tribal = {
	archer_training_marksmans_field = {
		desc = archer_training_marksmans_field_desc
		prestige_cost = 16200
		extra_tech_building_start = 999
		build_time = 2400
		ai_creation_factor = 110
		upgrades_from = archer_training_hunting_arena
		prerequisites = {
			archer_training_hunting_arena
		}
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 3.3
		archers_offensive = 1.1
		archers_defensive = 0.6
		archers_morale = 0.23
		retinuesize = 300
		vassal_opinion = 10
	}
	warlords_keep = {
		desc = warlords_keep_desc
		prestige_cost = 15000
		extra_tech_building_start = 999
		build_time = 3200
		ai_creation_factor = 110
		upgrades_from = heros_sanctuary
		prerequisites = {
			heros_sanctuary
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 13
		garrison_size = 8.5
		retinuesize = 24
		court_size_modifier = 80
		vassal_opinion = 5
	}
	mountain_mining_mountain_foundry = {
		desc = mountain_mining_mountain_foundry_desc
		prestige_cost = 15000
		extra_tech_building_start = 999
		build_time = 4000
		ai_creation_factor = 110
		upgrades_from = mountain_mining_chiefs_mining_hall
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		tax_income = 65
		levy_size = 8
		garrison_size = 1.3
		retinuesize = 320
		archers_offensive = 0.1
		light_cavalry_offensive = 0.1
	}
	arctic_frozen_hearth_pavilion = {
		desc = arctic_frozen_hearth_pavilion_desc
		prestige_cost = 14000
		extra_tech_building_start = 999
		build_time = 4800
		ai_creation_factor = 110
		upgrades_from = arctic_gathering_hall
		prerequisites = {
			arctic_gathering_hall
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 19.2
		garrison_size = 19.2
		retinuesize = 1600
		vassal_opinion = 10
		archers_defensive = 0.36
		land_morale = 0.1
	}
	chiefs_watchtower = {
		desc = chiefs_watchtower_desc
		prestige_cost = 13000
		extra_tech_building_start = 999
		build_time = 2600
		ai_creation_factor = 110
		upgrades_from = bannered_lookout
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 5
		garrison_size = 3
		archers_offensive = 1
		retinuesize = 100
		land_morale = 0.18
		commander_limit = 4
		vassal_opinion = 6
		clan_sentiment = 10
	}
	chiefs_wind_lodge = {
		desc = chiefs_wind_lodge_desc
		prestige_cost = 12800
		extra_tech_building_start = 999
		build_time = 2500
		ai_creation_factor = 110
		upgrades_from = insulated_hall
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 30
		garrison_size = 20
		fort_level = 15
		retinuesize = 0.2
		court_size_modifier = 20
		vassal_opinion = 10
	}
	medicinal_pavilion = {
		desc = medicinal_pavilion_desc
		prestige_cost = 12800
		extra_tech_building_start = 999
		build_time = 4000
		ai_creation_factor = 110
		upgrades_from = jungle_grove
		prerequisites = {
			jungle_grove
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		tax_income = 102.4
		levy_size = 15.36
		garrison_size = 10.24
		fertility = 0.25
		vassal_opinion = 10
		retinuesize = 25
	}
	farmlands_master_irrigators_hall = {
		desc = farmlands_master_irrigators_hall_desc
		prestige_cost = 12000
		extra_tech_building_start = 999
		build_time = 5000
		ai_creation_factor = 110
		upgrades_from = farmlands_guarded_water_tower
		prerequisites = {
			farmlands_guarded_water_tower
		}
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 8
		fertility = 1.25
		local_tax_modifier = 2.6
		retinuesize = 200
		garrison_size = 0.7
		fort_level = 2
		clan_sentiment = 6
	}
	hilltop_signal_tower = {
		desc = hilltop_signal_tower_desc
		prestige_cost = 12000
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 110
		upgrades_from = community_beacon
		prerequisites = {
			community_beacon
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 9
		garrison_size = 10.5
		archers_offensive = 1.3
		retinuesize_perc = 0.9
		land_morale = 0.12
		vassal_opinion = 8
	}
	steppe_livestock_hall = {
		desc = steppe_livestock_hall_desc
		prestige_cost = 10500
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 110
		upgrades_from = chiefs_herd_house
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 4
		garrison_size = 2.4
		light_cavalry_offensive = 1.6
		retinuesize = 250
		max_population_mult = 0.5
		fertility = 0.1
		liege_prestige = 3
		clan_sentiment = 10
	}
	arctic_transport_hall = {
		desc = arctic_transport_hall_desc
		prestige_cost = 10000
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 110
		upgrades_from = community_sled_yard
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 26
		garrison_size = 15
		retinuesize = 128
		liege_prestige = 15
		vassal_opinion = 25
		global_movement_speed = 0.16
		global_winter_supply = 0.15
	}
	desert_oasis_well_oasis_keep = {
		desc = desert_oasis_well_oasis_keep_desc
		prestige_cost = 10000
		extra_tech_building_start = 999
		build_time = 4000
		ai_creation_factor = 110
		upgrades_from = desert_oasis_well_chiefs_water_hall
		prerequisites = {
			desert_oasis_well_chiefs_water_hall
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		garrison_size = 3
		fertility = 1.5
		levy_size = 2
		retinuesize = 15
	}
	hilltop_quarry = {
		desc = hilltop_quarry_desc
		prestige_cost = 9600
		extra_tech_building_start = 999
		build_time = 3000
		ai_creation_factor = 110
		upgrades_from = community_stone_yard
		prerequisites = {
			community_stone_yard
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 14.4
		garrison_size = 8
		retinuesize = 0.512
		archers_offensive = 0.72
		fort_level = 5
		liege_prestige = 7
		vassal_opinion = 15
		local_tax_modifier = 0.25
	}
	master_trapmakers_hall = {
		desc = master_trapmakers_hall_desc
		prestige_cost = 9600
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 110
		upgrades_from = jungle_trap_pavilion
		prerequisites = {
			jungle_trap_pavilion
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 10
		garrison_size = 4
		archers_offensive = 0.9
		retinuesize_perc = 0.6
		vassal_opinion = 6
	}
	arctic_anglers_hall = {
		desc = arctic_anglers_hall_desc
		prestige_cost = 9200
		extra_tech_building_start = 999
		build_time = 3300
		ai_creation_factor = 110
		upgrades_from = arctic_community_fishing_lodge
		prerequisites = {
			arctic_community_fishing_lodge
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		tax_income = 88
		levy_size = 10
		garrison_size = 4
		archers_offensive = 1.5
		retinuesize = 600
		vassal_opinion = 25
		court_size_modifier = 20
	}
	arctic_frozen_keep = {
		desc = arctic_frozen_keep_desc
		prestige_cost = 9000
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 110
		upgrades_from = arctic_chiefs_arctic_hall
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 15
		garrison_size = 15
		retinuesize = 128
		fort_level = 4
		archers_defensive = 0.25
		land_morale = 0.5
	}
	tribal_council_chieftains_assembly = {
		desc = tribal_council_chieftains_assembly_desc
		prestige_cost = 9000
		extra_tech_building_start = 999
		build_time = 3400
		ai_creation_factor = 110
		upgrades_from = tribal_council_guarded_antechamber
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		court_size_modifier = 140
		levy_size = 7
		retinuesize = 1.3
		garrison_size = 0.3
		tech_growth_modifier = 0.2
		vassal_opinion = 20
	}
	master_trainers_arena = {
		desc = master_trainers_arena_desc
		prestige_cost = 9000
		extra_tech_building_start = 999
		build_time = 1680
		ai_creation_factor = 110
		upgrades_from = steppe_riding_pavilion
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 3.2
		light_cavalry_offensive = 1.1
		garrison_size = 1.2
		retinuesize = 400
		vassal_opinion = 10
		court_size_modifier = 0.4
		light_cavalry_morale = 0.25
	}
	desert_oasis = {
		desc = desert_oasis_desc
		prestige_cost = 9000
		extra_tech_building_start = 999
		build_time = 6000
		ai_creation_factor = 110
		upgrades_from = chiefs_orchard
		prerequisites = {
			chiefs_orchard
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		fertility = 0.55
		levy_size = 1.2
		garrison_size = 1
		vassal_opinion = 12
		tradevalue = 8
		retinuesize = 300
	}
	chiefs_orchard = {
		desc = chiefs_orchard_desc
		prestige_cost = 8500
		extra_tech_building_start = 999
		build_time = 4500
		ai_creation_factor = 110
		upgrades_from = community_orchard
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 20
		fertility = 1
		tax_income = 120
		garrison_size = 0.5
		retinuesize = 15
		vassal_opinion = 8
		clan_sentiment = 2
	}
	archer_training_hunting_arena = {
		desc = archer_training_hunting_arena_desc
		prestige_cost = 8100
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 105
		upgrades_from = archer_training_fletchers_shelter
		prerequisites = {
			archer_training_fletchers_shelter
		}
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 2.4
		archers_offensive = 0.85
		archers_defensive = 0.44
		retinuesize = 190
		liege_prestige = 2
	}
	hilltop_citadel_hilltop = {
		desc = hilltop_citadel_hilltop_desc
		prestige_cost = 8000
		extra_tech_building_start = 999
		build_time = 3500
		ai_creation_factor = 110
		upgrades_from = chiefs_hill_fort_hilltop
		prerequisites = {
			chiefs_hill_fort_hilltop
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		garrison_size = 6
		levy_size = 6
		fort_level = 12
		court_size_modifier = 8
		retinuesize_perc = 0.3
		archers_offensive = 0.45
	}
	desert_fortress = {
		desc = desert_fortress_desc
		prestige_cost = 8000
		extra_tech_building_start = 999
		build_time = 3000
		ai_creation_factor = 110
		upgrades_from = chiefs_compound
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		garrison_size = 3.5
		levy_size = 3
		fort_level = 9
		retinuesize = 150
		vassal_opinion = 5
		court_size_modifier = 0.2
	}
	master_hunters_lodge = {
		desc = master_hunters_lodge_desc
		prestige_cost = 8000
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 110
		upgrades_from = beast_pit
		prerequisites = {
			beast_pit
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 2.3
		archers_offensive = 0.8
		retinuesize = 120
		vassal_opinion = 4
		local_tax_modifier = 0.12
	}
	marketplace_trade_guildhouse = {
		desc = marketplace_trade_guildhouse_desc
		prestige_cost = 8000
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 60
