hospital = {
	grand_bath_facility = {
		desc = grand_bath_facility_desc
		gold_cost = 28800
		build_time = 1000
		ai_creation_factor = 113
		upgrades_from = steamed_bathhouse
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 5
		}
		hospital_level = 10
		disease_defence = 0.188
		health = 1
		tech_growth_modifier = 0.22
		local_tax_modifier = 0.15
		monthly_character_prestige = 0.12
		fertility = 0.005
		prerequisites = {
			steamed_bathhouse
		}
	}
	grand_healing_garden = {
		desc = grand_healing_garden_desc
		gold_cost = 15000
		build_time = 1300
		ai_creation_factor = 111
		upgrades_from = orchard_annex
		prerequisites = {
			orchard_annex
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		hospital_level = 25
		disease_defence = 0.125
		health = 0.75
		tech_growth_modifier = 0.14
		economy_techpoints = 0.2
		monthly_character_prestige = 0.08
		monthly_character_piety = 0.04
		learning = 1
		fertility = 0.005
	}
	steamed_bathhouse = {
		desc = steamed_bathhouse_desc
		gold_cost = 14400
		build_time = 750
		ai_creation_factor = 107
		upgrades_from = indoor_bath_hall
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 4
		}
		hospital_level = 7
		disease_defence = 0.138
		health = 0.6
		tech_growth_modifier_economy = 0.18
		local_tax_modifier = 0.1
		fertility = 0.005
		prerequisites = {
			indoor_bath_hall
		}
	}
	grand_provision_depot = {
		desc = grand_provision_depot_desc
		gold_cost = 13000
		build_time = 1200
		ai_creation_factor = 110
		upgrades_from = climate_controlled_store
		prerequisites = {
			climate_controlled_store
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		hospital_level = 13
		disease_defence = 0.047
		supply_limit = 1
		tech_growth_modifier = 0.08
		monthly_character_prestige = 0.4
		fertility = 0.005
	}
	advanced_cookery = {
		desc = advanced_cookery_desc
		gold_cost = 10500
		build_time = 3500
		ai_creation_factor = 110
		upgrades_from = ventilated_kitchen
		prerequisites = {
			ventilated_kitchen
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 5
		}
		hospital_level = 10
		disease_defence = 0.113
		tech_growth_modifier_economy = 0.05
		monthly_character_prestige = 0.25
		health = 0.08
		fertility = 0.005
	}
	advanced_aqueduct_network = {
		desc = advanced_aqueduct_network_desc
		piety_cost = 9000
		build_time = 1800
		ai_creation_factor = 110
		upgrades_from = multiple_well_system
		prerequisites = {
			multiple_well_system
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		hospital_level = 18
		disease_defence = 0.060
		supply_limit = 0.45
		tech_growth_modifier = 0.08
		monthly_character_piety = 0.1
		learning = 1
		fertility = 0.005
	}
	sanitary_patient_wing = {
		desc = sanitary_patient_wing_desc
		gold_cost = 8000
		build_time = 1100
		ai_creation_factor = 110
		upgrades_from = spacious_infirmary_hall
		prerequisites = {
			spacious_infirmary_hall
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 6
		}
		hospital_level = 12
		disease_defence = 0.157
		tech_growth_modifier = 0.25
		health = 0.25
		monthly_character_prestige = 0.15
		fertility = 0.005
	}
	orchard_annex = {
		desc = orchard_annex_desc
		gold_cost = 7500
		build_time = 850
		ai_creation_factor = 108
		upgrades_from = expanded_medicinal_garden
		prerequisites = {
			expanded_medicinal_garden
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		hospital_level = 15
		disease_defence = 0.069
		health = 0.48
		economy_techpoints = 0.1
		supply_limit = 0.18
		monthly_character_prestige = 0.02
		fertility = 0.005
	}
	sanitary_laundry_facility = {
		desc = sanitary_laundry_facility_desc
		gold_cost = 7200
		build_time = 650
		ai_creation_factor = 110
		upgrades_from = mechanical_washing_shed
		prerequisites = {
			mechanical_washing_shed
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		hospital_level = 8
		disease_defence = 0.079
		supply_limit = 0.27
		tech_growth_modifier = 0.11
		monthly_character_prestige = 0.06
		health = 0.05
		fertility = 0.005
	}
	indoor_bath_hall = {
		desc = indoor_bath_hall_desc
		gold_cost = 7200
		build_time = 600
		ai_creation_factor = 101
		upgrades_from = separate_bath_pools
		prerequisites = {
			separate_bath_pools
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 3
		}
		hospital_level = 5
		disease_defence = 0.100
		health = 0.42
		tech_growth_modifier = 0.12
		local_tax_modifier = 0.06
		fertility = 0.005
	}
