castle = {
    ca_default_horse_conv_quest = {
        potential = {
            terrain = steppe
            FROM = {
                NOR = {
                    culture_group = altaic
                    culture_group = magyar
                    culture = alan
                    culture_group = iranian
                }
            }
            Is_really_animal_trigger = no
        }
        trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
        gold_cost = 100
        build_time = 365

        ai_creation_factor = 15

        extra_tech_building_start = 9.0
    }

    ca_horse_light_1 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 0
        }
        is_active_trigger = {
            culture_group = horse_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_cavalry = 50
    }
    ca_horse_light_2 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_02
        }
        upgrades_from = ca_horse_light_1
        prerequisites = { ca_ani_castle_tower_02 }

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

        light_cavalry = 75
    }
    ca_horse_light_3 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 2
            TECH_FORTIFICATIONS_CONSTRUCTION = 2
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_04
        }
        upgrades_from = ca_horse_light_2
        prerequisites = { ca_ani_castle_tower_04 }

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

        light_cavalry = 100
    }
    ca_horse_light_4 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 4
            TECH_FORTIFICATIONS_CONSTRUCTION = 3
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_07
        }
        upgrades_from = ca_horse_light_3
        prerequisites = { ca_ani_castle_tower_07 }

        gold_cost = 350
        build_time = 1500
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        light_cavalry = 150
    }
    ca_horse_light_5 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 6
            TECH_FORTIFICATIONS_CONSTRUCTION = 6
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_12
        }
        upgrades_from = ca_horse_light_4
        prerequisites = { ca_ani_castle_tower_12 }

        gold_cost = 570
        build_time = 1850
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.8

        light_cavalry = 175
    }

    ca_horse_armor_1 = {
        add_number_to_name = no

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

        gold_cost = 96
        build_time = 400
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.5

        knights = 30
        light_cavalry = -40
    }
    ca_horse_armor_2 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 3
            TECH_FORTIFICATIONS_CONSTRUCTION = 3
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_06
        }
        upgrades_from = ca_horse_armor_1
        prerequisites = { ca_ani_castle_tower_06 }

        gold_cost = 125
        build_time = 800
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.6

        knights = 55
        light_cavalry = -50
    }
    ca_horse_armor_3 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 5
            TECH_FORTIFICATIONS_CONSTRUCTION = 4
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_09
        }
        upgrades_from = ca_horse_armor_2
        prerequisites = { ca_ani_castle_tower_09 }

        gold_cost = 250
        build_time = 1200
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        knights = 95
        light_cavalry = -50
    }
    ca_horse_armor_4 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 8
            TECH_FORTIFICATIONS_CONSTRUCTION = 7
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_15
        }
        upgrades_from = ca_horse_armor_3
        prerequisites = { ca_ani_castle_tower_15 }

        gold_cost = 445
        build_time = 1600
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.5

        knights = 120
        light_cavalry = -60
    }

    ca_horse_archer_1 = {
        add_number_to_name = no

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

        gold_cost = 375
        build_time = 360
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.5

        horse_archers = 30
    }
    ca_horse_archer_2 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 2
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_03
        }
        upgrades_from = ca_horse_archer_1
        prerequisites = { ca_ani_castle_tower_03 }

        gold_cost = 200
        build_time = 750
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.6
     
        horse_archers = 50
    }
    ca_horse_archer_3 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 3
            TECH_FORTIFICATIONS_CONSTRUCTION = 2
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_05
        }
        upgrades_from = ca_horse_archer_2
        prerequisites = { ca_ani_castle_tower_05 }

        gold_cost = 350
        build_time = 1125
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7
     
        horse_archers = 70
    }
    ca_horse_archer_4 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 6
            TECH_FORTIFICATIONS_CONSTRUCTION = 5
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_11
        }
        upgrades_from = ca_horse_archer_3
        prerequisites = { ca_ani_castle_tower_11 }

        gold_cost = 600
        build_time = 1500
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7
     
        horse_archers = 90
    }
    ca_horse_archer_5 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 7
            TECH_FORTIFICATIONS_CONSTRUCTION = 7
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_14
        }
        upgrades_from = ca_horse_archer_4
        prerequisites = { ca_ani_castle_tower_14 }

        gold_cost = 2000
        build_time = 360
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.8
     
        horse_archers = 90
    }

    ca_horse_retinue_1 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 2
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_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

        light_cavalry = 25
        retinuesize = 20
        light_cavalry_morale = 0.2
    }
    ca_horse_retinue_2 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 5
            TECH_FORTIFICATIONS_CONSTRUCTION = 5
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_10
        }
        upgrades_from = ca_horse_retinue_1
        prerequisites = { ca_ani_castle_tower_10 }