		upgrades_from = marketplace_stone_market_hall
		trigger = {
			TECH_TRADE_PRACTICES = 5
		}
		tax_income = 60
		levy_size = 8
		tradevalue = 70
		retinuesize = 30
		vassal_opinion = 4
		local_tax_modifier = 0.4
	}
	mountain_keep = {
		desc = mountain_keep_desc
		prestige_cost = 7800
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 110
		upgrades_from = chiefs_refuge
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		garrison_size = 4.5
		levy_size = 3.5
		retinuesize = 200
		archers_defensive = 1.4
		fort_level = 4
		court_size_modifier = 8
	}
	alpine_fold = {
		desc = alpine_fold_desc
		prestige_cost = 7800
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 110
		upgrades_from = chiefs_goatherd
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 24
		garrison_size = 28
		retinuesize = 70
		fort_level = 6
		fertility = 1
		liege_prestige = 7.5
		vassal_opinion = 8
	}
	master_anglers_wharf = {
		desc = master_anglers_wharf_desc
		prestige_cost = 7600
		extra_tech_building_start = 999
		build_time = 3300
		ai_creation_factor = 115
		upgrades_from = guarded_wharfhouse
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_TRADE_PRACTICES = 1
		}
		levy_size = 13
		garrison_size = 4
		retinuesize_perc = 0.75
		tradevalue = 16
		local_tax_modifier = 0.15
		fertility = 0.08
	}
	jungle_bastion = {
		desc = jungle_bastion_desc
		prestige_cost = 7500
		extra_tech_building_start = 999
		build_time = 2100
		ai_creation_factor = 110
		upgrades_from = community_palisade
		prerequisites = {
			community_palisade
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 6
		garrison_size = 4.8
		fort_level = 8.2
		archers_offensive = 0.36
		retinuesize = 2
		court_size_modifier = 0.15
	}
	mountain_mining_chiefs_mining_hall = {
		desc = mountain_mining_chiefs_mining_hall_desc
		prestige_cost = 7200
		extra_tech_building_start = 999
		build_time = 3200
		ai_creation_factor = 100
		upgrades_from = mountain_mining_ore_storehouse
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		tax_income = 38
		levy_size = 4.8
		garrison_size = 0.9
		retinuesize = 200
		vassal_opinion = 6
	}
	steppe_migration_hall = {
		desc = steppe_migration_hall_desc
		prestige_cost = 7200
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 110
		upgrades_from = steppe_community_pavilion
		prerequisites = {
			steppe_community_pavilion
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 3
		}
		garrison_size = 1.5
		levy_size = 1.4
		retinuesize = 0.5
		light_cavalry_offensive = 0.5
		land_morale = 0.22
		vassal_opinion = 6
		clan_sentiment = 4
	}
	chiefs_silo = {
		desc = chiefs_silo_desc
		prestige_cost = 7040
		extra_tech_building_start = 999
		build_time = 4200
		ai_creation_factor = 110
		upgrades_from = guarded_granary
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 6.5
		garrison_size = 4
		retinuesize_perc = 0.7
		court_size_modifier = 0.2
		liege_prestige = 2
	}
	arctic_gathering_hall = {
		desc = arctic_gathering_hall_desc
		prestige_cost = 7000
		extra_tech_building_start = 999
		build_time = 3400
		ai_creation_factor = 100
		upgrades_from = arctic_community_warmhouse
		prerequisites = {
			arctic_community_warmhouse
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 9.6
		garrison_size = 9.6
		retinuesize = 900
		vassal_opinion = 6
		archers_defensive = 0.18
	}
	master_blacksmiths_shop = {
		desc = master_blacksmiths_shop_desc
		prestige_cost = 7000
		extra_tech_building_start = 999
		build_time = 1300
		ai_creation_factor = 110
		upgrades_from = weapon_crafters_forge
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 13
		garrison_size = 2.8
		retinuesize = 800
		light_infantry_offensive = 0.44
		land_morale = 0.18
		levy_reinforce_rate = 0.15
	}
	master_irrigators_tower = {
		desc = master_irrigators_tower_desc
		prestige_cost = 7000
		extra_tech_building_start = 999
		build_time = 4000
		ai_creation_factor = 110
		upgrades_from = irrigation_reservoir
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 13
		fertility = 1.15
		local_tax_modifier = 0.75
		retinuesize = 400
		garrison_size = 2
		archers_offensive = 0.32
		land_morale = 0.18
		vassal_opinion = 8
	}
	jungle_reservoir = {
		desc = jungle_reservoir_desc
		prestige_cost = 7000
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 110
		upgrades_from = community_water_store
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 10
		garrison_size = 3.5
		retinuesize = 700
		fertility = 0.15
		fort_level = 2
	}
	heros_sanctuary = {
		desc = heros_sanctuary_desc
		prestige_cost = 7000
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 105
		upgrades_from = battle_council_hall
		prerequisites = {
			battle_council_hall
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 6.5
		garrison_size = 4.2
		retinuesize = 12
		court_size_modifier = 58
		archers_offensive = 0.15
	}
	tribal_berry_pavilion = {
		desc = tribal_berry_pavilion_desc
		prestige_cost = 7000
		extra_tech_building_start = 999
		build_time = 3400
		ai_creation_factor = 110
		upgrades_from = tribal_hilltop_orchard
		prerequisites = {
			tribal_hilltop_orchard
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		tax_income = 24
		fertility = 1
		levy_size = 4.5
		garrison_size = 2.5
		retinuesize = 2
		archers_offensive = 0.25
		vassal_opinion = 12
		court_size_modifier = 20
		liege_prestige = 1
	}
	steppe_oasis = {
		desc = steppe_oasis_desc
		prestige_cost = 6800
		extra_tech_building_start = 999
		build_time = 4400
		ai_creation_factor = 110
		upgrades_from = steppe_chiefs_water_pavilion
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 15
		garrison_size = 12
		fertility = 0.25
		retinuesize = 0.2
		clan_sentiment = 6
	}
	fortified_compound = {
		desc = fortified_compound_desc
		prestige_cost = 6700
		extra_tech_building_start = 999
		build_time = 3800
		ai_creation_factor = 110
		upgrades_from = earthen_curtain_wall
		prerequisites = {
			earthen_curtain_wall
		}
		potential = {
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		fort_level = 25
		garrison_size = 6.6
		levy_size = 6
		retinuesize = 0.13
		court_size_modifier = 6
	}
	harvest_pavilion = {
		desc = harvest_pavilion_desc
		prestige_cost = 6500
		extra_tech_building_start = 999
		build_time = 2800
		ai_creation_factor = 110
		upgrades_from = community_granary
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		tax_income = 45
		levy_size = 10
		garrison_size = 5
		fort_level = 5
		vassal_opinion = 15
		retinuesize = 0.8
	}
	harvest_pavilion = {
		desc = harvest_pavilion_desc
		prestige_cost = 6500
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 110
		upgrades_from = community_storehouse
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 8
		tax_income = 65
		garrison_size = 3.6
		retinuesize = 1600
		vassal_opinion = 16
		clan_sentiment = 7
	}
	harvest_hall = {
		desc = harvest_hall_desc
		prestige_cost = 6500
		extra_tech_building_start = 999
		build_time = 3000
		ai_creation_factor = 110
		upgrades_from = chiefs_granary
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CONSTRUCTION = 6
		}
		levy_size = 20
		local_tax_modifier = 6.5
		garrison_size = 8
		retinuesize = 640
		liege_prestige = 4
		vassal_opinion = 6
	}
	community_beacon = {
		desc = community_beacon_desc
		prestige_cost = 6500
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 110
		upgrades_from = hilltop_watchhouse
		prerequisites = {
			hilltop_watchhouse
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 5.5
		garrison_size = 6.3
		archers_offensive = 0.9
		retinuesize_perc = 0.6
		vassal_opinion = 5
	}
	bannered_lookout = {
		desc = bannered_lookout_desc
		prestige_cost = 6500
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 100
		upgrades_from = sentry_hut
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 3.5
		garrison_size = 2
		archers_offensive = 0.72
		retinuesize = 70
		land_morale = 0.12
		commander_limit = 3
		vassal_opinion = 3
	}
	chiefs_stud_farm = {
		desc = chiefs_stud_farm_desc
		prestige_cost = 6500
		extra_tech_building_start = 999
		build_time = 3000
		ai_creation_factor = 60
		upgrades_from = horse_training_grounds
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 22
		garrison_size = 16
		light_cavalry_offensive = 2.2
		retinuesize = 2560
		light_cavalry_morale = 0.36
		land_morale = 0.08
		vassal_opinion = 5
	}
	master_scout_camp = {
		desc = master_scout_camp_desc
		prestige_cost = 6400
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 115
		upgrades_from = guarded_scout_lodge
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 7
		garrison_size = 8
		archers_offensive = 0.3
		global_movement_speed = 0.15
		retinuesize = 100
	}
	insulated_hall = {
		desc = insulated_hall_desc
		prestige_cost = 6400
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 105
		upgrades_from = guarded_shelterhouse
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 15
		garrison_size = 10
		fort_level = 10
		retinuesize = 0.1
		court_size_modifier = 10
	}
	beast_breeders_hall = {
		desc = beast_breeders_hall_desc
		prestige_cost = 6400
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 110
		upgrades_from = stone_walled_corral
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 12
		garrison_size = 5
		court_size_modifier = 100
		liege_prestige = 16
		retinuesize = 10
	}
	jungle_grove = {
		desc = jungle_grove_desc
		prestige_cost = 6400
		extra_tech_building_start = 999
		build_time = 3000
		ai_creation_factor = 108
		upgrades_from = community_garden
		prerequisites = {
			community_garden
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		tax_income = 51.2
		levy_size = 7.68
		garrison_size = 5.12
		fertility = 0.18
		vassal_opinion = 7
		retinuesize = 10
	}
	community_fort_farmlands = {
		desc = community_fort_farmlands_desc
		prestige_cost = 6400
		extra_tech_building_start = 999
		build_time = 5200
		ai_creation_factor = 110
		upgrades_from = farmers_bastion_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 3.5
		garrison_size = 3
		fort_level = 6
		retinuesize = 0.1