	climate_controlled_store = {
		desc = climate_controlled_store_desc
		gold_cost = 6500
		build_time = 850
		ai_creation_factor = 105
		upgrades_from = expanded_storage_hall
		prerequisites = {
			expanded_storage_hall
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		hospital_level = 9
		disease_defence = 0.033
		supply_limit = 0.65
		tech_growth_modifier = 0.05
		fertility = 0.005
	}
	spacious_kitchen_hall = {
		desc = spacious_kitchen_hall_desc
		gold_cost = 4800
		build_time = 1500
		ai_creation_factor = 99
		upgrades_from = separate_pantry
		prerequisites = {
			separate_pantry
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 3
		}
		hospital_level = 5
		disease_defence = 0.047
		local_tax_modifier = 0.02
		tech_growth_modifier = 0.025
		fertility = 0.005
	}
	advanced_surgery_hall = {
		desc = advanced_surgery_hall_desc
		gold_cost = 4800
		build_time = 750
		ai_creation_factor = 108
		upgrades_from = lighted_surgery_suite
		prerequisites = {
			lighted_surgery_suite
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		hospital_level = 5
		disease_defence = 0.032
		tech_growth_modifier = 0.08
		health = 0.06
		fertility = 0.005
	}
	pressurized_water_supply = {
		desc = pressurized_water_supply_desc
		gold_cost = 4500
		build_time = 850
		ai_creation_factor = 106
		upgrades_from = filtered_water_room
		prerequisites = {
			filtered_water_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 4
		}
		hospital_level = 8
		disease_defence = 0.032
		supply_limit = 0.24
		tech_growth_modifier = 0.05
		health = 0.01
		fertility = 0.005
	}
	mechanical_washing_shed = {
		desc = mechanical_washing_shed_desc
		gold_cost = 4200
		build_time = 475
		ai_creation_factor = 103
		upgrades_from = water_channel_laundry
		prerequisites = {
			water_channel_laundry
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 4
		}
		hospital_level = 6
		disease_defence = 0.057
		supply_limit = 0.17
		tech_growth_modifier = 0.07
		economy_techpoints = 0.035
		fertility = 0.005
	}
	expanded_medicinal_garden = {
		desc = expanded_medicinal_garden_desc
		gold_cost = 4200
		build_time = 600
		ai_creation_factor = 103
		upgrades_from = stone_walled_garden
		prerequisites = {
			stone_walled_garden
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		hospital_level = 10
		disease_defence = 0.050
		health = 0.33
		tech_growth_modifier = 0.06
		local_tax_modifier = 0.05
		fertility = 0.005
	}
	multiple_well_system = {
		desc = multiple_well_system_desc
		prestige_cost = 4000
		build_time = 1200
		ai_creation_factor = 108
		upgrades_from = pressurized_water_supply
		prerequisites = {
			pressurized_water_supply
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		hospital_level = 12
		disease_defence = 0.041
		supply_limit = 0.32
		monthly_character_prestige = 0.05
		fertility = 0.005
	}
	spacious_infirmary_hall = {
		desc = spacious_infirmary_hall_desc
		gold_cost = 4000
		build_time = 900
		ai_creation_factor = 108
		upgrades_from = ventilated_ward
		prerequisites = {
			ventilated_ward
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 5
		}
		hospital_level = 8
		disease_defence = 0.094
		tech_growth_modifier = 0.18
		economy_techpoints = 0.05
		fertility = 0.005
	}
	advanced_apothecary = {
		desc = advanced_apothecary_desc
		gold_cost = 4000
		build_time = 2000
		ai_creation_factor = 120
		upgrades_from = pharmaceutical_hall
		prerequisites = {
			pharmaceutical_hall
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		hospital_level = 20
		disease_defence = 0.075
		tech_growth_modifier = 0.5
		economy_techpoints = 0.2
		monthly_character_prestige = 0.12
		health = 0.2
		fertility = 0.005
	}
	separate_bath_pools = {
		desc = separate_bath_pools_desc
		gold_cost = 3600
		build_time = 450
		ai_creation_factor = 95
		upgrades_from = stone_bathhouse
		prerequisites = {
			stone_bathhouse
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 2
		}
		hospital_level = 4
		disease_defence = 0.072
		health = 0.3
		tech_growth_modifier = 0.08
		fertility = 0.005
	}
	separate_entrance_wing = {
		desc = separate_entrance_wing_desc
		gold_cost = 3200
		build_time = 325
		ai_creation_factor = 110
		upgrades_from = airflow_chamber
		prerequisites = {
			airflow_chamber
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		hospital_level = 6
		disease_defence = 0.163
		health = 0.13
		tech_growth_modifier = 0.06
