
		ai_creation_factor = 89

		extra_tech_building_start = 0.8
	}
	ca_stable_2 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 2
			castle_building_allow = yes
		}
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_stable_1
		gold_cost = 120
		build_time = 547
		light_cavalry = 45
		ai_creation_factor = 88

		extra_tech_building_start = 2.2
	}
	ca_stable_3 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 3
			castle_building_allow = yes
		}
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_stable_2
		gold_cost = 200
		build_time = 730
		light_cavalry = 55
		ai_creation_factor = 87

		extra_tech_building_start = 1.6
	}
	ca_stable_4 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 5
			castle_building_allow = yes
		}
		upgrades_from = ca_stable_3
		gold_cost = 300
		build_time = 1095
		light_cavalry = 55
		knights = 5
		ai_creation_factor = 86

		extra_tech_building_start = 1.2
	}
	ca_stable_5 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION >= 6
			castle_building_allow = yes
		}
		upgrades_from = ca_stable_4
		gold_cost = 400
		build_time = 2190
		light_cavalry = 55
		knights = 10
		ai_creation_factor = 85

		extra_tech_building_start = 0.8
	}
	ca_stable_6 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 7
			castle_building_allow = yes
		}
		upgrades_from = ca_stable_5
		gold_cost = 500
		build_time = 2190
		light_cavalry = 55
		knights = 20
		ai_creation_factor = 85

		extra_tech_building_start = 0.2
	}
}
city = {
	# City Stable
	ct_stable_1 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 1
			city_building_allow = yes
		}
		gold_cost = 100
		build_time = 365
		light_cavalry = 46
		ai_creation_factor = 89
		extra_tech_building_start = 0.6
	}
	ct_stable_2 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 2
			city_building_allow = yes
		}
		upgrades_from = ct_stable_1
		gold_cost = 120
		build_time = 547
		light_cavalry = 56
		ai_creation_factor = 88
		extra_tech_building_start = 1.2
	}
	ct_stable_3 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 3
			city_building_allow = yes
		}
		upgrades_from = ct_stable_2
		gold_cost = 200
		build_time = 730
		light_cavalry = 66
		ai_creation_factor = 87
		extra_tech_building_start = 0.8
	}
	ct_stable_4 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 5
			city_building_allow = yes
		}
		upgrades_from = ct_stable_3
		gold_cost = 300
		build_time = 1095
		light_cavalry = 66
		knights = 15
		ai_creation_factor = 86
		extra_tech_building_start = 1.0
	}
	ct_stable_5 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 7
			city_building_allow = yes
		}
		upgrades_from = ct_stable_4
		gold_cost = 400
		build_time = 2190
		light_cavalry = 66
		knights = 20
		ai_creation_factor = 85
		extra_tech_building_start = 1.2
	}
}
temple = {
	# Temple Stable
	tp_stable_1 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 1
			temple_building_allow = yes
		}
		gold_cost = 100
		build_time = 365
		light_cavalry = 46
		ai_creation_factor = 89
		extra_tech_building_start = 0.6
	}
	tp_stable_2 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 2
			temple_building_allow = yes
		}
		upgrades_from = tp_stable_1
		gold_cost = 120
		build_time = 547
		light_cavalry = 56
		ai_creation_factor = 88
		extra_tech_building_start = 1.2
	}
	tp_stable_3 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 3
			temple_building_allow = yes
		}
		upgrades_from = tp_stable_2
		gold_cost = 200
		build_time = 730
		light_cavalry = 66
		ai_creation_factor = 87
		extra_tech_building_start = 0.8
	}
	tp_stable_4 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 5
			temple_building_allow = yes
		}
		upgrades_from = tp_stable_3
		gold_cost = 300
		build_time = 1095
		light_cavalry = 66
		knights = 15
		ai_creation_factor = 86
		extra_tech_building_start = 1.0
	}
	tp_stable_5 = {
		desc = ca_stable_1_desc
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
		}
		trigger = {
			TECH_CAVALRY >= 7
			temple_building_allow = yes
		}
		upgrades_from = tp_stable_4
		gold_cost = 400
		build_time = 2190
		light_cavalry = 66
		knights = 20
		ai_creation_factor = 85
		extra_tech_building_start = 1.2
	}
}
tribal = {
	# TODO: Tribal Stable
}