		vassal_opinion = 5
	}
	arctic_arctic_cache = {
		desc = arctic_arctic_cache_desc
		prestige_cost = 6400
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 110
		upgrades_from = arctic_community_ice_store
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		garrison_size = 8
		levy_size = 7.5
		retinuesize = 45
		tradevalue = 15
		vassal_opinion = 10
		court_size_modifier = 0.15
	}
	chiefs_herd_house = {
		desc = chiefs_herd_house_desc
		prestige_cost = 5900
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 80
		upgrades_from = breeders_shelter
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 2.8
		garrison_size = 1.7
		light_cavalry_offensive = 1.1
		retinuesize = 170
		max_population_mult = 0.33
		fertility = 0.07
		liege_prestige = 1
	}
	mountain_cliff_watchpost_mountain_bastion = {
		desc = mountain_bastion_desc
		prestige_cost = 5600
		extra_tech_building_start = 999
		build_time = 3400
		ai_creation_factor = 125
		upgrades_from = mountain_cliff_watchpost_chiefs_watchhouse
		prerequisites = {
			mountain_cliff_watchpost_chiefs_watchhouse
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 18
		garrison_size = 19
		archers_offensive = 1
		archers_defensive = 0.8
		retinuesize = 900
		vassal_opinion = 6
	}
	highland_pavilion = {
		desc = highland_pavilion_desc
		prestige_cost = 5600
		extra_tech_building_start = 999
		build_time = 1480
		ai_creation_factor = 9
		upgrades_from = community_mountain_store
		prerequisites = {
			community_mountain_store
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		garrison_size = 8
		levy_size = 6.8
		light_infantry = 2
		local_tax_modifier = 0.25
		retinuesize_perc = 0.28
		vassal_opinion = 8
	}
	master_tanners_workshop = {
		desc = master_tanners_workshop_desc
		prestige_cost = 5200
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 110
		upgrades_from = dyeing_room
		prerequisites = {
			dyeing_room
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 3.5
		garrison_size = 1.8
		local_tax_modifier = 0.45
		retinuesize_perc = 0.2
		archers_offensive = 0.1
		vassal_opinion = 10
	}
	desert_pavilion = {
		desc = desert_pavilion_desc
		prestige_cost = 5200
		extra_tech_building_start = 999
		build_time = 4800
		ai_creation_factor = 110
		upgrades_from = chiefs_sun_lodge
		prerequisites = {
			chiefs_sun_lodge
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 18
		garrison_size = 6
		court_size_modifier = 36
		retinuesize = 1200
		levy_reinforce_rate = 0.23
		land_morale = 0.23
		liege_prestige = 1
		tech_growth_modifier = 0.08
	}
	herbalists_lodge = {
		desc = herbalists_lodge_desc
		prestige_cost = 5000
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 110
		upgrades_from = medicinal_stillhouse
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		fertility = 1.25
		levy_size = 2
		garrison_size = 0.8
		retinuesize = 1200
		land_morale = 0.3
		max_population_mult = 0.15
	}
	farmlands_guarded_water_tower = {
		desc = farmlands_guarded_water_tower_desc
		prestige_cost = 5000
		extra_tech_building_start = 999
		build_time = 3400
		ai_creation_factor = 105
		upgrades_from = farmlands_reservoir_pond
		prerequisites = {
			farmlands_reservoir_pond
		}
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 4.8
		fertility = 0.85
		local_tax_modifier = 1.7
		retinuesize = 110
		garrison_size = 0.4
		fort_level = 1
	}
	community_sled_yard = {
		desc = community_sled_yard_desc
		prestige_cost = 5000
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 110
		upgrades_from = chiefs_sled_hall
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 13
		garrison_size = 7.5
		retinuesize = 64
		liege_prestige = 7
		vassal_opinion = 12
		global_movement_speed = 0.08
	}
	hilltop_fold = {
		desc = hilltop_fold_desc
		prestige_cost = 5000
		extra_tech_building_start = 999
		build_time = 2600
		ai_creation_factor = 110
		upgrades_from = community_sheep_yard
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 21.2
		garrison_size = 21.2
		light_infantry_offensive = 3.5
		court_size_modifier = 8
		fort_level = 2.5
		clan_sentiment = 12
	}
	arctic_chiefs_arctic_hall = {
		desc = arctic_chiefs_arctic_hall_desc
		prestige_cost = 4800
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 100
		upgrades_from = arctic_guarded_ice_house
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 7.5
		garrison_size = 8
		retinuesize = 64
		fort_level = 2
		vassal_opinion = 4
		land_morale = 0.3
	}
	steppe_chief_hall = {
		desc = steppe_chief_hall_desc
		prestige_cost = 4800
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 110
		upgrades_from = bannered_encampment
		prerequisites = {
			bannered_encampment
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 3.8
		garrison_size = 1.8
		retinuesize = 260
		vassal_opinion = 8
		clan_sentiment = 10
	}
	jungle_trap_pavilion = {
		desc = jungle_trap_pavilion_desc
		prestige_cost = 4800
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 105
		upgrades_from = community_trap_house
		prerequisites = {
			community_trap_house
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 6
		garrison_size = 2.3
		archers_offensive = 0.65
		retinuesize_perc = 0.42
		vassal_opinion = 4
	}
	steppe_community_pavilion = {
		desc = steppe_community_pavilion_desc
		prestige_cost = 4800
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 100
		upgrades_from = steppe_chiefs_encampment
		prerequisites = {
			steppe_chiefs_encampment
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 2
		}
		garrison_size = 1.2
		levy_size = 1.15
		retinuesize = 0.35
		light_cavalry_offensive = 0.37
		land_morale = 0.15
		vassal_opinion = 4
		clan_sentiment = 2
	}
	arctic_community_fishing_lodge = {
		desc = arctic_community_fishing_lodge_desc
		prestige_cost = 4800
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 100
		upgrades_from = arctic_chiefs_ice_house
		prerequisites = {
			arctic_chiefs_ice_house
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		tax_income = 44
		levy_size = 5.5
		garrison_size = 2.1
		archers_offensive = 0.78
		retinuesize = 350
		vassal_opinion = 14
		court_size_modifier = 10
	}
	steppe_riding_pavilion = {
		desc = steppe_riding_pavilion_desc
		prestige_cost = 4800
		extra_tech_building_start = 999
		build_time = 1280
		ai_creation_factor = 110
		upgrades_from = chiefs_equine_hall
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 2.1
		light_cavalry_offensive = 0.7
		garrison_size = 0.85
		retinuesize = 270
		vassal_opinion = 6
		court_size_modifier = 0.2
	}
	community_stone_yard = {
		desc = community_stone_yard_desc
		prestige_cost = 4800
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 105
		upgrades_from = chiefs_quarry_hall
		prerequisites = {
			chiefs_quarry_hall
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 7.2
		garrison_size = 4
		retinuesize = 0.256
		archers_offensive = 0.48
		fort_level = 3
		liege_prestige = 3
		vassal_opinion = 7
		local_tax_modifier = 0.12
	}
	desert_oasis_well_chiefs_water_hall = {
		desc = desert_oasis_well_chiefs_water_hall_desc
		prestige_cost = 4700
		extra_tech_building_start = 999
		build_time = 2600
		ai_creation_factor = 105
		upgrades_from = desert_oasis_well_cistern_shelter
		prerequisites = {
			desert_oasis_well_cistern_shelter
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		garrison_size = 2.2
		fertility = 1
		levy_size = 1.3
		retinuesize = 10
	}
	tribal_council_guarded_antechamber = {
		desc = tribal_council_guarded_antechamber_desc
		prestige_cost = 4600
		extra_tech_building_start = 999
		build_time = 2300
		ai_creation_factor = 104
		upgrades_from = tribal_council_bannered_council_hall
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		court_size_modifier = 85
		levy_size = 4
		retinuesize = 0.8
		garrison_size = 0.18
		vassal_opinion = 14
	}
	chiefs_orchard = {
		desc = chiefs_orchard_desc
		prestige_cost = 4400
		extra_tech_building_start = 999
		build_time = 4500
		ai_creation_factor = 105
		upgrades_from = community_grove
		prerequisites = {
			community_grove
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		fertility = 0.41
		levy_size = 0.9
		garrison_size = 0.76
		vassal_opinion = 6
		retinuesize = 150
	}
	community_orchard = {
		desc = community_orchard_desc
		prestige_cost = 4200
		extra_tech_building_start = 999
		build_time = 3000
		ai_creation_factor = 108
		upgrades_from = guarded_fruit_house
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 10
		fertility = 0.72
		tax_income = 56
		garrison_size = 0.34
		retinuesize = 7
		vassal_opinion = 4
	}
	beast_pit = {
		desc = beast_pit_desc
		prestige_cost = 4200
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 110
		upgrades_from = trackers_outpost
		prerequisites = {
			trackers_outpost
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 1.7
		archers_offensive = 0.6
		retinuesize = 90
		vassal_opinion = 3
	}
	equestrian_lodge = {
		desc = equestrian_lodge_desc
		prestige_cost = 4200
		extra_tech_building_start = 999
		build_time = 850
		ai_creation_factor = 110
		upgrades_from = breeders_stable
		prerequisites = {
			breeders_stable
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 8
		garrison_size = 3.5
		light_cavalry_offensive = 0.75
		light_cavalry_morale = 0.37
		retinuesize_perc = 0.42
		liege_prestige = 1.5
	}
	archer_training_fletchers_shelter = {
		desc = archer_training_fletchers_shelter_desc
		prestige_cost = 4100
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 100
		upgrades_from = archer_training_wooden_viewing_stand
		prerequisites = {
			archer_training_wooden_viewing_stand
		}
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 1.65
		archers_offensive = 0.63
		archers_defensive = 0.32
		retinuesize = 120
	}
	tribal_hilltop_orchard = {
		desc = tribal_hilltop_orchard_desc
		prestige_cost = 4000
		extra_tech_building_start = 999
		build_time = 2600
		ai_creation_factor = 110
		upgrades_from = tribal_community_grove
		prerequisites = {
			tribal_community_grove
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		tax_income = 14
		fertility = 0.65
