 # 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
 #}

# City
city = {
	ct_dust_mine_1 = {
		desc = dust_mine_desc
		potential = {
			FROMFROM = {
				is_capital = yes
			}
			location = {
				OR = {
					has_province_modifier = small_dust_deposit
					has_province_modifier = medium_dust_deposit
					has_province_modifier = large_dust_deposit
					has_province_modifier = flourishing_dust_deposit
				}
			}
		}
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		gold_cost = 90
		build_time = 365
		tax_income = 1.5
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ct_dust_mine_2 = {
		desc = dust_mine_desc
		potential = {
			FROMFROM = {
				is_capital = yes
			}
			location = {
				OR = {
					has_province_modifier = medium_dust_deposit
					has_province_modifier = large_dust_deposit
					has_province_modifier = flourishing_dust_deposit
				}
			}
		}
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		prerequisites = { ct_dust_mine_1 }
		upgrades_from = ct_dust_mine_1
		gold_cost = 150
		build_time = 365
		tax_income = 3.0
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ct_dust_mine_3 = {
		desc = dust_mine_desc
		potential = {
			FROMFROM = {
				is_capital = yes
			}
			location = {
				OR = {
					has_province_modifier = small_dust_deposit
					has_province_modifier = medium_dust_deposit
				}
			}
		}
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		prerequisites = { ct_dust_mine_2 }
		upgrades_from = ct_dust_mine_2
		gold_cost = 170
		build_time = 365
		tax_income = 5.2
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ct_dust_mine_4 = {
		desc = dust_mine_desc
		potential = {
			FROMFROM = {
				is_capital = yes
			}
			location = {
				has_province_modifier = small_dust_deposit
			}
		}
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		prerequisites = { ct_dust_mine_3 }
		upgrades_from = ct_dust_mine_3
		gold_cost = 250
		build_time = 365
		tax_income = 8.5
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ct_monorail_1 = {
		desc = ct_monorail_1_desc
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 4
			has_global_flag = post-war_era
		}
		gold_cost = 120
		build_time = 365
		ai_creation_factor = 99
		levy_reinforce_rate = 0.1
		local_movement_speed = 0.3
		
		extra_tech_building_start = 0.2
	}
	ct_monorail_2 = {
		desc = ct_monorail_2_desc
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 4
			has_global_flag = post-war_era
		}
		prerequisites = { ct_monorail_1 }
		upgrades_from = ct_monorail_1
		gold_cost = 180
		build_time = 365
		levy_reinforce_rate = 0.2
		local_movement_speed = 0.4
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.2
	}
	ct_monorail_3 = {
		desc = ct_monorail_3_desc
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 5
			has_global_flag = post-war_era
		}
		prerequisites = { ct_monorail_2 }
		upgrades_from = ct_monorail_2
		gold_cost = 210
		build_time = 365
		levy_reinforce_rate = 0.3
		local_movement_speed = 0.5
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.2
	}
}
castle = {
	academy = {
		desc = academy_desc
		potential = {
			OR = {
				FROMFROM = {
					owner = {
						OR = {
							primary_title = {
								higher_real_tier_than = duke
							}
							any_liege = {
								higher_real_tier_than = duke
							}
						}
					}
					title = b_vacuo
				}
				FROMFROM = {
					owner = {
						OR = {
							primary_title = {
								higher_real_tier_than = duke
							}
							any_liege = {
								higher_real_tier_than = duke
							}
						}
					}
					title = b_mistral
				}
				FROMFROM = {
					owner = {
						OR = {
							primary_title = {
								higher_real_tier_than = duke
							}
							any_liege = {
								higher_real_tier_than = duke
							}
						}
					}
					title = b_vale
				}
				FROMFROM = {
					owner = {
						OR = {
							primary_title = {
								higher_real_tier_than = duke
							}
							any_liege = {
								higher_real_tier_than = duke
							}
						}
					}
					title = b_atlas
				}
			}
			FROM = {
				NOT = {
					culture_group = grimm
				}
				higher_tier_than = duke
				independent = yes
			}
		}
		trigger = {
			has_global_flag = post-war_era
			TECH_CONSTRUCTION = 3
		}
		gold_cost = 50
		build_time = 765
		fort_level = 0.4
		ai_creation_factor = 59
		knights = 50

		extra_tech_building_start = 1.5
	}	
	ca_monorail_1 = {
		desc = ct_monorail_1_desc
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 4
			has_global_flag = post-war_era
		}
		gold_cost = 120
		build_time = 365
		ai_creation_factor = 99
		levy_reinforce_rate = 0.1
		local_movement_speed = 0.3
		
		extra_tech_building_start = 0.2
	}
	ca_monorail_2 = {
		desc = ct_monorail_2_desc
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 4
			has_global_flag = post-war_era
		}
		prerequisites = { ca_monorail_1 }
		upgrades_from = ca_monorail_1
		gold_cost = 180
		build_time = 365
		levy_reinforce_rate = 0.2
		local_movement_speed = 0.4
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.2
	}
	ca_monorail_3 = {
		desc = ct_monorail_3_desc
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 5
			has_global_flag = post-war_era
		}
		prerequisites = { ca_monorail_2 }
		upgrades_from = ca_monorail_2
		gold_cost = 210
		build_time = 365
		levy_reinforce_rate = 0.3
		local_movement_speed = 0.5
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.2
	}
	ca_dust_mine_1 = {
		desc = dust_mine_desc
		potential = {
			FROMFROM = {
				is_capital = yes
			}
			location = {
				OR = {
					has_province_modifier = small_dust_deposit
					has_province_modifier = medium_dust_deposit
					has_province_modifier = large_dust_deposit
					has_province_modifier = flourishing_dust_deposit
				}
			}
		}
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		gold_cost = 90
		build_time = 365
		tax_income = 1.5
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ca_dust_mine_2 = {
		desc = dust_mine_desc
		potential = {
			FROMFROM = {
				is_capital = yes
			}
			location = {
				OR = {
					has_province_modifier = medium_dust_deposit
					has_province_modifier = large_dust_deposit
					has_province_modifier = flourishing_dust_deposit
				}
			}
		}
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		prerequisites = { ca_dust_mine_1 }
		upgrades_from = ca_dust_mine_1
		gold_cost = 150
		build_time = 365
		tax_income = 3.0
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ca_dust_mine_3 = {
		desc = dust_mine_desc
		potential = {
			FROMFROM = {
				is_capital = yes
			}
			location = {
				OR = {
					has_province_modifier = large_dust_deposit
					has_province_modifier = flourishing_dust_deposit
				}
			}
		}
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		prerequisites = { ca_dust_mine_2 }
		upgrades_from = ca_dust_mine_2
		gold_cost = 170
		build_time = 365
		tax_income = 5.2
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ca_dust_mine_4 = {
		desc = dust_mine_desc
		potential = {
			FROMFROM = {
				is_capital = yes
			}
			location = {
				has_province_modifier = flourishing_dust_deposit
			}
		}
		is_active_trigger = {
			location = {
				NOR = {
					culture = grimmic
					has_province_modifier = raided_by_grimm
					has_province_modifier = chaos
				}
			}
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		prerequisites = { ca_dust_mine_3 }
		upgrades_from = ca_dust_mine_3
		gold_cost = 250
		build_time = 365
		tax_income = 8.5
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
}