castle = {
    ca_bear_regiment_1 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_01
        }
        prerequisites = { ca_ani_castle_tower_01 }

        gold_cost = 84
        build_time = 360
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.5

        light_infantry = 50
        heavy_infantry = 25
    }
    ca_bear_regiment_2 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_02
        }
        prerequisites = { ca_ani_castle_tower_02 }
        upgrades_from	= ca_bear_regiment_1

        gold_cost = 100
        build_time = 720
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.6

        light_infantry = 75
        heavy_infantry = 25
    }
    ca_bear_regiment_3 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 3
            TECH_FORTIFICATIONS_CONSTRUCTION = 2
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_05
        }
        prerequisites = { ca_ani_castle_tower_05 }
        upgrades_from	= ca_bear_regiment_2

        gold_cost = 217
        build_time = 1150
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        light_infantry = 100
        heavy_infantry = 75
    }
    ca_bear_regiment_4 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 6
            TECH_FORTIFICATIONS_CONSTRUCTION = 5
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_11
        }
        prerequisites = { ca_ani_castle_tower_11 }
        upgrades_from	= ca_bear_regiment_2

        gold_cost = 570
        build_time = 1500
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        light_infantry = 125 #total = 350
        heavy_infantry = 125 #total = 250
    }

    ca_bear_armor_1 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_01
        }
        prerequisites = { ca_ani_castle_tower_01 }

        gold_cost = 84
        build_time = 360
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.5

        heavy_infantry = 35
    }
    ca_bear_armor_2 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 2
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_03
        }
        prerequisites = { ca_ani_castle_tower_03 }
        upgrades_from = ca_bear_armor_1

        gold_cost = 134
        build_time = 720
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.6

        heavy_infantry = 55
    }
    ca_bear_armor_3 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 4
            TECH_FORTIFICATIONS_CONSTRUCTION = 3
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_07
        }
        prerequisites = { ca_ani_castle_tower_07 }
        upgrades_from = ca_bear_armor_2

        gold_cost = 320
        build_time = 1150
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        heavy_infantry = 100
    }
    ca_bear_armor_4 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 6
            TECH_FORTIFICATIONS_CONSTRUCTION = 6
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_12
        }
        prerequisites = { ca_ani_castle_tower_12 }
        upgrades_from = ca_bear_armor_2

        gold_cost = 575
        build_time = 1500
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        heavy_infantry = 110
    }

    ca_bear_weapons_1 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_01
        }
        prerequisites = { ca_ani_castle_tower_01 }

        gold_cost = 84
        build_time = 360
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.5

        pikemen = 30
        archers = 25
    }
    ca_bear_weapons_2 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 2
            TECH_FORTIFICATIONS_CONSTRUCTION = 2
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_04
        }
        prerequisites = { ca_ani_castle_tower_04 }
        upgrades_from = ca_bear_weapons_1

        gold_cost = 167
        build_time = 720
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.6

        pikemen = 35
        archers = 35
    }
    ca_bear_weapons_3 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 5
            TECH_FORTIFICATIONS_CONSTRUCTION = 4
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_09
        }
        prerequisites = {ca_ani_castle_tower_09}
        upgrades_from = ca_bear_weapons_2

        gold_cost = 440
        build_time = 1150
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        pikemen = 55
        archers = 60
    }
    ca_bear_weapons_4 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 7
            TECH_FORTIFICATIONS_CONSTRUCTION = 7
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_14
        }
        prerequisites = {ca_ani_castle_tower_14}
        upgrades_from = ca_bear_weapons_3

        gold_cost = 814
        build_time = 1500
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        pikemen = 80
        archers = 80
    }

    ca_bear_retinue_1 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 2
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_03
        }
        prerequisites = { ca_ani_castle_tower_03 }

        gold_cost = 134
        build_time = 365
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.5

        heavy_infantry = 20
        retinuesize = 25
        heavy_infantry_morale = 0.025
    }
    ca_bear_retinue_2 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 5
            TECH_FORTIFICATIONS_CONSTRUCTION = 4
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_10
        }
        prerequisites = { ca_ani_castle_tower_10 }
        upgrades_from	= ca_bear_retinue_1

        gold_cost = 500
        build_time = 900
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.6

        heavy_infantry = 30
        retinuesize = 25
        heavy_infantry_defensive = 0.025
    }
    ca_bear_retinue_3 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 8
            TECH_FORTIFICATIONS_CONSTRUCTION = 7
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_15
        }
        prerequisites = { ca_ani_castle_tower_15 }
        upgrades_from	= ca_bear_retinue_1

        gold_cost = 1000
        build_time = 1500
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        heavy_infantry = 50
        retinuesize = 30
        heavy_infantry_offensive = 0.025
    }

    ca_bear_stable_1 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_02
        }
        prerequisites = { ca_ani_castle_tower_02 }

        gold_cost = 100
        build_time = 305
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.5

        light_infantry = -50
        light_cavalry  = 50
    }
    ca_bear_stable_2 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 3
            TECH_FORTIFICATIONS_CONSTRUCTION = 3
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_06
        }
        prerequisites = { ca_ani_castle_tower_06 }
        upgrades_from	= ca_bear_stable_1

        gold_cost = 267
        build_time = 700
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.6