		levy_size = 3
		garrison_size = 1.6
		retinuesize = 1.2
		archers_offensive = 0.18
		vassal_opinion = 8
		court_size_modifier = 15
	}
	chiefs_hill_fort_hilltop = {
		desc = chiefs_hill_fort_hilltop_desc
		prestige_cost = 4000
		extra_tech_building_start = 999
		build_time = 2700
		ai_creation_factor = 105
		upgrades_from = hilltop_bastion_hilltop
		prerequisites = {
			hilltop_bastion_hilltop
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		garrison_size = 4.2
		levy_size = 4
		court_size_modifier = 5
		retinuesize_perc = 0.18
		vassal_opinion = 4
	}
	marketplace_stone_market_hall = {
		desc = marketplace_stone_market_hall_desc
		prestige_cost = 4000
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 60
		upgrades_from = marketplace_covered_bazaar
		trigger = {
			TECH_TRADE_PRACTICES = 4
		}
		tax_income = 34
		levy_size = 5
		tradevalue = 40
		retinuesize = 15
		garrison_size = 0.3
	}
	chiefs_compound = {
		desc = chiefs_compound_desc
		prestige_cost = 4000
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 108
		upgrades_from = watchtower_bastion
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		garrison_size = 2.5
		levy_size = 2
		fort_level = 7
		vassal_opinion = 3
		court_size_modifier = 0.1
	}
	desert_caravanserai = {
		desc = desert_caravanserai_desc
		prestige_cost = 4000
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 110
		upgrades_from = chiefs_camel_lodge
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_TRADE_PRACTICES = 3
		}
		levy_size = 8
		light_cavalry_offensive = 1.2
		garrison_size = 1.5
		retinuesize = 350
		fertility = 0.15
		vassal_opinion = 6
		tradevalue = 25
	}
	chiefs_goatherd = {
		desc = chiefs_goatherd_desc
		prestige_cost = 3900
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 104
		upgrades_from = breeders_lodge
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 12.5
		garrison_size = 14
		retinuesize = 36
		fort_level = 4
		fertility = 0.6
		liege_prestige = 3.8
		vassal_opinion = 4
	}
	chiefs_refuge = {
		desc = chiefs_refuge_desc
		prestige_cost = 3900
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 105
		upgrades_from = walled_mountain_lodge
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		garrison_size = 2.95
		levy_size = 2.25
		retinuesize = 120
		archers_defensive = 1
		court_size_modifier = 5
	}
	community_palisade = {
		desc = community_palisade_desc
		prestige_cost = 3700
		extra_tech_building_start = 999
		build_time = 1700
		ai_creation_factor = 110
		upgrades_from = chiefs_palmetto_fort
		prerequisites = {
			chiefs_palmetto_fort
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 4
		garrison_size = 3.1
		fort_level = 6.8
		archers_offensive = 0.26
		retinuesize = 1
		court_size_modifier = 0.08
	}
	guarded_wharfhouse = {
		desc = guarded_wharfhouse_desc
		prestige_cost = 3700
		extra_tech_building_start = 999
		build_time = 2600
		ai_creation_factor = 109
		upgrades_from = anchorage_cove
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_NAVAL = 1
		}
		levy_size = 6.5
		garrison_size = 2
		retinuesize_perc = 0.36
		fort_level = 1
		tradevalue = 8
	}
	hilltop_watchhouse = {
		desc = hilltop_watchhouse_desc
		prestige_cost = 3600
		extra_tech_building_start = 999
		build_time = 820
		ai_creation_factor = 110
		upgrades_from = chiefs_signal_hall
		prerequisites = {
			chiefs_signal_hall
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 3.2
		garrison_size = 3.6
		archers_offensive = 0.6
		retinuesize_perc = 0.39
		land_morale = 0.07
	}
	guarded_granary = {
		desc = guarded_granary_desc
		prestige_cost = 3520
		extra_tech_building_start = 999
		build_time = 3200
		ai_creation_factor = 110
		upgrades_from = ventilated_storehouse
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 3.9
		garrison_size = 2.5
		retinuesize_perc = 0.45
		fort_level = 2
	}
	weapon_crafters_forge = {
		desc = weapon_crafters_forge_desc
		prestige_cost = 3500
		extra_tech_building_start = 999
		build_time = 920
		ai_creation_factor = 108
		upgrades_from = hammer_hall
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 7
		garrison_size = 1.8
		retinuesize = 500
		light_infantry_offensive = 0.33
		land_morale = 0.1
	}
	community_water_store = {
		desc = community_water_store_desc
		prestige_cost = 3500
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 105
		upgrades_from = chiefs_rain_pavilion
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 5.4
		garrison_size = 1.8
		retinuesize = 320
		fertility = 0.08
	}
	mountain_mining_ore_storehouse = {
		desc = mountain_mining_ore_storehouse_desc
		prestige_cost = 3500
		extra_tech_building_start = 999
		build_time = 2500
		ai_creation_factor = 88
		upgrades_from = mountain_mining_guarded_minehouse
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		tax_income = 22
		levy_size = 2.8
		garrison_size = 0.63
		retinuesize = 120
	}
	chiefs_granary = {
		desc = chiefs_granary_desc
		prestige_cost = 3500
		extra_tech_building_start = 999
		build_time = 2300
		ai_creation_factor = 105
		upgrades_from = guarded_grain_store
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 10
		local_tax_modifier = 3.2
		garrison_size = 4
		retinuesize = 320
		liege_prestige = 2
	}
	master_carpenters_yard = {
		desc = master_carpenters_yard_desc
		prestige_cost = 3500
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 150
		upgrades_from = finished_goods_shed
		prerequisites = {
			finished_goods_shed
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 6.5
		garrison_size = 2.5
		retinuesize = 2400
		archers_offensive = 0.2
		local_tax_modifier = 0.28
		vassal_opinion = 6
	}
	jungle_longhouse = {
		desc = jungle_longhouse_desc
		prestige_cost = 3500
		extra_tech_building_start = 999
		build_time = 4000
		ai_creation_factor = 110
		upgrades_from = community_treehouse
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
		}
		levy_size = 12
		garrison_size = 10
		archers_offensive = 0.75
		archers_defensive = 0.48
		retinuesize = 500
		vassal_opinion = 12
		liege_prestige = 2
	}
	arctic_community_warmhouse = {
		desc = arctic_community_warmhouse_desc
		prestige_cost = 3500
		extra_tech_building_start = 999
		build_time = 2500
		ai_creation_factor = 92
		upgrades_from = arctic_chiefs_hearth
		prerequisites = {
			arctic_chiefs_hearth
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 4.8
		garrison_size = 4.8
		retinuesize = 500
		vassal_opinion = 4
	}
	irrigation_reservoir = {
		desc = irrigation_reservoir_desc
		prestige_cost = 3400
		extra_tech_building_start = 999
		build_time = 3200
		ai_creation_factor = 80
		upgrades_from = distribution_basin
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 7
		fertility = 0.74
		local_tax_modifier = 0.45
		retinuesize = 225
		garrison_size = 1.1
		archers_offensive = 0.2
		land_morale = 0.1
	}
	steppe_chiefs_water_pavilion = {
		desc = steppe_chiefs_water_pavilion_desc
		prestige_cost = 3400
		extra_tech_building_start = 999
		build_time = 3200
		ai_creation_factor = 108
		upgrades_from = steppe_water_distribution_hut
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 7.5
		garrison_size = 6
		retinuesize = 0.1
		vassal_opinion = 4
	}
	battle_council_hall = {
		desc = battle_council_hall_desc
		prestige_cost = 3400
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 92
		upgrades_from = bannered_assembly
		prerequisites = {
			bannered_assembly
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 3.5
		garrison_size = 2.2
		retinuesize = 6
		court_size_modifier = 46
		liege_prestige = 1
	}
	steppe_chiefs_encampment = {
		desc = steppe_chiefs_encampment_desc
		prestige_cost = 3400
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 90
		upgrades_from = steppe_bannered_camp
		prerequisites = {
			steppe_bannered_camp
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		garrison_size = 1
		levy_size = 0.9
		retinuesize = 0.22
		light_cavalry_offensive = 0.28
		land_morale = 0.1
		vassal_opinion = 2
	}
	community_mountain_store = {
		desc = community_mountain_store_desc
		prestige_cost = 3400
		extra_tech_building_start = 999
		build_time = 1260
		ai_creation_factor = 11
		upgrades_from = chiefs_alpine_silo
		prerequisites = {
			chiefs_alpine_silo
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		garrison_size = 5.5
		levy_size = 4.4
		light_infantry = 1.3
		retinuesize_perc = 0.16
		vassal_opinion = 5
	}
	breeders_shelter = {
		desc = breeders_shelter_desc
		prestige_cost = 3400
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 66
		upgrades_from = watered_livestock_run
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 2.1
		garrison_size = 1.3
		light_cavalry_offensive = 0.8
		retinuesize = 100
		max_population_mult = 0.22
		fertility = 0.05
	}
	earthen_curtain_wall = {
		desc = earthen_curtain_wall_desc
		prestige_cost = 3300
		extra_tech_building_start = 999
		build_time = 2950
		ai_creation_factor = 105
		upgrades_from = guarded_gatehouse
		prerequisites = {
			guarded_gatehouse
		}
		potential = {
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		fort_level = 17.2
		garrison_size = 4.2
		levy_size = 3.7
		archers_offensive = 0.17
	}
	arctic_community_ice_store = {
		desc = arctic_community_ice_store_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 1350
		ai_creation_factor = 110
		upgrades_from = arctic_chiefs_hide_pavilion
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		garrison_size = 5
		levy_size = 4
		retinuesize = 27
		tradevalue = 7
		court_size_modifier = 0.1
	}
	horse_training_grounds = {
		desc = horse_training_grounds_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 2400
		ai_creation_factor = 58
		upgrades_from = breeders_pavilion
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 11
		garrison_size = 8
		light_cavalry_offensive = 1.1
		retinuesize = 1280
		light_cavalry_morale = 0.18
		land_morale = 0.04
	}
	guarded_scout_lodge = {
		desc = guarded_scout_lodge_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 105
		upgrades_from = observation_platform
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 4