		local_tax_modifier = 0.03
		fertility = 0.005
	}
	expanded_storage_hall = {
		desc = expanded_storage_hall_desc
		gold_cost = 3200
		build_time = 600
		ai_creation_factor = 100
		upgrades_from = secured_supply_vault
		prerequisites = {
			secured_supply_vault
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		hospital_level = 7
		disease_defence = 0.025
		supply_limit = 0.45
		tech_growth_modifier = 0.03
		fertility = 0.005
	}
	stone_walled_garden = {
		desc = stone_walled_garden_desc
		gold_cost = 2600
		build_time = 450
		ai_creation_factor = 96
		upgrades_from = timber_greenhouse
		prerequisites = {
			timber_greenhouse
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		hospital_level = 7
		disease_defence = 0.035
		health = 0.22
		economy_techpoints = 0.05
		supply_limit = 0.1
		fertility = 0.005
	}
	pharmaceutical_hall = {
		desc = pharmaceutical_hall_desc
		gold_cost = 2500
		build_time = 1600
		ai_creation_factor = 113
		upgrades_from = storied_pharmacy
		prerequisites = {
			storied_pharmacy
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 4
		}
		hospital_level = 13
		disease_defence = 0.054
		tech_growth_modifier = 0.34
		economy_techpoints = 0.12
		monthly_character_prestige = 0.08
		fertility = 0.005
	}
	lighted_surgery_suite = {
		desc = lighted_surgery_suite_desc
		gold_cost = 2400
		build_time = 500
		ai_creation_factor = 103
		upgrades_from = sterile_cloth_storage
		prerequisites = {
			sterile_cloth_storage
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 4
		}
		hospital_level = 4
		disease_defence = 0.024
		supply_limit = 0.07
		economy_techpoints = 0.04
		fertility = 0.005
	}
	oven_room = {
		desc = oven_room_desc
		gold_cost = 2300
		build_time = 900
		ai_creation_factor = 90
		upgrades_from = enlarged_cookhouse
		prerequisites = {
			enlarged_cookhouse
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		hospital_level = 3
		disease_defence = 0.022
		tech_growth_modifier_economy = 0.025
		monthly_character_prestige = 0.05
		fertility = 0.005
	}
	filtered_water_room = {
		desc = filtered_water_room_desc
		gold_cost = 2200
		build_time = 600
		ai_creation_factor = 101
		upgrades_from = covered_water_reservoir
		prerequisites = {
			covered_water_reservoir
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		hospital_level = 5
		disease_defence = 0.023
		supply_limit = 0.19
		tech_growth_modifier_economy = 0.03
		fertility = 0.005
	}
	water_channel_laundry = {
		desc = water_channel_laundry_desc
		gold_cost = 2200
		build_time = 360
		ai_creation_factor = 95
		upgrades_from = expanded_washing_hall
		prerequisites = {
			expanded_washing_hall
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		hospital_level = 4
		disease_defence = 0.039
		supply_limit = 0.12
		tech_growth_modifier = 0.04
		fertility = 0.005
	}
	stone_bathhouse = {
		desc = stone_bathhouse_desc
		gold_cost = 1800
		build_time = 300
		ai_creation_factor = 89
		upgrades_from = heated_bath_chamber
		prerequisites = {
			heated_bath_chamber
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		hospital_level = 3
		disease_defence = 0.054
		health = 0.22
		local_tax_modifier = 0.03
		fertility = 0.005
	}
	airflow_chamber = {
		desc = airflow_chamber_desc
		gold_cost = 1800
		build_time = 250
		ai_creation_factor = 100
		upgrades_from = sealed_quarters
		prerequisites = {
			sealed_quarters
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		hospital_level = 4
		disease_defence = 0.100
		health = 0.09
		tech_growth_modifier = 0.04
		fertility = 0.005
	}
	heated_infirmary = {
		desc = heated_infirmary_desc
		gold_cost = 1600
		build_time = 600
		ai_creation_factor = 99
		upgrades_from = expanded_ward
		prerequisites = {
			expanded_ward
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		hospital_level = 4
		disease_defence = 0.032
		tech_growth_modifier = 0.07
		global_winter_supply = 0.05
		fertility = 0.005
	}
	sanitized_quarantine_complex = {
		desc = sanitized_quarantine_complex_desc
		piety_cost = 1600
		build_time = 600
		ai_creation_factor = 110
		upgrades_from = guarded_isolation_hall
		prerequisites = {
			guarded_isolation_hall
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 4
		}
		hospital_level = 18
		disease_defence = 0.563
		health = 0.33
		tech_growth_modifier = 0.18
		local_tax_modifier = 0.11
		monthly_character_prestige = 0.05
