 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.
 
 #<tag> = {
 #	desc = description used in the tooltip of the building
 #	trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
 #	gold_cost = cost to build the building
 #	build_time = time to build, in days
 #	
 #	ai_creation_factor = weight that the AI uses to determine what building to build
 #	extra_tech_building_start = when starting a new game this building will be pre-built if the province has higher tech than the requirement + this + random 0-1
 #}

# Holy Warriors building for temples

temple = {
	RR_holy_warriors_building_1 = {
		desc = RR_holy_warriors_building_1_desc
		potential = {
			OR = {
				FROM = { has_holy_warriors = yes }
				has_building = RR_holy_warriors_building_1				
			}
		}
		is_active_trigger = {
			religion = FROM
			FROM = {
				has_holy_warriors = yes
			}
		} 
		trigger = {
			religion = FROM
			FROM = {
				has_holy_warriors = yes
			}
		}

		prerequisites = { tp_monastery_1 }
		gold_cost = 200
		build_time = 730

		light_infantry = 30
		archers = 30
		heavy_infantry = 30

		ai_creation_factor = 101
		
		extra_tech_building_start = 0.5
	}

	RR_holy_warriors_building_2 = {
		desc = RR_holy_warriors_building_2_desc
		potential = {
			OR = {
				FROM = { has_holy_warriors = yes }
				has_building = RR_holy_warriors_building_2				
			}
		}
		is_active_trigger = {
			religion = FROM
			FROM = {
				has_holy_warriors = yes
			}
		} 
		trigger = {
			religion = FROM
			FROM = {
				has_holy_warriors = yes
			}
		}

		prerequisites = { tp_monastery_2 }
		upgrades_from = RR_holy_warriors_building_1
		gold_cost = 300
		build_time = 730

		light_infantry = 40
		archers = 40
		heavy_infantry = 40

		ai_creation_factor = 100
		
		extra_tech_building_start = 0.5
	}

	RR_holy_warriors_building_3 = {
		desc = RR_holy_warriors_building_3_desc
		potential = {
			OR = {
				FROM = { has_holy_warriors = yes }
				has_building = RR_holy_warriors_building_3				
			}
		}
		is_active_trigger = {
			religion = FROM
			FROM = {
				has_holy_warriors = yes
			}
		} 
		trigger = {
			religion = FROM
			FROM = {
				has_holy_warriors = yes
			}
		}

		prerequisites = { tp_monastery_3 }
		upgrades_from = RR_holy_warriors_building_2
		gold_cost = 400
		build_time = 730

		light_infantry = 50
		archers = 50
		heavy_infantry = 50

		ai_creation_factor = 99
		
		extra_tech_building_start = 0.5
	}

	RR_holy_warriors_building_4 = {
		desc = RR_holy_warriors_building_4_desc
		potential = {
			OR = {
				FROM = { has_holy_warriors = yes }
				has_building = RR_holy_warriors_building_4				
			}
		}
		is_active_trigger = {
			religion = FROM
			FROM = {
				has_holy_warriors = yes
			}
		} 
		trigger = {
			religion = FROM
			FROM = {
				has_holy_warriors = yes
			}
		}

		prerequisites = { tp_monastery_4 }
		upgrades_from = RR_holy_warriors_building_3
		gold_cost = 500
		build_time = 730

		light_infantry = 60
		archers = 60
		heavy_infantry = 60

		ai_creation_factor = 98
		
		extra_tech_building_start = 0.5
	}
}