		garrison_size = 5
		archers_offensive = 0.18
		global_movement_speed = 0.08
		retinuesize = 60
	}
	community_granary = {
		desc = community_granary_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 2100
		ai_creation_factor = 110
		upgrades_from = chiefs_silo
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		tax_income = 26
		levy_size = 5.5
		garrison_size = 2.8
		fort_level = 3.5
		vassal_opinion = 10
		retinuesize = 0.4
	}
	guarded_shelterhouse = {
		desc = guarded_shelterhouse_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 100
		upgrades_from = multi_layered_shelter
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 8
		garrison_size = 5
		fort_level = 6
		archers_defensive = 0.25
		retinuesize = 0.05
	}
	sentry_hut = {
		desc = sentry_hut_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 95
		upgrades_from = signal_pole
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 2.3
		garrison_size = 1.3
		archers_offensive = 0.5
		retinuesize = 50
		land_morale = 0.09
		commander_limit = 2
	}
	stone_walled_corral = {
		desc = stone_walled_corral_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 100
		upgrades_from = watered_livestock_run
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 6
		garrison_size = 2.6
		court_size_modifier = 50
		liege_prestige = 8
	}
	community_garden = {
		desc = community_garden_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 2400
		ai_creation_factor = 102
		upgrades_from = chiefs_herb_hall
		prerequisites = {
			chiefs_herb_hall
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		tax_income = 25.6
		levy_size = 3.84
		garrison_size = 2.56
		fertility = 0.12
		vassal_opinion = 5
	}
	farmers_bastion_farmlands = {
		desc = farmers_bastion_farmlands_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 4100
		ai_creation_factor = 105
		upgrades_from = guarded_corner_tower_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 2.5
		garrison_size = 2
		fort_level = 5
		retinuesize = 0.05
	}
	community_storehouse = {
		desc = community_storehouse_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 105
		upgrades_from = chiefs_silo
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 4
		tax_income = 32
		garrison_size = 1.8
		retinuesize = 800
		vassal_opinion = 8
		clan_sentiment = 3
	}
	community_sheep_yard = {
		desc = community_sheep_yard_desc
		prestige_cost = 2800
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 105
		upgrades_from = chiefs_sheep_hall
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 10.6
		garrison_size = 10.6
		light_infantry_offensive = 2
		court_size_modifier = 5
		clan_sentiment = 6
	}
	mountain_cliff_watchpost_chiefs_watchhouse = {
		desc = chiefs_watchhouse_desc
		prestige_cost = 2800
		extra_tech_building_start = 999
		build_time = 2600
		ai_creation_factor = 120
		upgrades_from = mountain_cliff_watchpost_observation_tower
		prerequisites = {
			mountain_cliff_watchpost_observation_tower
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 9.5
		garrison_size = 10.2
		archers_offensive = 0.75
		archers_defensive = 0.6
		retinuesize = 500
		vassal_opinion = 3
	}
	chiefs_sun_lodge = {
		desc = chiefs_sun_lodge_desc
		prestige_cost = 2600
		extra_tech_building_start = 999
		build_time = 3400
		ai_creation_factor = 107
		upgrades_from = insulated_shelterhouse
		prerequisites = {
			insulated_shelterhouse
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 9.5
		garrison_size = 3.2
		court_size_modifier = 24
		retinuesize = 700
		levy_reinforce_rate = 0.15
		land_morale = 0.15
		liege_prestige = 0.5
	}
	dyeing_room = {
		desc = dyeing_room_desc
		prestige_cost = 2600
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 105
		upgrades_from = stretched_hide_hall
		prerequisites = {
			stretched_hide_hall
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 2.4
		garrison_size = 1.2
		local_tax_modifier = 0.3
		retinuesize_perc = 0.1
		vassal_opinion = 4
	}
	chiefs_sled_hall = {
		desc = chiefs_sled_hall_desc
		prestige_cost = 2500
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 110
		upgrades_from = insulated_sled_store
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 6.5
		garrison_size = 3.8
		retinuesize = 32
		liege_prestige = 3
		vassal_opinion = 5
	}
	arctic_chiefs_ice_house = {
		desc = arctic_chiefs_ice_house_desc
		prestige_cost = 2500
		extra_tech_building_start = 999
		build_time = 1550
		ai_creation_factor = 95
		upgrades_from = arctic_root_cellar
		prerequisites = {
			arctic_root_cellar
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		tax_income = 22
		levy_size = 2.8
		garrison_size = 1.15
		archers_offensive = 0.42
		retinuesize = 200
		vassal_opinion = 7
	}
	tribal_community_grove = {
		desc = tribal_community_grove_desc
		prestige_cost = 2500
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 105
		upgrades_from = tribal_chiefs_berry_hall
		prerequisites = {
			tribal_chiefs_berry_hall
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		tax_income = 8
		fertility = 0.45
		levy_size = 2
		garrison_size = 1
		retinuesize = 0.8
		archers_offensive = 0.15
		vassal_opinion = 5
		court_size_modifier = 10
	}
	medicinal_stillhouse = {
		desc = medicinal_stillhouse_desc
		prestige_cost = 2500
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 105
		upgrades_from = root_cellar
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		fertility = 0.95
		levy_size = 1.4
		garrison_size = 0.55
		retinuesize = 700
		land_morale = 0.18
		max_population_mult = 0.07
	}
	marketplace_covered_bazaar = {
		desc = marketplace_covered_bazaar_desc
		prestige_cost = 2400
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 59
		upgrades_from = marketplace_counting_booth
		trigger = {
			TECH_TRADE_PRACTICES = 3
		}
		tax_income = 20
		levy_size = 2.8
		tradevalue = 20
		retinuesize = 8
		vassal_opinion = 3
	}
	chiefs_equine_hall = {
		desc = chiefs_equine_hall_desc
		prestige_cost = 2400
		extra_tech_building_start = 999
		build_time = 1050
		ai_creation_factor = 108
		upgrades_from = breeders_circle
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 1.4
		light_cavalry_offensive = 0.54
		garrison_size = 0.62
		retinuesize = 180
		vassal_opinion = 3
	}
	bannered_encampment = {
		desc = bannered_encampment_desc
		prestige_cost = 2400
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 103
		upgrades_from = community_yurt
		prerequisites = {
			community_yurt
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 2.7
		garrison_size = 1.2
		retinuesize = 180
		land_morale = 0.1
	}
	chiefs_quarry_hall = {
		desc = chiefs_quarry_hall_desc
		prestige_cost = 2400
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 100
		upgrades_from = stone_storehouse
		prerequisites = {
			stone_storehouse
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 3.6
		garrison_size = 2
		retinuesize = 0.128
		archers_offensive = 0.36
		fort_level = 2
		liege_prestige = 2
		vassal_opinion = 3
	}
	community_trap_house = {
		desc = community_trap_house_desc
		prestige_cost = 2400
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 95
		upgrades_from = chiefs_trap_lodge
		prerequisites = {
			chiefs_trap_lodge
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 3.8
		garrison_size = 1.4
		archers_offensive = 0.46
		retinuesize_perc = 0.32
		local_tax_modifier = 0.09
		vassal_opinion = 3
	}
	arctic_guarded_ice_house = {
		desc = arctic_guarded_ice_house_desc
		prestige_cost = 2400
		extra_tech_building_start = 999
		build_time = 850
		ai_creation_factor = 85
		upgrades_from = arctic_ventilated_snow_shelter
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 4
		garrison_size = 4.2
		retinuesize = 32
		fort_level = 2
		archers_defensive = 0.1
	}
	tribal_council_bannered_council_hall = {
		desc = tribal_council_bannered_council_hall_desc
		prestige_cost = 2300
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 96
		upgrades_from = tribal_council_scribes_alcove
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		court_size_modifier = 55
		levy_size = 2.4
		retinuesize = 0.54
		tech_growth_modifier = 0.1
		vassal_opinion = 10
	}
	guarded_fruit_house = {
		desc = guarded_fruit_house_desc
		prestige_cost = 2200
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 106
		upgrades_from = stone_orchard_wall
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 5
		fertility = 0.54
		tax_income = 28
		garrison_size = 0.22
		retinuesize = 4
		vassal_opinion = 2
	}
	farmlands_reservoir_pond = {
		desc = farmlands_reservoir_pond_desc
		prestige_cost = 2200
		extra_tech_building_start = 999
		build_time = 2600
		ai_creation_factor = 100
		upgrades_from = farmlands_distribution_weir
		prerequisites = {
			farmlands_distribution_weir
		}
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 2.9
		fertility = 0.6
		local_tax_modifier = 1.15
		retinuesize = 62
		garrison_size = 0.24
		liege_prestige = 1
	}
	watchtower_bastion = {
		desc = watchtower_bastion_desc
		prestige_cost = 2200
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 105
		upgrades_from = double_layer_rampart
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		garrison_size = 2
		levy_size = 1.5
		fort_level = 6
		archers_offensive = 0.08
		retinuesize = 50
	}
	breeders_stable = {
		desc = breeders_stable_desc
		prestige_cost = 2200
		extra_tech_building_start = 999
		build_time = 620
		ai_creation_factor = 102
		upgrades_from = stone_floored_stalls
		prerequisites = {
			stone_floored_stalls
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 4.3
		garrison_size = 2
		light_cavalry_offensive = 0.47
		light_cavalry_morale = 0.23
		retinuesize_perc = 0.28
	}
	trackers_outpost = {
		desc = trackers_outpost_desc
		prestige_cost = 2100
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 110
		upgrades_from = hound_kennel
		prerequisites = {
			hound_kennel
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 1.3
		archers_offensive = 0.44
		retinuesize = 70
		garrison_size = 0.15
	}
	archer_training_wooden_viewing_stand = {