		monthly_character_piety = 0.04
		fertility = 0.005
	}
	secured_supply_vault = {
		desc = secured_supply_vault_desc
		gold_cost = 1600
		build_time = 475
		ai_creation_factor = 95
		upgrades_from = separate_grain_room
		# prerequisites = {
		# 	separate_grain_room
		# }
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		hospital_level = 5
		disease_defence = 0.020
		supply_limit = 0.3
		local_tax_modifier = 0.03
		fertility = 0.005
	}
	water_basin_room = {
		desc = water_basin_room_desc
		gold_cost = 1500
		build_time = 300
		ai_creation_factor = 92
		upgrades_from = stone_surgery_chamber
		prerequisites = {
			stone_surgery_chamber
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		hospital_level = 2
		disease_defence = 0.013
		health = 0.03
		fertility = 0.005
	}
	timber_greenhouse = {
		desc = timber_greenhouse_desc
		gold_cost = 1400
		build_time = 350
		ai_creation_factor = 89
		upgrades_from = raised_garden_beds
		prerequisites = {
			raised_garden_beds
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		hospital_level = 4
		disease_defence = 0.023
		health = 0.15
		tech_growth_modifier = 0.03
		local_tax_modifier = 0.02
		fertility = 0.005
	}
	guarded_isolation_hall = {
		desc = guarded_isolation_hall_desc
		prestige_cost = 1400
		build_time = 500
		ai_creation_factor = 110
		upgrades_from = multi_room_quarantine
		prerequisites = {
			multi_room_quarantine
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		hospital_level = 12
		disease_defence = 0.375
		health = 0.25
		levy_size = 0.03
		tech_growth_modifier = 0.12
		fertility = 0.005
	}
	ventilated_kitchen = {
		desc = ventilated_kitchen_desc
		piety_cost = 1300
		build_time = 2000
		ai_creation_factor = 104
		upgrades_from = spacious_kitchen_hall
		# prerequisites = {
		# 	spacious_kitchen_hall
		# }
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 4
		}
		hospital_level = 7
		disease_defence = 0.063
		supply_limit = 0.25
		monthly_character_prestige = 0.12
		fertility = 0.005
	}
	expanded_washing_hall = {
		desc = expanded_washing_hall_desc
		gold_cost = 1200
		build_time = 260
		ai_creation_factor = 83
		upgrades_from = stone_laundry
		prerequisites = {
			stone_laundry
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		hospital_level = 3
		disease_defence = 0.028
		supply_limit = 0.07
		tech_growth_modifier_economy = 0.035
		fertility = 0.005
	}
	covered_water_reservoir = {
		desc = covered_water_reservoir_desc
		gold_cost = 1100
		build_time = 425
		ai_creation_factor = 95
		upgrades_from = aqueduct_channel
		prerequisites = {
			aqueduct_channel
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		hospital_level = 3
		disease_defence = 0.016
		supply_limit = 0.14
		local_tax_modifier = 0.02
		fertility = 0.005
	}
	enlarged_cookhouse = {
		desc = enlarged_cookhouse_desc
		gold_cost = 1100
		build_time = 600
		ai_creation_factor = 85
		upgrades_from = stone_kitchen
		prerequisites = {
			stone_kitchen
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		hospital_level = 2
		disease_defence = 0.014
		supply_limit = 0.08
		local_tax_modifier = 0.01
		fertility = 0.005
	}
	stone_dispensary = {
		desc = stone_dispensary_desc
		gold_cost = 1100
		build_time = 800
		ai_creation_factor = 94
		upgrades_from = herbal_drying_room
		prerequisites = {
			herbal_drying_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 2
		}
		hospital_level = 4
		disease_defence = 0.018
		tech_growth_modifier = 0.09
		local_tax_modifier = 0.01
		fertility = 0.005
	}
	master_surgeons_theatre = {
		desc = master_surgeons_theatre_desc
		piety_cost = 900
		build_time = 1100
		ai_creation_factor = 112
		upgrades_from = advanced_surgery_hall
		prerequisites = {
			advanced_surgery_hall
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 6
		}
		hospital_level = 8
		disease_defence = 0.041
		tech_growth_modifier = 0.13
		monthly_character_prestige = 0.1
		health = 0.1
		fertility = 0.005
	}
	sealed_quarters = {
		desc = sealed_quarters_desc
		gold_cost = 900
		build_time = 160
		ai_creation_factor = 90
		upgrades_from = stone_isolation_room
		prerequisites = {
			stone_isolation_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		hospital_level = 2
		disease_defence = 0.057
		health = 0.06
		tech_growth_modifier = 0.02
		fertility = 0.005
	}
	heated_bath_chamber = {
		desc = heated_bath_chamber_desc
		gold_cost = 900
