

hospital = {

    ho_eleph_reprod_lab = {
       desc = ho_eleph_reprod_lab_desc

        potential = {
            has_dlc = "Reapers"
            is_capital = yes
            OR = {
                FROM = { culture_group = elephant_group }
                has_province_flag = eleph_herd_in_prov
                hospital_has_building = ho_eleph_reprod_lab
            }
        }
        trigger = {
            FROM = {
                OR = {
                    AND = {
                        PREV = {
                            custom_tooltip = {
                                text = ELEPH_TT_STARTED_ELEPH_STUDY
                                has_province_flag = eleph_herd_in_prov
                            }
                        }
                        OR = {
                            lifestyle_traits == 0
                            trait = scholar
                        }
                    }
                    PREV = { culture_group = elephant_group }
                }
            }
            hidden_tooltip = {
                TECH_CONSTRUCTION = 0
            }
        }

        gold_cost = 222
        build_time = 180 # 1/2 year
        ai_creation_factor = 50
        extra_tech_building_start = 10.0 # Never get at start of game

        #no modifiers, unlock decisions
    }

    ho_eleph_trasfo_lab_1 = { #unlock decision to convert character into elephant
        desc = ho_eleph_trasfo_lab_desc

        potential = {
            has_dlc = "Reapers"
            culture_group = elephant_group
        }
        trigger = {
            FROM = { culture_group = elephant_group }
            hidden_tooltip = {
                TECH_CONSTRUCTION = 0
            }
        }

        gold_cost = 275
        build_time = 700 # ~2years
        ai_creation_factor = 40
        extra_tech_building_start = 10.0 # Never get at start of game

        #no modifiers, unlock decisions
    }
    ho_eleph_trasfo_lab_2 = {
        desc = ho_eleph_trasfo_lab_desc

        potential = {
            has_dlc = "Reapers"
            culture_group = elephant_group
        }
        trigger = {
            FROM = { culture_group = elephant_group }
            c_yatenga = { holder_scope = { religion = Eleph_religion } }
            hidden_tooltip = {
                TECH_CONSTRUCTION = 0
            }
        }
        is_active_trigger = {
            culture_group = elephant_group
            c_yatenga = { holder_scope = { religion = Eleph_religion } }
        }
        upgrades_from = ho_eleph_trasfo_lab_1

        gold_cost = 400
        build_time = 1100 # ~3 years
        ai_creation_factor = 20
        extra_tech_building_start = 10.0 # Never get at start of game

        #no modifiers, unlock decisions
    }

    # vanilla disease defence: 18% (without hospital)
    # helephants can go to 25%      (also without hospital buildings)
    ho_eleph_disease_def_lab = {
        desc = ho_eleph_disease_def_lab_desc

        potential = {
            has_dlc = "Reapers"
            culture_group = elephant_group
        }
        trigger = {
            hidden_tooltip = {
                TECH_CONSTRUCTION = 0
            }
        }
        # is_active_trigger = { always = yes }
        prerequisites = { hospital_building_1 }

        gold_cost = 375
        build_time = 720
        ai_creation_factor = 35
        extra_tech_building_start = 10.0

        disease_defence = 0.25
    }

    #vanilla techpoint: 0.07 E, 0.09 C, 0.06 M, 50% growth
    ho_eleph_techno_lab = {
        desc = ho_eleph_techno_lab_desc

        potential = {
            has_dlc = "Reapers"
            culture_group = elephant_group
        }
        trigger = {
            FROM = { culture_group = elephant_group }
            hidden_tooltip = {
                TECH_CONSTRUCTION = 0
            }
        }
        # is_active_trigger = { always = yes }
        prerequisites = { hospital_building_2 }

        gold_cost = 600
        build_time = 1800
        ai_creation_factor = 35
        extra_tech_building_start = 10.0

        culture_techpoints = 0.1
        economy_techpoints = 0.1
        military_techpoints = 0.08
        tech_growth_modifier = 0.5
    }

    ho_eleph_climat_lab = {
        desc = ho_eleph_climat_lab_desc
        potential = {
            has_dlc = "Reapers"
            FROM = { culture_group = elephant_group }
            is_capital = yes
        }
        trigger = {
            FROM = { religion = Eleph_religion }
            hidden_tooltip = {
                TECH_CONSTRUCTION = 0
            }
        }
        is_active_trigger = { FROM = { religion = Eleph_religion } }

        gold_cost = 800
        build_time = 2000
        ai_creation_factor = 75
        extra_tech_building_start = 10.0