		desc = archer_training_wooden_viewing_stand_desc
		prestige_cost = 2100
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 90
		upgrades_from = archer_training_sharpshooter_lane
		prerequisites = {
			archer_training_sharpshooter_lane
		}
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 1.15
		archers_offensive = 0.46
		archers_defensive = 0.23
		vassal_opinion = 5
	}
	desert_oasis_well_cistern_shelter = {
		desc = desert_oasis_well_cistern_shelter_desc
		prestige_cost = 2100
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 100
		upgrades_from = desert_oasis_well_reservoir_basin
		prerequisites = {
			desert_oasis_well_reservoir_basin
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		garrison_size = 1.6
		fertility = 0.67
		levy_size = 0.8
		retinuesize = 4
		tax_income = 3
	}
	community_grove = {
		desc = community_grove_desc
		prestige_cost = 2100
		extra_tech_building_start = 999
		build_time = 3200
		ai_creation_factor = 100
		upgrades_from = guarded_palm_house
		prerequisites = {
			guarded_palm_house
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		fertility = 0.31
		levy_size = 0.65
		garrison_size = 0.58
		vassal_opinion = 3
		tradevalue = 2.5
	}
	chiefs_alpine_silo = {
		desc = chiefs_alpine_silo_desc
		prestige_cost = 2100
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 14
		upgrades_from = rock_shelter_granary
		prerequisites = {
			rock_shelter_granary
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		garrison_size = 4
		levy_size = 3.2
		light_infantry = 0.9
		archers_offensive = 0.12
		vassal_opinion = 3
	}
	finished_goods_shed = {
		desc = finished_goods_shed_desc
		prestige_cost = 2000
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 140
		upgrades_from = toolmakers_hut
		prerequisites = {
			toolmakers_hut
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 3.6
		garrison_size = 1.4
		retinuesize = 1400
		archers_offensive = 0.12
		local_tax_modifier = 0.16
	}
	hilltop_bastion_hilltop = {
		desc = hilltop_bastion_hilltop_desc
		prestige_cost = 2000
		extra_tech_building_start = 999
		build_time = 2100
		ai_creation_factor = 100
		upgrades_from = double_layer_wall_hilltop
		prerequisites = {
			double_layer_wall_hilltop
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		garrison_size = 2.8
		levy_size = 2.5
		fort_level = 8
		retinuesize_perc = 0.1
		archers_offensive = 0.3
	}
	chiefs_camel_lodge = {
		desc = chiefs_camel_lodge_desc
		prestige_cost = 1950
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 110
		upgrades_from = breeders_stable_desert
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		levy_size = 4.8
		light_cavalry_offensive = 0.8
		garrison_size = 0.95
		retinuesize = 200
		fertility = 0.1
		vassal_opinion = 3
	}
	watered_livestock_run = {
		desc = watered_livestock_run_desc
		prestige_cost = 1950
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 60
		upgrades_from = hay_storage_pavilion
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 1.5
		garrison_size = 0.98
		light_cavalry_offensive = 0.56
		retinuesize = 60
		max_population_mult = 0.16
		fertility = 0.03
	}
	breeders_lodge = {
		desc = breeders_lodge_desc
		prestige_cost = 1900
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 99
		upgrades_from = guarded_goat_house
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 6.8
		garrison_size = 8
		retinuesize = 20
		fort_level = 2.5
		fertility = 0.38
		liege_prestige = 2
	}
	walled_mountain_lodge = {
		desc = walled_mountain_lodge_desc
		prestige_cost = 1900
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 100
		upgrades_from = guarded_stone_house
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		garrison_size = 1.9
		levy_size = 1.5
		retinuesize = 65
		archers_defensive = 0.7
		fort_level = 2
	}
	bannered_assembly = {
		desc = bannered_assembly_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 80
		upgrades_from = weapon_vault
		prerequisites = {
			weapon_vault
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 2.1
		garrison_size = 1.2
		retinuesize = 3
		court_size_modifier = 34
	}
	community_treehouse = {
		desc = community_treehouse_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 2500
		ai_creation_factor = 105
		upgrades_from = chiefs_stilt_pavilion
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 4
		}
		levy_size = 6
		garrison_size = 5
		archers_offensive = 0.55
		archers_defensive = 0.32
		retinuesize = 250
		vassal_opinion = 8
	}
	mountain_mining_guarded_minehouse = {
		desc = mountain_mining_guarded_minehouse_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 75
		upgrades_from = mountain_mining_stone_smelter
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		tax_income = 12
		levy_size = 1.4
		garrison_size = 0.45
		fort_level = 2
	}
	hammer_hall = {
		desc = hammer_hall_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 770
		ai_creation_factor = 104
		upgrades_from = metalworkers_shed
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 4
		garrison_size = 1.2
		retinuesize = 310
		light_infantry_offensive = 0.22
		levy_reinforce_rate = 0.06
	}
	arctic_chiefs_hearth = {
		desc = arctic_chiefs_hearth_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 85
		upgrades_from = arctic_guarded_fire_hall
		prerequisites = {
			arctic_guarded_fire_hall
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 2.4
		garrison_size = 2.4
		retinuesize = 350
		vassal_opinion = 2
	}
	timber_granary = {
		desc = timber_granary_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 570
		ai_creation_factor = 22
		upgrades_from = raised_grain_bin
		prerequisites = {
			raised_grain_bin
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.8
		levy_size = 0.64
		light_infantry = 0.18
		local_tax_modifier = 0.06
	}
	chiefs_signal_hall = {
		desc = chiefs_signal_hall_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 660
		ai_creation_factor = 110
		upgrades_from = double_beacon_tower
		prerequisites = {
			double_beacon_tower
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.6
		garrison_size = 1.8
		archers_offensive = 0.33
		retinuesize_perc = 0.22
		vassal_opinion = 3
	}
	steppe_water_distribution_hut = {
		desc = steppe_water_distribution_hut_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 2300
		ai_creation_factor = 102
		upgrades_from = steppe_reservoir_basin
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 4
		garrison_size = 3.2
		clan_sentiment = 2
	}
	chiefs_silo = {
		desc = chiefs_silo_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 105
		upgrades_from = guarded_grainhouse
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		tax_income = 16
		levy_size = 3.2
		garrison_size = 1.6
		fort_level = 2.5
		vassal_opinion = 5
	}
	chiefs_palmetto_fort = {
		desc = chiefs_palmetto_fort_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 108
		upgrades_from = watchpost_stand
		prerequisites = {
			watchpost_stand
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 2.8
		garrison_size = 2.2
		fort_level = 5.5
		archers_offensive = 0.18
		retinuesize = 0.5
	}
	guarded_grain_store = {
		desc = guarded_grain_store_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 100
		upgrades_from = stone_millhouse
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 5
		local_tax_modifier = 1.6
		garrison_size = 2
		retinuesize = 160
	}
	anchorage_cove = {
		desc = anchorage_cove_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 2100
		ai_creation_factor = 103
		upgrades_from = stone_quay
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 3.5
		garrison_size = 1.05
		retinuesize_perc = 0.18
		tradevalue = 5
	}
	chiefs_rain_pavilion = {
		desc = chiefs_rain_pavilion_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 100
		upgrades_from = guarded_water_house
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 2.9
		garrison_size = 1.1
		retinuesize = 160
		vassal_opinion = 5
	}
	ventilated_storehouse = {
		desc = ventilated_storehouse_desc
		prestige_cost = 1760
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 105
		upgrades_from = rat_proof_cellar
		trigger = {
			TECH_CITY_CONSTRUCTION = 2
		}
		levy_size = 2.2
		garrison_size = 1.6
		retinuesize_perc = 0.3
		court_size_modifier = 0.12
	}
	guarded_gatehouse = {
		desc = guarded_gatehouse_desc
		prestige_cost = 1740
		extra_tech_building_start = 999
		build_time = 2300
		ai_creation_factor = 100
		upgrades_from = double_palisade
		prerequisites = {
			double_palisade
		}
		potential = {
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		fort_level = 11.3
		garrison_size = 2.7
		levy_size = 2.4
		retinuesize = 0.07
	}
	distribution_basin = {
		desc = distribution_basin_desc
		prestige_cost = 1700
		extra_tech_building_start = 999
		build_time = 2600
		ai_creation_factor = 70
		upgrades_from = water_wheel
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 4
		fertility = 0.5
		local_tax_modifier = 0.27
		retinuesize = 120
		garrison_size = 0.6
		archers_offensive = 0.11
	}
	steppe_bannered_camp = {
		desc = steppe_bannered_camp_desc
		prestige_cost = 1700
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 75
		upgrades_from = steppe_guarded_camp_hut
		prerequisites = {
			steppe_guarded_camp_hut
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		garrison_size = 0.75
		levy_size = 0.68
		retinuesize = 0.13
		light_cavalry_offensive = 0.18
		land_morale = 0.06
	}
	breeders_pavilion = {
		desc = breeders_pavilion_desc
		prestige_cost = 1650
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 54
		upgrades_from = watering_point
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 5.5
		garrison_size = 4
		light_cavalry_offensive = 0.55
		retinuesize = 640
		light_cavalry_morale = 0.1
		fertility = 0.03
	}
	watered_livestock_run = {
		desc = watered_livestock_run_desc
		prestige_cost = 1600
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 92
		upgrades_from = hay_storage_shed
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 3.2
		garrison_size = 1.5
		court_size_modifier = 32
		liege_prestige = 4