		build_time = 200
		ai_creation_factor = 83
		upgrades_from = timber_bathhouse
		prerequisites = {
			timber_bathhouse
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		hospital_level = 2
		disease_defence = 0.035
		health = 0.15
		tech_growth_modifier_economy = 0.06
		fertility = 0.005
	}
	separate_grain_room = {
		desc = separate_grain_room_desc
		gold_cost = 900
		build_time = 350
		ai_creation_factor = 90
		upgrades_from = h_ventilated_storehouse
		prerequisites = {
			h_ventilated_storehouse
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 3
		}
		hospital_level = 3
		disease_defence = 0.015
		supply_limit = 0.2
		tech_growth_modifier_economy = 0.05
		fertility = 0.005
	}
	expanded_ward = {
		desc = expanded_ward_desc
		gold_cost = 800
		build_time = 450
		ai_creation_factor = 92
		upgrades_from = stone_infirmary
		prerequisites = {
			stone_infirmary
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 2
		}
		hospital_level = 2
		disease_defence = 0.022
		tech_growth_modifier = 0.05
		health = 0.05
		fertility = 0.005
	}
	multi_room_quarantine = {
		desc = multi_room_quarantine_desc
		prestige_cost = 700
		build_time = 400
		ai_creation_factor = 110
		upgrades_from = separate_entrance_wing
		prerequisites = {
			separate_entrance_wing
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		hospital_level = 8
		disease_defence = 0.250
		health = 0.19
		tech_growth_modifier = 0.09
		local_tax_modifier = 0.07
		fertility = 0.005
	}
	stone_surgery_chamber = {
		desc = stone_surgery_chamber_desc
		gold_cost = 700
		build_time = 210
		ai_creation_factor = 85
		upgrades_from = basic_instrument_store
		prerequisites = {
			basic_instrument_store
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 2
		}
		hospital_level = 2
		disease_defence = 0.009
		supply_limit = 0.04
		economy_techpoints = 0.02
		fertility = 0.005
	}
	raised_garden_beds = {
		desc = raised_garden_beds_desc
		gold_cost = 700
		build_time = 250
		ai_creation_factor = 83
		upgrades_from = irrigated_herb_patch
		prerequisites = {
			irrigated_herb_patch
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		hospital_level = 2
		disease_defence = 0.014
		health = 0.09
		supply_limit = 0.07
		economy_techpoints = 0.03
		fertility = 0.005
	}
	stone_laundry = {
		desc = stone_laundry_desc
		gold_cost = 650
		build_time = 200
		ai_creation_factor = 72
		upgrades_from = heated_drying_room
		prerequisites = {
			heated_drying_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		hospital_level = 2
		disease_defence = 0.020
		local_tax_modifier = 0.017
		economy_techpoints = 0.02
		fertility = 0.005
	}
	herbal_drying_room = {
		desc = herbal_drying_room_desc
		gold_cost = 600
		build_time = 550
		ai_creation_factor = 89
		upgrades_from = apothecary_workshop
		prerequisites = {
			apothecary_workshop
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		hospital_level = 2
		disease_defence = 0.010
		health = 0.08
		tech_growth_modifier = 0.06
		fertility = 0.005
	}
	compounding_room = {
		desc = compounding_room_desc
		prestige_cost = 600
		build_time = 1050
		ai_creation_factor = 101
		upgrades_from = stone_dispensary
		prerequisites = {
			stone_dispensary
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		hospital_level = 6
		disease_defence = 0.025
		tech_growth_modifier = 0.14
		economy_techpoints = 0.04
		fertility = 0.005
	}
	separate_pantry = {
		desc = separate_pantry_desc
		prestige_cost = 550
		build_time = 1050
		ai_creation_factor = 94
		upgrades_from = oven_room
		prerequisites = {
			oven_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 2
		}
		hospital_level = 4
		disease_defence = 0.032
		supply_limit = 0.14
		tech_growth_modifier = 0.02
		fertility = 0.005
	}
	aqueduct_channel = {
		desc = aqueduct_channel_desc
		gold_cost = 520
		build_time = 275
		ai_creation_factor = 89
		upgrades_from = bucket_pulley_well
		prerequisites = {
			bucket_pulley_well
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 2
		}
		hospital_level = 2
		disease_defence = 0.010
		supply_limit = 0.1
		economy_techpoints = 0.01
		fertility = 0.005
	}
	storied_pharmacy = {
		desc = storied_pharmacy_desc
		piety_cost = 500
		build_time = 1300
		ai_creation_factor = 107
		upgrades_from = compounding_room
		prerequisites = {
			compounding_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		hospital_level = 9