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

        light_cavalry = 50
        retinuesize = 30
        light_cavalry_morale = 0.3
        light_cavalry_defensive = 0.2
    }
    ca_horse_retinue_3 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 7
            TECH_FORTIFICATIONS_CONSTRUCTION = 6
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_13
        }
        upgrades_from = ca_horse_retinue_2
        prerequisites = { ca_ani_castle_tower_01 }

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

        light_cavalry = 75
        retinuesize = 30
        light_cavalry_morale = 0.5
        light_cavalry_defensive = 0.3
    }

    ca_horse_speciality_1 = {
        add_number_to_name = no

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

        gold_cost = 400
        build_time = 750
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.0

        levy_size = 0.05
        global_movement_speed = 0.10
    }
    ca_horse_speciality_2 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
            FROMFROM = { is_capital = yes }
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 8
            TECH_FORTIFICATIONS_CONSTRUCTION = 8
        }
        is_active_trigger = {
            culture_group = horse_group
            has_building = ca_ani_castle_tower_16
            FROMFROM = { is_capital = yes }
        }
        upgrades_from = ca_horse_speciality_1
        prerequisites = { ca_ani_castle_tower_16 }

        gold_cost = 2000
        build_time = 1750
        ai_creation_factor = 30
        ai_feudal_modifier = 50
        extra_tech_building_start = 1.7

        levy_size = 0.10
        global_movement_speed = 0.15
    }
}

tribal = {
    tb_default_horse_conv_quest = {
        potential = {
            terrain = steppe
            FROM = {
                NOR = {
                    culture_group = altaic
                    culture_group = magyar
                    culture = alan
                }
            }
            Is_really_animal_trigger = no
        }
        trigger = { TECH_CAVALRY = 0 }
        prestige_cost = 100
        build_time = 365
        convert_to_castle = ca_default_horse_conv_quest
        
        ai_creation_factor = 10

        extra_tech_building_start = 4.0
    }

    tb_horse_light_1 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 0
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_1 }

        prestige_cost = 100
        build_time = 200
        ai_creation_factor = 50
        extra_tech_building_start = 0.8

        light_cavalry = 100
    }
    tb_horse_light_2 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_2 }
        upgrades_from = tb_horse_light_1

        convert_to_castle = ca_horse_light_1

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

        light_cavalry = 100
    }
    tb_horse_light_3 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_3 }
        upgrades_from = tb_horse_light_2

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

        light_cavalry = 100
    }
    tb_horse_light_4 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_4 }
        upgrades_from = tb_horse_light_3

        convert_to_castle = ca_horse_light_2

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

        light_cavalry = 150
    }

    tb_horse_archer_1 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 0
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_1 }

        prestige_cost = 100
        build_time = 200
        ai_creation_factor = 50
        extra_tech_building_start = 0.8
        
        horse_archers = 50
    }
    tb_horse_archer_2 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_2 }
        upgrades_from = tb_horse_archer_1

        convert_to_castle = ca_horse_archer_1

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

        horse_archers = 55
    }
    tb_horse_archer_3 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_3 }
        upgrades_from = tb_horse_archer_2

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

        horse_archers = 60
    }
    tb_horse_archer_4 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
            TECH_FORTIFICATIONS_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_4 }
        upgrades_from = tb_horse_archer_3

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

        horse_archers = 70
    }

    tb_horse_retinue_1 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 0
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_1 }

        prestige_cost = 100
        build_time = 200
        ai_creation_factor = 50
        extra_tech_building_start = 0.8
        
        retinuesize = 10
        light_cavalry = 50
    }
    tb_horse_retinue_2 = {
        add_number_to_name = no

        potential = {
            culture_group = horse_group
        }
        trigger = {
            culture_group = horse_group
            TECH_CASTLE_CONSTRUCTION = 1
            TECH_CITY_CONSTRUCTION = 1
        }
        is_active_trigger = {
            culture_group = horse_group
        }
        prerequisites = { tb_ani_tribal_tower_3 }
        upgrades_from = tb_horse_retinue_1

        convert_to_castle = ca_horse_retinue_1

        prestige_cost = 300
        build_time = 700
        ai_creation_factor = 45
        extra_tech_building_start = 1.5

        retinuesize = 20
        light_cavalry = 100
    }
}