	}
	observation_platform = {
		desc = observation_platform_desc
		prestige_cost = 1600
		extra_tech_building_start = 999
		build_time = 550
		ai_creation_factor = 93
		upgrades_from = runners_hut
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 2.2
		garrison_size = 2.8
		archers_offensive = 0.12
		retinuesize = 40
	}
	chiefs_herb_hall = {
		desc = chiefs_herb_hall_desc
		prestige_cost = 1600
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 93
		upgrades_from = guarded_garden
		prerequisites = {
			guarded_garden
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		tax_income = 12.8
		levy_size = 1.92
		garrison_size = 1.28
		fertility = 0.08
		vassal_opinion = 3
	}
	mountain_mining_rock_crusher_hut = {
		desc = mountain_mining_rock_crusher_hut_desc
		prestige_cost = 1600
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 50
		upgrades_from = mountain_mining_ore_sorting_shed
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 3.7
		levy_size = 0.5
		garrison_size = 0.17
	}
	arctic_chiefs_hide_pavilion = {
		desc = arctic_chiefs_hide_pavilion_desc
		prestige_cost = 1600
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 105
		upgrades_from = arctic_insulated_storage_shed
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		garrison_size = 3.5
		levy_size = 2.6
		retinuesize = 18
		vassal_opinion = 5
	}
	multi_layered_shelter = {
		desc = multi_layered_shelter_desc
		prestige_cost = 1600
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 95
		upgrades_from = stone_windbreak
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 4
		garrison_size = 2.5
		fort_level = 4
		retinuesize = 0.03
	}
	signal_pole = {
		desc = signal_pole_desc
		prestige_cost = 1600
		extra_tech_building_start = 999
		build_time = 1450
		ai_creation_factor = 90
		upgrades_from = windshield_tower
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.5
		garrison_size = 0.9
		archers_offensive = 0.38
		retinuesize = 32
		land_morale = 0.06
		commander_limit = 1
	}
	guarded_corner_tower_farmlands = {
		desc = guarded_corner_tower_farmlands_desc
		prestige_cost = 1600
		extra_tech_building_start = 999
		build_time = 3200
		ai_creation_factor = 100
		upgrades_from = reinforced_farm_wall_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 1.8
		garrison_size = 1.5
		fort_level = 4
		archers_defensive = 0.15
	}
	chiefs_silo = {
		desc = chiefs_silo_desc
		prestige_cost = 1500
		extra_tech_building_start = 999
		build_time = 780
		ai_creation_factor = 90
		upgrades_from = rat_proof_cellar
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 2.3
		tax_income = 18
		garrison_size = 1
		retinuesize = 400
		vassal_opinion = 4
	}
	chiefs_sheep_hall = {
		desc = chiefs_sheep_hall_desc
		prestige_cost = 1500
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 100
		upgrades_from = breeders_fold
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 5.3
		garrison_size = 5.3
		light_infantry_offensive = 1.1
		court_size_modifier = 3
		retinuesize = 4
	}
	double_layer_wall_farmlands = {
		desc = double_layer_wall_farmlands_desc
		prestige_cost = 1450
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 85
		upgrades_from = guarded_field_gate_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.5
		garrison_size = 0.4
		fort_level = 1
	}
	mountain_cliff_watchpost_observation_tower = {
		desc = observation_tower_desc
		prestige_cost = 1400
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 115
		upgrades_from = mountain_cliff_watchpost_signal_fire_post
		prerequisites = {
			mountain_cliff_watchpost_signal_fire_post
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 5.5
		garrison_size = 5.8
		archers_offensive = 0.5
		archers_defensive = 0.4
		retinuesize = 300
	}
	stretched_hide_hall = {
		desc = stretched_hide_hall_desc
		prestige_cost = 1300
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 100
		upgrades_from = leatherworkers_table
		prerequisites = {
			leatherworkers_table
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 1.6
		garrison_size = 0.8
		local_tax_modifier = 0.2
		retinuesize_perc = 0.05
	}
	insulated_shelterhouse = {
		desc = insulated_shelterhouse_desc
		prestige_cost = 1300
		extra_tech_building_start = 999
		build_time = 2400
		ai_creation_factor = 104
		upgrades_from = ventilated_rest_hall
		prerequisites = {
			ventilated_rest_hall
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 5
		garrison_size = 1.8
		court_size_modifier = 18
		retinuesize = 400
		levy_reinforce_rate = 0.1
		land_morale = 0.09
	}
	arctic_ventilated_snow_shelter = {
		desc = arctic_ventilated_snow_shelter_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 70
		upgrades_from = arctic_insulated_snow_lodge
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 2.2
		garrison_size = 2.7
		retinuesize = 16
		vassal_opinion = 2
		land_morale = 0.2
	}
	marketplace_counting_booth = {
		desc = marketplace_counting_booth_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 56
		upgrades_from = marketplace_goods_exchange
		trigger = {
			TECH_TRADE_PRACTICES = 2
		}
		tax_income = 14
		levy_size = 1.6
		tradevalue = 10
		retinuesize = 4
		local_tax_modifier = 0.2
	}
	insulated_sled_store = {
		desc = insulated_sled_store_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 110
		upgrades_from = guarded_sled_pavilion
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 3.2
		garrison_size = 2.2
		retinuesize = 16
		fort_level = 2
		global_winter_supply = 0.08
	}
	community_yurt = {
		desc = community_yurt_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 97
		upgrades_from = chiefs_pavilion
		prerequisites = {
			chiefs_pavilion
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 1.8
		garrison_size = 0.82
		retinuesize = 120
		clan_sentiment = 6
	}
	hay_storage_hut = {
		desc = hay_storage_hut_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 40
		upgrades_from = grazing_track
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.7
		garrison_size = 0.56
		light_cavalry_offensive = 0.07
		retinuesize = 80
	}
	stone_smithy = {
		desc = stone_smithy_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 84
		upgrades_from = charcoal_kiln
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.5
		garrison_size = 0.33
		retinuesize = 56
	}
	toolmakers_hut = {
		desc = toolmakers_hut_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 130
		upgrades_from = planing_hall
		prerequisites = {
			planing_hall
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 2.2
		garrison_size = 0.9
		retinuesize = 900
		archers_offensive = 0.08
		levy_reinforce_rate = 0.05
	}
	root_cellar = {
		desc = root_cellar_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 100
		upgrades_from = drying_loft
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		fertility = 0.7
		levy_size = 1.05
		garrison_size = 0.41
		retinuesize = 350
		land_morale = 0.11
	}
	chiefs_trap_lodge = {
		desc = chiefs_trap_lodge_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 80
		upgrades_from = guarded_trapmakers_hut
		prerequisites = {
			guarded_trapmakers_hut
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 2
		garrison_size = 0.8
		archers_offensive = 0.32
		retinuesize_perc = 0.24
		vassal_opinion = 2
	}
	stone_storehouse = {
		desc = stone_storehouse_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 90
		upgrades_from = guarded_stonehouse
		prerequisites = {
			guarded_stonehouse
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.8
		garrison_size = 1
		retinuesize = 0.064
		archers_offensive = 0.24
		fort_level = 1
		liege_prestige = 1
		local_tax_modifier = 0.06
	}
	double_layer_rampart = {
		desc = double_layer_rampart_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 100
		upgrades_from = stone_capped_wall
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		garrison_size = 1.6
		levy_size = 1.1
		fort_level = 5
		archers_defensive = 0.05
	}
	tribal_chiefs_berry_hall = {
		desc = tribal_chiefs_berry_hall_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 100
		upgrades_from = tribal_guarded_grove
		prerequisites = {
			tribal_guarded_grove
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		tax_income = 4.8
		fertility = 0.3
		levy_size = 1.35
		garrison_size = 0.7
		retinuesize = 0.5
		archers_offensive = 0.1
		vassal_opinion = 3
	}
	breeders_circle = {
		desc = breeders_circle_desc
		prestige_cost = 1200
		extra_tech_building_start = 999
		build_time = 860
		ai_creation_factor = 103
		upgrades_from = guarded_stable
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 0.93
		light_cavalry_offensive = 0.42
		garrison_size = 0.46
		retinuesize = 110
		fertility = 0.03
	}
	tribal_council_scribes_alcove = {
		desc = tribal_council_scribes_alcove_desc
		prestige_cost = 1100
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 88
		upgrades_from = tribal_council_stone_assembly_house
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		court_size_modifier = 35
		levy_size = 1.4
		retinuesize = 0.34
		tech_growth_modifier = 0.05
		vassal_opinion = 6
	}
	hay_storage_pavilion = {
		desc = hay_storage_pavilion_desc
		prestige_cost = 1100
		extra_tech_building_start = 999
		build_time = 720
		ai_creation_factor = 54
		upgrades_from = guarded_herding_hut
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 1
		garrison_size = 0.67
		light_cavalry_offensive = 0.38
		retinuesize = 35
		max_population_mult = 0.1
	}
	archer_training_sharpshooter_lane = {
		desc = archer_training_sharpshooter_lane_desc
		prestige_cost = 1100
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 80
		upgrades_from = archer_training_instructors_hut
		prerequisites = {
			archer_training_instructors_hut
		}
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.75
		archers_offensive = 0.34
		archers_defensive = 0.19
		archers_morale = 0.14
	}
	stone_floored_stalls = {
		desc = stone_floored_stalls_desc
		prestige_cost = 1100
		extra_tech_building_start = 999
		build_time = 500
		ai_creation_factor = 95
		upgrades_from = horse_training_ring
		prerequisites = {