		disease_defence = 0.038
		tech_growth_modifier = 0.22
		local_tax_modifier = 0.03
		monthly_character_prestige = 0.05
		fertility = 0.005
	}
	stone_kitchen = {
		desc = stone_kitchen_desc
		gold_cost = 500
		build_time = 350
		ai_creation_factor = 80
		upgrades_from = timber_kitchen
		prerequisites = {
			timber_kitchen
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.009
		supply_limit = 0.04
		tech_growth_modifier_economy = 0.015
		fertility = 0.005
	}
	h_ventilated_storehouse = {
		desc = h_ventilated_storehouse_desc
		gold_cost = 500
		build_time = 250
		ai_creation_factor = 85
		upgrades_from = stone_storeroom
		prerequisites = {
			stone_storeroom
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 2
		}
		hospital_level = 2
		disease_defence = 0.010
		tech_growth_modifier_economy = 0.03
		supply_limit = 0.15
		fertility = 0.005
	}
	timber_bathhouse = {
		desc = timber_bathhouse_desc
		gold_cost = 420
		build_time = 130
		ai_creation_factor = 78
		upgrades_from = hot_water_tub
		prerequisites = {
			hot_water_tub
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.019
		health = 0.08
		tech_growth_modifier = 0.04
		fertility = 0.005
	}
	stone_isolation_room = {
		desc = stone_isolation_room_desc
		gold_cost = 400
		build_time = 110
		ai_creation_factor = 80
		upgrades_from = timber_isolation_room
		prerequisites = {
			timber_isolation_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.028
		health = 0.03
		tech_growth_modifier = 0.01
		fertility = 0.005
	}
	ventilated_ward = {
		desc = ventilated_ward_desc
		piety_cost = 400
		build_time = 750
		ai_creation_factor = 105
		upgrades_from = isolated_recovery_room
		prerequisites = {
			isolated_recovery_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		hospital_level = 6
		disease_defence = 0.063
		tech_growth_modifier = 0.13
		health = 0.15
		fertility = 0.005
	}
	sterile_cloth_storage = {
		desc = sterile_cloth_storage_desc
		prestige_cost = 400
		build_time = 390
		ai_creation_factor = 98
		upgrades_from = water_basin_room
		prerequisites = {
			water_basin_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		hospital_level = 3
		disease_defence = 0.019
		tech_growth_modifier = 0.03
		fertility = 0.005
	}
	basic_instrument_store = {
		desc = basic_instrument_store_desc
		gold_cost = 350
		build_time = 143
		ai_creation_factor = 78
		upgrades_from = timber_surgery_room
		prerequisites = {
			timber_surgery_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.005
		tech_growth_modifier = 0.01
		fertility = 0.005
	}
	stone_infirmary = {
		desc = stone_infirmary_desc
		gold_cost = 350
		build_time = 325
		ai_creation_factor = 87
		upgrades_from = timber_infirmary
		prerequisites = {
			timber_infirmary
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.012
		tech_growth_modifier = 0.025
		supply_limit = 0.04
		fertility = 0.005
	}
	irrigated_herb_patch = {
		desc = irrigated_herb_patch_desc
		gold_cost = 350
		build_time = 170
		ai_creation_factor = 77
		upgrades_from = fenced_garden_plot
		prerequisites = {
			fenced_garden_plot
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.009
		health = 0.05
		tech_growth_modifier = 0.01
		fertility = 0.005
	}
	apothecary_workshop = {
		desc = apothecary_workshop_desc
		gold_cost = 350
		build_time = 400
		ai_creation_factor = 81
		upgrades_from = timber_dispensary
		prerequisites = {
			timber_dispensary
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.006
		tech_growth_modifier = 0.03
		economy_techpoints = 0.01
		fertility = 0.005
	}
	heated_drying_room = {
		desc = heated_drying_room_desc
		piety_cost = 320
		build_time = 150
		ai_creation_factor = 65
		upgrades_from = soap_making_nook
		prerequisites = {
			soap_making_nook
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		hospital_level = 1
		disease_defence = 0.012
		supply_limit = 0.04
		tech_growth_modifier = 0.018
		fertility = 0.005
	}
	isolated_recovery_room = {
		desc = isolated_recovery_room_desc
		prestige_cost = 300
		build_time = 650
		ai_creation_factor = 102
		upgrades_from = heated_infirmary
		prerequisites = {
			heated_infirmary
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		hospital_level = 5
		disease_defence = 0.044
		tech_growth_modifier = 0.09
		health = 0.1
		fertility = 0.005
	}
	bucket_pulley_well = {
		desc = bucket_pulley_well_desc
		gold_cost = 260
		build_time = 180