        light_infantry = -50
        light_cavalry = 50
        heavy_infantry = -50
        knights = 25
    }
    ca_bear_stable_3 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 7
            TECH_FORTIFICATIONS_CONSTRUCTION = 6
        }
        is_active_trigger = {
            culture_group = bear_group
            has_building = ca_ani_castle_tower_13
        }
        prerequisites = { ca_ani_castle_tower_13 }
        upgrades_from	= ca_bear_stable_2

        gold_cost = 770
        build_time = 1400
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        light_infantry = -50
        light_cavalry = 50
        heavy_infantry = -150
        knights = 75
    }

    ca_bear_speciality_1 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 4
            TECH_FORTIFICATIONS_CONSTRUCTION = 4
        }
        is_active_trigger = {
            is_capital = yes
            culture_group = bear_group
            has_building = ca_ani_castle_tower_08
        }
        prerequisites = { ca_ani_castle_tower_08 }

        gold_cost = 370
        build_time = 750
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.0


        fertility = 0.10
        garrison_size = 0.15
    }
    ca_bear_speciality_2 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 8
            TECH_FORTIFICATIONS_CONSTRUCTION = 8
            is_capital = yes
        }
        is_active_trigger = {
            culture_group = bear_group
            is_capital = yes
            has_building = ca_ani_castle_tower_16
        }
        prerequisites = { ca_ani_castle_tower_16 }
        upgrades_from	= ca_bear_speciality_1

        gold_cost = 1700
        build_time = 1750
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        fertility = 0.15
        levy_size = 0.15
    }
}

tribal = {
    tb_bear_retinue_1 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 0
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_1 }
        # upgrades_from =

        prestige_cost = 100
        build_time = 280
        ai_creation_factor = 50
        extra_tech_building_start = 0.8

        retinuesize = 20
        heavy_infantry = 35
    }
    tb_bear_retinue_2 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_2 }
        upgrades_from = tb_bear_retinue_1

        convert_to_castle = ca_bear_retinue_1
        # convert_to_temple = tp_bear_retinue_1

        prestige_cost = 200
        build_time = 540
        ai_creation_factor = 45
        extra_tech_building_start = 1.0

        retinuesize = 20
        heavy_infantry = 35
    }
    tb_bear_retinue_3 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_3 }
        upgrades_from = tb_bear_retinue_2

        prestige_cost = 300
        build_time = 540
        ai_creation_factor = 40
        extra_tech_building_start = 1.2

        retinuesize = 20
        heavy_infantry = 40
    }
    tb_bear_retinue_4 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_4 }
        upgrades_from = tb_bear_retinue_3

        prestige_cost = 400
        build_time = 540
        ai_creation_factor = 35
        extra_tech_building_start = 1.2

        retinuesize = 20
        heavy_infantry = 40
    }

    tb_bear_regiment_1 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 0
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_1 }
        # upgrades_from =

        prestige_cost = 100
        build_time = 280
        ai_creation_factor = 50
        extra_tech_building_start = 0.8

        heavy_infantry = 40
    }
    tb_bear_regiment_2 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_2 }
        upgrades_from = tb_bear_regiment_1

        convert_to_castle = ca_bear_regiment_1
        # convert_to_temple = tp_bear_regiment_1

        prestige_cost = 200
        build_time = 540
        ai_creation_factor = 45
        extra_tech_building_start = 1.0

        heavy_infantry = 45
    }
    tb_bear_regiment_3 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_3 }
        upgrades_from = tb_bear_regiment_2

        prestige_cost = 300
        build_time = 540
        ai_creation_factor = 40
        extra_tech_building_start = 1.2

        heavy_infantry = 55
    }
    tb_bear_regiment_4 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_4 }
        upgrades_from = tb_bear_regiment_3

        prestige_cost = 400
        build_time = 540
        ai_creation_factor = 35
        extra_tech_building_start = 1.2

        heavy_infantry = 70
    }

    tb_bear_armory_1 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 0
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_1 }
        # upgrades_from =

        prestige_cost = 100
        build_time = 280
        ai_creation_factor = 50
        extra_tech_building_start = 0.8

        pikemen = 20
        archers = 30
    }
    tb_bear_armory_2 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_2 }
        upgrades_from = tb_bear_armory_1

        convert_to_castle = ca_bear_regiment_1
        # convert_to_temple = tp_bear_regiment_1

        prestige_cost = 200
        build_time = 540
        ai_creation_factor = 45
        extra_tech_building_start = 1.0

        pikemen = 25
        archers = 35
    }
    tb_bear_armory_3 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_3 }
        upgrades_from = tb_bear_armory_2

        prestige_cost = 300
        build_time = 540
        ai_creation_factor = 40
        extra_tech_building_start = 1.2

        pikemen = 30
        archers = 45
    }
    tb_bear_armory_4 = {
        add_number_to_name = no

        potential = {
            culture_group = bear_group
        }
        trigger = {
            culture_group = bear_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = bear_group
        }
        prerequisites = { tb_ani_tribal_tower_4 }
        upgrades_from = tb_bear_armory_3

        prestige_cost = 400
        build_time = 540
        ai_creation_factor = 35
        extra_tech_building_start = 1.2

        pikemen = 35
        archers = 50
    }
}
