#Высшлие эльфы - Лучники и Копейщики
#Гномы - Тяжелая Пехота
#Тёмные эльфы - Кавалерия
#Тёмные гномы - Тяжелая Пехота
#Орки - тяжелая Пехота

castle = {
#Elven Pike and Archer formations
	ca_culture_elven_1 = {
		desc = ca_culture_elven_1_desc
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ca_culture_elven_1
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 30
		pikemen_morale = 0.15
		archers_offensive = 0.15
		archers = 30
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_elven_2 = {
		desc = ca_culture_elven_1_desc
		potential = {
			OR = { 
				culture = high_elven 
				has_building = ca_culture_elven_1
				has_building = ca_culture_elven_2
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ca_culture_elven_1
		gold_cost = 300
		build_time = 1095
		pikemen = 40
		pikemen_morale = 0.15
		archers_offensive = 0.15
		archers = 40
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_elven_3 = {
		desc = ca_culture_elven_1_desc
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ca_culture_elven_1
				has_building = ca_culture_elven_2
				has_building = ca_culture_elven_3
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ca_culture_elven_2
		gold_cost = 400
		build_time = 2190
		pikemen = 50
		pikemen_morale = 0.15
		archers_offensive = 0.15
		archers = 50
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_elven_4 = {
		desc = ca_culture_elven_1_desc
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ca_culture_elven_1
				has_building = ca_culture_elven_2
				has_building = ca_culture_elven_3
				has_building = ca_culture_elven_4
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ca_culture_elven_3
		gold_cost = 500
		build_time = 2190
		pikemen = 60
		pikemen_morale = 0.15
		archers_offensive = 0.15
		archers = 60
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
#Dwarven Armories
	ca_culture_dwarven_1 = {
		desc = ca_culture_dwarven_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ca_culture_dwarven_1
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dwarven_2 = {
		desc = ca_culture_dwarven_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ca_culture_dwarven_1
				has_building = ca_culture_dwarven_2
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ca_culture_dwarven_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dwarven_3 = {
		desc = ca_culture_dwarven_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ca_culture_dwarven_1
				has_building = ca_culture_dwarven_2
				has_building = ca_culture_dwarven_3
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ca_culture_dwarven_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dwarven_4 = {
		desc = ca_culture_dwarven_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ca_culture_dwarven_1
				has_building = ca_culture_dwarven_2
				has_building = ca_culture_dwarven_3
				has_building = ca_culture_dwarven_4
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ca_culture_dwarven_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	# Dark Elven Silt Striders
	ca_culture_dark_elven_1 = {
		desc = ca_culture_dark_elven_1_desc
		potential = {
			OR = {
				culture = dark_elven				
				has_building = ca_culture_dark_elven_1
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = dark_elven				
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		war_elephants = 6
		war_elephants_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dark_elven_2 = {
		desc = ca_culture_dark_elven_2_desc
		potential = {
			OR = {
				culture = dark_elven				
				has_building = ca_culture_dark_elven_1
				has_building = ca_culture_dark_elven_2
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1
			ROOT = {
				OR = {
					culture = dark_elven
					
				}
			}
		}
		upgrades_from = ca_culture_dark_elven_1
		gold_cost = 300
		build_time = 1095
		war_elephants = 10
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dark_elven_3 = {
		desc = ca_culture_dark_elven_3_desc
		potential = {
			OR = {
				culture = dark_elven				
				has_building = ca_culture_dark_elven_1
				has_building = ca_culture_dark_elven_2
				has_building = ca_culture_dark_elven_3
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		upgrades_from = ca_culture_dark_elven_2
		gold_cost = 400
		build_time = 2190
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dark_elven_4 = {
		desc = ca_culture_dark_elven_4_desc
		potential = {
			OR = {
				culture = dark_elven				
				has_building = ca_culture_dark_elven_1
				has_building = ca_culture_dark_elven_2
				has_building = ca_culture_dark_elven_3
				has_building = ca_culture_dark_elven_4
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = dark_elven
					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		upgrades_from = ca_culture_dark_elven_3
		gold_cost = 500
		build_time = 2190
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}

#############################
#Non-Levy Cultural Buildings#
#############################
	
