city = {
	# Steppe Stable
	ct_steppe_stable_1 = {
		potential = { terrain = steppe }
		trigger = {
			city_building_allow = yes
			TECH_CAVALRY >= 1
		}
		replaces = ct_stable_1
		gold_cost = 100
		build_time = 365

		light_cavalry = 32
		horse_archers = 14

		ai_creation_factor = 89
		extra_tech_building_start = 0.6
	}
	ct_steppe_stable_2 = {
		potential = { terrain = steppe }
		trigger = {
			city_building_allow = yes
			TECH_CAVALRY >= 2
		}
		replaces = ct_stable_2
		upgrades_from = ct_steppe_stable_1
		gold_cost = 120
		build_time = 547

		light_cavalry = 42
		horse_archers = 24

		ai_creation_factor = 88
		extra_tech_building_start = 1.2
	}
	ct_steppe_stable_3 = {
		potential = { terrain = steppe }
		trigger = {
			city_building_allow = yes
			TECH_CAVALRY >= 3
		}
		replaces = ct_stable_3
		upgrades_from = ct_steppe_stable_2
		gold_cost = 200
		build_time = 730

		light_cavalry = 42
		horse_archers = 24

		ai_creation_factor = 87
		extra_tech_building_start = 0.8
	}
	ct_steppe_stable_4 = {
		potential = { terrain = steppe }
		trigger = {
			city_building_allow = yes
			TECH_CAVALRY >= 5
		}
		replaces = ct_stable_4
		upgrades_from = ct_steppe_stable_3
		gold_cost = 300
		build_time = 1095

		light_cavalry = 42
		horse_archers = 24
		knights = 15

		ai_creation_factor = 86
		extra_tech_building_start = 1.0
	}
	ct_steppe_stable_5 = {
		potential = { terrain = steppe }
		trigger = {
			city_building_allow = yes
			TECH_CAVALRY >= 7
		}
		replaces = ct_stable_5
		upgrades_from = ct_steppe_stable_4
		gold_cost = 400
		build_time = 2190

		light_cavalry = 42
		horse_archers = 24
		knights = 20

		ai_creation_factor = 85
		extra_tech_building_start = 1.2
	}
}

temple = {
	# Steppe Stable
	tp_steppe_stable_1 = {
		potential = { terrain = steppe }
		trigger = {
			temple_building_allow = yes
			TECH_CAVALRY >= 1
		}
		replaces = tp_stable_1
		gold_cost = 100
		build_time = 365

		light_cavalry = 32
		horse_archers = 14

		extra_tech_building_start = 0.6
		ai_creation_factor = 89
	}
	tp_steppe_stable_2 = {
		potential = { terrain = steppe }
		trigger = {
			temple_building_allow = yes
			TECH_CAVALRY >= 1
		}
		replaces = tp_stable_2
		upgrades_from = tp_steppe_stable_1
		gold_cost = 120
		build_time = 547

		light_cavalry = 42
		horse_archers = 24

		ai_creation_factor = 88
		extra_tech_building_start = 1.2
	}
	tp_steppe_stable_3 = {
		potential = { terrain = steppe }
		trigger = {
			temple_building_allow = yes
			TECH_CAVALRY >= 3
		}
		replaces = tp_stable_3
		upgrades_from = tp_steppe_stable_2
		gold_cost = 200
		build_time = 730

		light_cavalry = 42
		horse_archers = 24

		ai_creation_factor = 87
		extra_tech_building_start = 0.8
	}
	tp_steppe_stable_4 = {
		potential = { terrain = steppe }
		trigger = {
			temple_building_allow = yes
			TECH_CAVALRY >= 5
		}
		replaces = tp_stable_4
		upgrades_from = tp_steppe_stable_3
		gold_cost = 300
		build_time = 1095

		light_cavalry = 42
		horse_archers = 24
		knights = 15

		ai_creation_factor = 86
		extra_tech_building_start = 1.0
	}
	tp_steppe_stable_5 = {
		potential = { terrain = steppe }
		trigger = {
			temple_building_allow = yes
			TECH_CAVALRY >= 7
		}
		replaces = tp_stable_5
		upgrades_from = tp_steppe_stable_4
		gold_cost = 400
		build_time = 2190

		light_cavalry = 42
		horse_archers = 24
		knights = 20

		ai_creation_factor = 85
		extra_tech_building_start = 1.2
	}
}