		ai_creation_factor = 81
		upgrades_from = stone_lined_well
		prerequisites = {
			stone_lined_well
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.005
		supply_limit = 0.06
		tech_growth_modifier = 0.01
		fertility = 0.005
	}
	stone_storeroom = {
		desc = stone_storeroom_desc
		gold_cost = 260
		build_time = 165
		ai_creation_factor = 80
		upgrades_from = dry_goods_closet
		prerequisites = {
			dry_goods_closet
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.005
		supply_limit = 0.1
		fertility = 0.005
	}
	timber_kitchen = {
		desc = timber_kitchen_desc
		gold_cost = 240
		build_time = 175
		ai_creation_factor = 73
		upgrades_from = covered_hearth
		prerequisites = {
			covered_hearth
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		tech_growth_modifier = 0.01
		fertility = 0.005
	}
	hot_water_tub = {
		desc = hot_water_tub_desc
		gold_cost = 210
		build_time = 80
		ai_creation_factor = 72
		upgrades_from = wooden_bath_shed
		prerequisites = {
			wooden_bath_shed
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.010
		health = 0.05
		fertility = 0.005
	}
	soap_making_nook = {
		desc = soap_making_nook_desc
		prestige_cost = 180
		build_time = 110
		ai_creation_factor = 56
		upgrades_from = timber_laundry_room
		prerequisites = {
			timber_laundry_room
		}
		potential = {
			has_dlc = "Reapers"
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 1
		disease_defence = 0.008
		tech_growth_modifier_economy = 0.025
		fertility = 0.005
	}
	timber_surgery_room = {
		desc = timber_surgery_room_desc
		gold_cost = 175
		build_time = 105
		ai_creation_factor = 72
		upgrades_from = curtained_surgery_area
		prerequisites = {
			curtained_surgery_area
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		supply_limit = 0.02
		fertility = 0.005
	}
	timber_dispensary = {
		desc = timber_dispensary_desc
		gold_cost = 170
		build_time = 250
		ai_creation_factor = 73
		upgrades_from = simple_apothecary
		prerequisites = {
			simple_apothecary
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		health = 0.03
		fertility = 0.005
	}
	timber_laundry_room = {
		desc = timber_laundry_room_desc
		gold_cost = 160
		build_time = 80
		ai_creation_factor = 48
		upgrades_from = covered_washing_area
		prerequisites = {
			covered_washing_area
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		local_tax_modifier = 0.01
		fertility = 0.005
	}
	timber_isolation_room = {
		desc = timber_isolation_room_desc
		gold_cost = 150
		build_time = 75
		ai_creation_factor = 70
		upgrades_from = curtained_cubicle
		prerequisites = {
			curtained_cubicle
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.015
		health = 0.01
		fertility = 0.005
	}
	fenced_garden_plot = {
		desc = fenced_garden_plot_desc
		gold_cost = 150
		build_time = 100
		ai_creation_factor = 72
		upgrades_from = enclosed_herb_bed
		prerequisites = {
			enclosed_herb_bed
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		supply_limit = 0.03
		fertility = 0.005
	}
	timber_infirmary = {
		desc = timber_infirmary_desc
		gold_cost = 150
		build_time = 200
		ai_creation_factor = 80
		upgrades_from = sheltered_lean_to
		prerequisites = {
			sheltered_lean_to
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.008
		tech_growth_modifier = 0.01
		fertility = 0.005
	}
	dry_goods_closet = {
		desc = dry_goods_closet_desc
		gold_cost = 130
		build_time = 100
		ai_creation_factor = 70
		upgrades_from = timber_storage_shed
		prerequisites = {
			timber_storage_shed
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		tech_growth_modifier_economy = 0.01
		fertility = 0.005
	}
	stone_lined_well = {
		desc = stone_lined_well_desc
		gold_cost = 120
		build_time = 125
		ai_creation_factor = 73
		upgrades_from = timber_well_cover
		prerequisites = {
			timber_well_cover
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		supply_limit = 0.03
		fertility = 0.005
	}
	covered_hearth = {
		desc = covered_hearth_desc
		gold_cost = 100
		build_time = 100
		ai_creation_factor = 68
		upgrades_from = cookfire_pit
		prerequisites = {
			cookfire_pit
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		supply_limit = 0.02
		fertility = 0.005
	}
	covered_washing_area = {
		desc = covered_washing_area_desc
		gold_cost = 80
		build_time = 60
		ai_creation_factor = 34
		upgrades_from = washing_basin
		prerequisites = {
			washing_basin