	#Elven Pier
	ca_elven_shipyard_1 = {
		desc = ca_elven_shipyard_1_desc
		port = yes
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ca_elven_shipyard_1
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_NAVAL = 0 
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		tax_income = 3
		galleys = 7
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	#Elven Harbor
	ca_elven_shipyard_2 = {
		desc = ca_elven_shipyard_1_desc
		port = yes
		potential = {
			OR = { 
				culture = high_elven 
				has_building = ca_elven_shipyard_1
				has_building = ca_elven_shipyard_2
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_NAVAL = 1
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ca_elven_shipyard_1
		gold_cost = 300
		build_time = 1095
		galleys = 8
		tax_income = 3
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	
	#Elven Port
	ca_elven_shipyard_3 = {
		desc = ca_elven_shipyard_1_desc
		port = yes
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ca_elven_shipyard_1
				has_building = ca_elven_shipyard_2
				has_building = ca_elven_shipyard_3
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_NAVAL = 2
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ca_elven_shipyard_2
		gold_cost = 400
		build_time = 2190
		galleys = 9
		tax_income = 3
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	
	#Elven Shipyards
	ca_elven_shipyard_4 = {
		desc = ca_elven_shipyard_1_desc
		port = yes
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ca_elven_shipyard_1
				has_building = ca_elven_shipyard_2
				has_building = ca_elven_shipyard_3
				has_building = ca_elven_shipyard_4
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_NAVAL = 4
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ca_elven_shipyard_3
		gold_cost = 500
		build_time = 2190
		tax_income = 3
		galleys = 10
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	#Dwarven Mines
	ca_dwarf_fortress_1 = {
		desc = ca_dwarf_fortress_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ca_dwarf_fortress_1
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		tax_income = 3
		fort_level = 0.5
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	#Dwarven underground settlement
	ca_dwarf_fortress_2 = {
		desc = ca_dwarf_fortress_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ca_dwarf_fortress_1
				has_building = ca_dwarf_fortress_2
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ca_dwarf_fortress_1
		gold_cost = 300
		build_time = 1095
		tax_income = 3
		fort_level = 1.0
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	
	#Dwarven Undeground Town
	ca_dwarf_fortress_3 = {
		desc = ca_dwarf_fortress_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ca_dwarf_fortress_1
				has_building = ca_dwarf_fortress_2
				has_building = ca_dwarf_fortress_3
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ca_dwarf_fortress_2
		gold_cost = 400
		build_time = 2190
		tax_income = 3
		fort_level = 1.0
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	
	#Dwarven Fortress
	ca_dwarf_fortress_4 = {
		desc = ca_dwarf_fortress_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ca_dwarf_fortress_1
				has_building = ca_dwarf_fortress_2
				has_building = ca_dwarf_fortress_3
				has_building = ca_dwarf_fortress_4
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ca_dwarf_fortress_3
		gold_cost = 500
		build_time = 2190
		tax_income = 3
		fort_level = 1.0
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
}

city = {
    ct_culture_elven_1 = {
		desc = ct_culture_elven_1_desc
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ct_culture_elven_1
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		prerequisites = { ct_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 30
		pikemen_morale = 0.15
		archers_offensive = 0.15
		archers = 30
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ct_culture_elven_2 = {
		desc = ct_culture_elven_1_desc
		potential = {
			OR = { 
				culture = high_elven 
				has_building = ct_culture_elven_1
				has_building = ct_culture_elven_2
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ct_culture_elven_1
		gold_cost = 300
		build_time = 1095
		pikemen = 40
		pikemen_morale = 0.15
		archers_offensive = 0.15
		archers = 40
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ct_culture_elven_3 = {
		desc = ct_culture_elven_1_desc
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ct_culture_elven_1
				has_building = ct_culture_elven_2
				has_building = ct_culture_elven_3
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ct_culture_elven_2
		gold_cost = 400
		build_time = 2190
		pikemen = 50
		pikemen_morale = 0.15
		archers_offensive = 0.15
		archers = 50
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ct_culture_elven_4 = {
		desc = ct_culture_elven_1_desc
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ct_culture_elven_1
				has_building = ct_culture_elven_2
				has_building = ct_culture_elven_3
				has_building = ct_culture_elven_4
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ct_culture_elven_3
		gold_cost = 500
		build_time = 2190
		pikemen = 60
		pikemen_morale = 0.15
		archers_offensive = 0.15
		archers = 60
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
#Dwarven Armories
	ct_culture_dwarven_1 = {
		desc = ct_culture_dwarven_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ct_culture_dwarven_1
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		prerequisites = { ct_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ct_culture_dwarven_2 = {
		desc = ct_culture_dwarven_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ct_culture_dwarven_1
				has_building = ct_culture_dwarven_2
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ct_culture_dwarven_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ct_culture_dwarven_3 = {
		desc = ct_culture_dwarven_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ct_culture_dwarven_1
				has_building = ct_culture_dwarven_2
				has_building = ct_culture_dwarven_3
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ct_culture_dwarven_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ct_culture_dwarven_4 = {
		desc = ct_culture_dwarven_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ct_culture_dwarven_1
				has_building = ct_culture_dwarven_2
				has_building = ct_culture_dwarven_3
				has_building = ct_culture_dwarven_4
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ct_culture_dwarven_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	# Dark Elven Silt Striders
	ct_culture_dark_elven_1 = {
		desc = ct_culture_dark_elven_1_desc
		potential = {
			OR = {
				culture = dark_elven				
				has_building = ct_culture_dark_elven_1
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = dark_elven				
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		prerequisites = { ct_wall_2 }
		gold_cost = 200
		build_time = 730
		war_elephants = 6
		war_elephants_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ct_culture_dark_elven_2 = {
		desc = ct_culture_dark_elven_2_desc
		potential = {
			OR = {
				culture = dark_elven				
				has_building = ct_culture_dark_elven_1
				has_building = ct_culture_dark_elven_2
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1
			ROOT = {
				OR = {
					culture = dark_elven
					