        #decision, no modifiers
    }

    ho_eleph_disease_lab = {
        desc = ho_eleph_disease_lab_desc

        potential = {
            has_dlc = "Reapers"
            FROM = { culture_group = elephant_group }
            is_capital = yes
            FROM = { ai = no }
        }
        trigger = {
            FROM = { religion = Eleph_religion }
            c_radha = { holder_scope = { religion = Eleph_religion } }
            hidden_tooltip = {
                TECH_CONSTRUCTION = 0
            }
        }
        is_active_trigger = {
            FROM = { religion = Eleph_religion }
            c_radha = { holder_scope = { religion = Eleph_religion } }
        }

        gold_cost = 1600
        build_time = 3750
        ai_creation_factor = 1
        extra_tech_building_start = 10.0

        #decision (player only), no modifiers
    }
}

castle = {
    ca_eleph_recruit_1 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_1
        }
        prerequisites = { ca_ani_castle_tower_01 }
        # upgrades_from = BaseBuilding

        gold_cost = 90
        build_time = 450
        ai_creation_factor = 80
        extra_tech_building_start = 1.0

        war_elephants = 20
    }
    ca_eleph_recruit_2 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 2
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_03
        }
        prerequisites = { ca_ani_castle_tower_03 }
        upgrades_from = ca_eleph_recruit_1

        gold_cost = 180
        build_time = 700
        ai_creation_factor = 70
        extra_tech_building_start = 1.0

        war_elephants = 45
    }
    ca_eleph_recruit_3  = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 5
            TECH_FORTIFICATIONS_CONSTRUCTION = 5
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_10
        }
        prerequisites = { ca_ani_castle_tower_10 }
        upgrades_from = ca_eleph_recruit_1

        gold_cost = 270
        build_time = 1150
        ai_creation_factor = 60
        extra_tech_building_start = 1.0

        war_elephants = 95
    }
    ca_eleph_recruit_4  = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 7
            TECH_FORTIFICATIONS_CONSTRUCTION = 6
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_13
        }
        prerequisites = { ca_ani_castle_tower_13 }
        upgrades_from = ca_eleph_recruit_3

        gold_cost = 360
        build_time = 2500
        ai_creation_factor = 50
        extra_tech_building_start = 1.0

        war_elephants = 160
    }

    ca_eleph_human_merc_1 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_1
        }
        prerequisites = { ca_ani_castle_tower_01 }
        # upgrades_from = BaseBuilding

        gold_cost = 110
        build_time = 450
        ai_creation_factor = 80
        extra_tech_building_start = 1.0

        light_infantry = 50
    }
    ca_eleph_human_merc_2 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 3
            TECH_FORTIFICATIONS_CONSTRUCTION = 2
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_05
        }
        prerequisites = { ca_ani_castle_tower_05 }
        upgrades_from = ca_eleph_human_merc_1

        gold_cost = 220
        build_time = 700
        ai_creation_factor = 70
        extra_tech_building_start = 1.0

        light_infantry = 100
    }
    ca_eleph_human_merc_3 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 4
            TECH_FORTIFICATIONS_CONSTRUCTION = 3
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_07
        }
        prerequisites = { ca_ani_castle_tower_07 }
        upgrades_from = ca_eleph_human_merc_2

        gold_cost = 330
        build_time = 1000
        ai_creation_factor = 60
        extra_tech_building_start = 1.0

        light_infantry = 200
    }
    ca_eleph_human_merc_4 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 6
            TECH_FORTIFICATIONS_CONSTRUCTION = 5
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_11
        }
        prerequisites = { ca_ani_castle_tower_11 }
        upgrades_from = ca_eleph_human_merc_3

        gold_cost = 440
        build_time = 1900
        ai_creation_factor = 50
        extra_tech_building_start = 1.0

        light_infantry = 300
    }
    ca_eleph_human_merc_5 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 8
            TECH_FORTIFICATIONS_CONSTRUCTION = 7
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_15
        }
        prerequisites = { ca_ani_castle_tower_15 }
        upgrades_from = ca_eleph_human_merc_4