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		tech_growth_modifier = 0.01
		fertility = 0.005
	}
	wooden_bath_shed = {
		desc = wooden_bath_shed_desc
		gold_cost = 75
		build_time = 60
		ai_creation_factor = 67
		upgrades_from = washing_area
		prerequisites = {
			washing_area
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		health = 0.02
		fertility = 0.005
	}
	simple_apothecary = {
		desc = simple_apothecary_desc
		gold_cost = 75
		build_time = 175
		ai_creation_factor = 67
		upgrades_from = herbalists_corner
		prerequisites = {
			herbalists_corner
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		tech_growth_modifier = 0.01
		fertility = 0.005
	}
	curtained_surgery_area = {
		desc = curtained_surgery_area_desc
		gold_cost = 75
		build_time = 68
		ai_creation_factor = 68
		upgrades_from = wooden_procedure_table
		prerequisites = {
			wooden_procedure_table
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		health = 0.01
		fertility = 0.005
	}
	sheltered_lean_to = {
		desc = sheltered_lean_to_desc
		gold_cost = 60
		build_time = 125
		ai_creation_factor = 70
		upgrades_from = makeshift_sickbay
		prerequisites = {
			makeshift_sickbay
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		supply_limit = 0.02
		fertility = 0.005
	}
	timber_storage_shed = {
		desc = timber_storage_shed_desc
		gold_cost = 60
		build_time = 75
		ai_creation_factor = 65
		upgrades_from = supply_nook
		prerequisites = {
			supply_nook
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		supply_limit = 0.05
		fertility = 0.005
	}
	enclosed_herb_bed = {
		desc = enclosed_herb_bed_desc
		gold_cost = 60
		build_time = 60
		ai_creation_factor = 68
		upgrades_from = patch_of_herbs
		prerequisites = {
			patch_of_herbs
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		health = 0.02
		fertility = 0.005
	}
	curtained_cubicle = {
		desc = curtained_cubicle_desc
		gold_cost = 60
		build_time = 60
		ai_creation_factor = 65
		upgrades_from = screened_sickbed
		prerequisites = {
			screened_sickbed
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.007
		supply_limit = 0.04
		fertility = 0.005
	}
	cookfire_pit = {
		desc = cookfire_pit_desc
		gold_cost = 40
		build_time = 60
		ai_creation_factor = 65
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		fertility = 0.005
	}
	timber_well_cover = {
		desc = timber_well_cover_desc
		gold_cost = 40
		build_time = 90
		ai_creation_factor = 68
		upgrades_from = rainwater_barrel
		prerequisites = {
			rainwater_barrel
		}
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		supply_limit = 0.01
		fertility = 0.005
	}
	washing_basin = {
		desc = washing_basin_desc
		gold_cost = 40
		build_time = 60
		ai_creation_factor = 22
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		fertility = 0.005
	}
	herbalists_corner = {
		desc = herbalists_corner_desc
		gold_cost = 35
		build_time = 100
		ai_creation_factor = 62
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		health = 0.01
		fertility = 0.005
	}
	wooden_procedure_table = {
		desc = wooden_procedure_table_desc
		gold_cost = 30
		build_time = 60
		ai_creation_factor = 65
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		fertility = 0.005
	}
	makeshift_sickbay = {
		desc = makeshift_sickbay_desc
		gold_cost = 25
		build_time = 75
		ai_creation_factor = 65
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		fertility = 0.005
	}
	washing_area = {
		desc = washing_area_desc
		gold_cost = 25
		build_time = 60
		ai_creation_factor = 62
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		fertility = 0.005
	}
	screened_sickbed = {
		desc = screened_sickbed_desc
		gold_cost = 25
		build_time = 60
		ai_creation_factor = 60
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		fertility = 0.005
	}
	supply_nook = {
		desc = supply_nook_desc
		gold_cost = 25
		build_time = 60
		ai_creation_factor = 60
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		fertility = 0.005
	}
	patch_of_herbs = {
		desc = patch_of_herbs_desc
		gold_cost = 25
		build_time = 60
		ai_creation_factor = 62
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		fertility = 0.005
	}
	rainwater_barrel = {
		desc = rainwater_barrel_desc
		gold_cost = 20
		build_time = 60
		ai_creation_factor = 65
		potential = {
			has_dlc = "Reapers"
		}
		hospital_level = 1
		disease_defence = 0.005
		fertility = 0.005
	}
}