				}
			}
		}
		upgrades_from = ct_culture_dark_elven_1
		gold_cost = 300
		build_time = 1095
		war_elephants = 10
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ct_culture_dark_elven_3 = {
		desc = ct_culture_dark_elven_3_desc
		potential = {
			OR = {
				culture = dark_elven				
				has_building = ct_culture_dark_elven_1
				has_building = ct_culture_dark_elven_2
				has_building = ct_culture_dark_elven_3
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		upgrades_from = ct_culture_dark_elven_2
		gold_cost = 400
		build_time = 2190
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ct_culture_dark_elven_4 = {
		desc = ct_culture_dark_elven_4_desc
		potential = {
			OR = {
				culture = dark_elven				
				has_building = ct_culture_dark_elven_1
				has_building = ct_culture_dark_elven_2
				has_building = ct_culture_dark_elven_3
				has_building = ct_culture_dark_elven_4
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = dark_elven
					
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			ROOT = {
				OR = {
					culture = dark_elven					
				}
			}
		}
		upgrades_from = ct_culture_dark_elven_3
		gold_cost = 500
		build_time = 2190
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}

#############################
#Non-Levy Cultural Buildings#
#############################
	
	#Elven Pier
	ct_elven_shipyard_1 = {
		desc = ct_elven_shipyard_1_desc
		port = yes
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ct_elven_shipyard_1
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_NAVAL = 0 
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		prerequisites = { ct_wall_2 }
		gold_cost = 200
		build_time = 730
		tax_income = 3
		galleys = 7
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	#Elven Harbor
	ct_elven_shipyard_2 = {
		desc = ct_elven_shipyard_1_desc
		port = yes
		potential = {
			OR = { 
				culture = high_elven 
				has_building = ct_elven_shipyard_1
				has_building = ct_elven_shipyard_2
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_NAVAL = 1
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ct_elven_shipyard_1
		gold_cost = 300
		build_time = 1095
		galleys = 8
		tax_income = 3
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	
	#Elven Port
	ct_elven_shipyard_3 = {
		desc = ct_elven_shipyard_1_desc
		port = yes
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ct_elven_shipyard_1
				has_building = ct_elven_shipyard_2
				has_building = ct_elven_shipyard_3
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_NAVAL = 2
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ct_elven_shipyard_2
		gold_cost = 400
		build_time = 2190
		galleys = 9
		tax_income = 3
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	
	#Elven Shipyards
	ct_elven_shipyard_4 = {
		desc = ct_elven_shipyard_1_desc
		port = yes
		potential = {
			OR = { 
				culture = high_elven 				
				has_building = ct_elven_shipyard_1
				has_building = ct_elven_shipyard_2
				has_building = ct_elven_shipyard_3
				has_building = ct_elven_shipyard_4
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		trigger = { 
			TECH_NAVAL = 4
			ROOT = {
				OR = {
					culture = high_elven					
				}
			}
		}
		upgrades_from = ct_elven_shipyard_3
		gold_cost = 500
		build_time = 2190
		tax_income = 3
		galleys = 10
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	#Dwarven Mines
	ct_dwarf_fortress_1 = {
		desc = ct_dwarf_fortress_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ct_dwarf_fortress_1
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		prerequisites = { ct_wall_2 }
		gold_cost = 200
		build_time = 730
		tax_income = 3
		fort_level = 0.5
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	#Dwarven underground settlement
	ct_dwarf_fortress_2 = {
		desc = ct_dwarf_fortress_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ct_dwarf_fortress_1
				has_building = ct_dwarf_fortress_2
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ct_dwarf_fortress_1
		gold_cost = 300
		build_time = 1095
		tax_income = 3
		fort_level = 1.0
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	
	#Dwarven Undeground Town
	ct_dwarf_fortress_3 = {
		desc = ct_dwarf_fortress_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ct_dwarf_fortress_1
				has_building = ct_dwarf_fortress_2
				has_building = ct_dwarf_fortress_3
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ct_dwarf_fortress_2
		gold_cost = 400
		build_time = 2190
		tax_income = 3
		fort_level = 1.0
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	
	#Dwarven Fortress
	ct_dwarf_fortress_4 = {
		desc = ct_dwarf_fortress_1_desc
		potential = {
			OR = { 
				culture = dwarven_dawi 
				culture = dark_dwarven 
				has_building = ct_dwarf_fortress_1
				has_building = ct_dwarf_fortress_2
				has_building = ct_dwarf_fortress_3
				has_building = ct_dwarf_fortress_4
			}
		}
		is_active_trigger = {
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			ROOT = {
			    OR = {
				    culture = dwarven_dawi
				    culture = dark_dwarven 
				}
			}
		}
		upgrades_from = ct_dwarf_fortress_3
		gold_cost = 500
		build_time = 2190
		tax_income = 3
		fort_level = 1.0
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
}	