        gold_cost = 600
        build_time = 2725
        ai_creation_factor = 40
        extra_tech_building_start = 1.0

        light_infantry = 450
    }

    ca_eleph_stables_1 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group

            TECH_CASTLE_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_02
        }
        prerequisites = { ca_ani_castle_tower_02 }
        # upgrades_from = BaseBuilding

        gold_cost = 130
        build_time = 500
        ai_creation_factor = 70
        extra_tech_building_start = 1.0

        light_cavalry = 30
        knights = 15
    }
    ca_eleph_stables_2 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 3
            TECH_FORTIFICATIONS_CONSTRUCTION = 3
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_06
        }
        prerequisites = { ca_ani_castle_tower_06 }
        upgrades_from = ca_eleph_stables_1

        gold_cost = 360
        build_time = 1111
        ai_creation_factor = 50
        extra_tech_building_start = 1.0

        light_cavalry = 90
        knights = 30
    }
    ca_eleph_stables_3 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 6
            TECH_FORTIFICATIONS_CONSTRUCTION = 6
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_12
        }
        prerequisites = { ca_ani_castle_tower_12 }
        upgrades_from = ca_eleph_stables_2

        gold_cost = 550
        build_time = 2345
        ai_creation_factor = 30
        extra_tech_building_start = 1.0

        light_cavalry = 180
        knights = 55
    }

    ca_eleph_retinue_1 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 2
            TECH_FORTIFICATIONS_CONSTRUCTION = 2
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_04
        }
        prerequisites = { ca_ani_castle_tower_04 }
        # upgrades_from = BaseBuilding

        gold_cost = 250
        build_time = 750
        ai_creation_factor = 80
        extra_tech_building_start = 1.0

        war_elephants = 20
        retinuesize = 25
        war_elephants_morale = 0.01
    }
    ca_eleph_retinue_2 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 5
            TECH_FORTIFICATIONS_CONSTRUCTION = 4
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_09
        }
        prerequisites = { ca_ani_castle_tower_09 }
        upgrades_from = ca_eleph_retinue_1

        gold_cost = 500
        build_time = 1500
        ai_creation_factor = 65
        extra_tech_building_start = 1.0

        war_elephants = 20
        retinuesize = 25
        war_elephants_morale = 0.01
    }
    ca_eleph_retinue_3 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 7
            TECH_FORTIFICATIONS_CONSTRUCTION = 7
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_14
        }
        prerequisites = { ca_ani_castle_tower_14 }
        upgrades_from = ca_eleph_retinue_2

        gold_cost = 800
        build_time = 2500
        ai_creation_factor = 50
        extra_tech_building_start = 1.0

        war_elephants = 20
        retinuesize = 30
        war_elephants_morale = 0.01
    }

    ca_eleph_speciality_1 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
            is_capital = yes
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 4
            TECH_FORTIFICATIONS_CONSTRUCTION = 4
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_08
        }
        prerequisites = { ca_ani_castle_tower_08 }
        # upgrades_from = BaseBuilding

        gold_cost = 500
        build_time = 2500
        ai_creation_factor = 50
        extra_tech_building_start = 1.0

        tech_growth_modifier = 0.5
        military_techpoints = 0.01
        economy_techpoints = 0.02
        culture_techpoints = 0.04
    }
    ca_eleph_speciality_2 = {
        add_number_to_name = no

        potential = {
            culture_group = elephant_group
            is_capital = yes
        }
        trigger = {
            culture_group = elephant_group
            TECH_CASTLE_CONSTRUCTION = 8
            TECH_FORTIFICATIONS_CONSTRUCTION = 8
            hedgehog_home_02_tooltip = yes
        }
        is_active_trigger = {
            culture_group = elephant_group
            # has_building = ca_ani_castle_tower_16
        }
        prerequisites = { ca_ani_castle_tower_16 }
        upgrades_from = ca_hedge_speciality_01

        gold_cost = 1000
        build_time = 5000
        ai_creation_factor = 25
        extra_tech_building_start = 1.0

        tech_growth_modifier = 0.5
        military_techpoints = 0.01
        economy_techpoints = 0.03
        culture_techpoints = 0.06
    }
}