			horse_training_ring
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 2.4
		garrison_size = 1.1
		light_cavalry_offensive = 0.33
		light_cavalry_morale = 0.14
		retinuesize_perc = 0.2
	}
	fruit_storage_hut = {
		desc = fruit_storage_hut_desc
		prestige_cost = 1100
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 90
		upgrades_from = pruning_shed
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.65
		fertility = 0.18
		tax_income = 3.5
		garrison_size = 0.07
	}
	mountain_cliff_watchpost_guarded_cliff_tower = {
		desc = guarded_cliff_tower_desc
		prestige_cost = 1100
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 100
		upgrades_from = mountain_cliff_watchpost_walled_watchpost
		prerequisites = {
			mountain_cliff_watchpost_walled_watchpost
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.72
		garrison_size = 0.85
		archers_offensive = 0.13
		archers_defensive = 0.1
		retinuesize = 50
	}
	arctic_root_cellar = {
		desc = arctic_root_cellar_desc
		prestige_cost = 1100
		extra_tech_building_start = 999
		build_time = 1150
		ai_creation_factor = 90
		upgrades_from = arctic_guarded_fish_store
		prerequisites = {
			arctic_guarded_fish_store
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		tax_income = 12
		levy_size = 1.7
		garrison_size = 0.65
		archers_offensive = 0.24
		retinuesize = 110
	}
	stone_orchard_wall = {
		desc = stone_orchard_wall_desc
		prestige_cost = 1050
		extra_tech_building_start = 999
		build_time = 1700
		ai_creation_factor = 102
		upgrades_from = beehive_shelter
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 2.5
		fertility = 0.38
		tax_income = 14.5
		garrison_size = 0.15
		retinuesize = 3
	}
	arctic_stone_fishing_house = {
		desc = arctic_stone_fishing_house_desc
		prestige_cost = 1050
		extra_tech_building_start = 999
		build_time = 650
		ai_creation_factor = 80
		upgrades_from = arctic_insulated_fish_hut
		prerequisites = {
			arctic_insulated_fish_hut
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 3.2
		levy_size = 0.5
		garrison_size = 0.22
		archers_offensive = 0.05
	}
	stone_sled_house = {
		desc = stone_sled_house_desc
		prestige_cost = 1040
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 95
		upgrades_from = waxed_hide_shelter
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.8
		garrison_size = 0.55
		retinuesize = 4
		fort_level = 1
	}
	guarded_water_house = {
		desc = guarded_water_house_desc
		prestige_cost = 1000
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 92
		upgrades_from = stone_water_tank
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 1.6
		garrison_size = 0.6
		retinuesize = 80
		fort_level = 1
	}
	log_bastion = {
		desc = log_bastion_desc
		prestige_cost = 990
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 85
		upgrades_from = watchtower_rampart
		prerequisites = {
			watchtower_rampart
		}
		potential = {
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fort_level = 3.2
		garrison_size = 0.66
		levy_size = 0.56
		archers_defensive = 0.12
	}
	rock_shelter_granary = {
		desc = rock_shelter_granary_desc
		prestige_cost = 980
		extra_tech_building_start = 999
		build_time = 920
		ai_creation_factor = 16
		upgrades_from = guarded_storehouse
		prerequisites = {
			guarded_storehouse
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		garrison_size = 2.8
		levy_size = 2.4
		light_infantry = 0.6
		retinuesize_perc = 0.08
		local_tax_modifier = 0.12
	}
	breeders_stable_desert = {
		desc = breeders_stable_desert_desc
		prestige_cost = 980
		extra_tech_building_start = 999
		build_time = 950
		ai_creation_factor = 105
		upgrades_from = guarded_camel_house
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		levy_size = 2.4
		light_cavalry_offensive = 0.52
		garrison_size = 0.61
		retinuesize = 120
		fertility = 0.05
	}
	arctic_ventilated_hearth_room = {
		desc = arctic_ventilated_hearth_room_desc
		prestige_cost = 970
		extra_tech_building_start = 999
		build_time = 850
		ai_creation_factor = 75
		upgrades_from = arctic_insulated_hearth_house
		prerequisites = {
			arctic_insulated_hearth_house
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.6
		garrison_size = 0.6
		retinuesize = 120
		archers_defensive = 0.03
	}
	central_hearth_yurt = {
		desc = central_hearth_yurt_desc
		prestige_cost = 960
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 84
		upgrades_from = wood_framed_yurt
		prerequisites = {
			wood_framed_yurt
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.5
		garrison_size = 0.27
		vassal_opinion = 2
	}
	bamboo_greenhouse = {
		desc = bamboo_greenhouse_desc
		prestige_cost = 960
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 74
		upgrades_from = covered_seed_shelter
		prerequisites = {
			covered_seed_shelter
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 3.2
		levy_size = 0.48
		garrison_size = 0.32
		fertility = 0.03
	}
	reinforced_quarry = {
		desc = reinforced_quarry_desc
		prestige_cost = 960
		extra_tech_building_start = 999
		build_time = 950
		ai_creation_factor = 75
		upgrades_from = covered_cutting_hut
		prerequisites = {
			covered_cutting_hut
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.48
		garrison_size = 0.29
		retinuesize = 0.016
		archers_offensive = 0.07
		fort_level = 0.25
	}
	sluice_gate = {
		desc = sluice_gate_desc
		prestige_cost = 960
		extra_tech_building_start = 999
		build_time = 1250
		ai_creation_factor = 50
		upgrades_from = wooden_flume
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.58
		fertility = 0.14
		local_tax_modifier = 0.06
		garrison_size = 0.08
	}
	watchpost_stand = {
		desc = watchpost_stand_desc
		prestige_cost = 950
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 102
		upgrades_from = double_layer_fence
		prerequisites = {
			double_layer_fence
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.8
		garrison_size = 1.5
		fort_level = 4.2
		archers_offensive = 0.12
	}
	guarded_palm_house = {
		desc = guarded_palm_house_desc
		prestige_cost = 950
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 95
		upgrades_from = storage_pavilion
		prerequisites = {
			storage_pavilion
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		fertility = 0.22
		levy_size = 0.45
		garrison_size = 0.4
		fort_level = 1
		retinuesize = 75
	}
	farmlands_distribution_weir = {
		desc = farmlands_distribution_weir_desc
		prestige_cost = 950
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 90
		upgrades_from = farmlands_branching_canals
		prerequisites = {
			farmlands_branching_canals
		}
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.6
		fertility = 0.4
		local_tax_modifier = 0.75
		retinuesize = 34
		garrison_size = 0.16
	}
	bamboo_platform_house = {
		desc = bamboo_platform_house_desc
		prestige_cost = 950
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 70
		upgrades_from = thatched_raised_hut
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.6
		garrison_size = 0.5
		archers_offensive = 0.12
		retinuesize = 25
	}
	watchpost_stand_hilltop = {
		desc = watchpost_stand_hilltop_desc
		prestige_cost = 950
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 80
		upgrades_from = stone_backed_wall_hilltop
		prerequisites = {
			stone_backed_wall_hilltop
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.9
		levy_size = 0.6
		fort_level = 3
		archers_offensive = 0.08
	}
	mounted_practice_ring = {
		desc = mounted_practice_ring_desc
		prestige_cost = 950
		extra_tech_building_start = 999
		build_time = 540
		ai_creation_factor = 95
		upgrades_from = covered_training_yard
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.4
		light_cavalry_offensive = 0.26
		garrison_size = 0.25
		retinuesize = 25
	}
	desert_oasis_well_reservoir_basin = {
		desc = desert_oasis_well_reservoir_basin_desc
		prestige_cost = 950
		extra_tech_building_start = 999
		build_time = 1300
		ai_creation_factor = 95
		upgrades_from = desert_oasis_well_guarded_well_house
		prerequisites = {
			desert_oasis_well_guarded_well_house
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		garrison_size = 1.1
		fertility = 0.45
		levy_size = 0.54
		retinuesize = 2
	}
	guarded_stone_house = {
		desc = guarded_stone_house_desc
		prestige_cost = 940
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 93
		upgrades_from = stone_roof_house
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		garrison_size = 1.25
		levy_size = 1.1
		retinuesize = 33
		archers_defensive = 0.48
		court_size_modifier = 3
	}
	double_layer_wall_hilltop = {
		desc = double_layer_wall_hilltop_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 1700
		ai_creation_factor = 95
		upgrades_from = guarded_gatehouse_hilltop
		prerequisites = {
			guarded_gatehouse_hilltop
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		garrison_size = 2
		levy_size = 1.5
		fort_level = 6
		archers_offensive = 0.18
		court_size_modifier = 3
	}
	farmlands_simple_sluice_gate = {
		desc = farmlands_simple_sluice_gate_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 60
		upgrades_from = farmlands_wooden_flume
		prerequisites = {
			farmlands_wooden_flume
		}
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.5
		fertility = 0.18
		local_tax_modifier = 0.32
		retinuesize = 10
	}
	weapon_vault = {
		desc = weapon_vault_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 72
		upgrades_from = champions_chamber
		prerequisites = {
			champions_chamber
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1.2
		garrison_size = 0.7
		retinuesize = 1
		archers_offensive = 0.08
	}
	stone_quay = {
		desc = stone_quay_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 1750
		ai_creation_factor = 98
		upgrades_from = fish_drying_rack
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 1
		}
		levy_size = 1.8
		garrison_size = 0.72
		retinuesize_perc = 0.09
		tradevalue = 2.5
	}
	marketplace_weighing_house = {
		desc = marketplace_weighing_house_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 450
		ai_creation_factor = 48
		upgrades_from = marketplace_merchants_pavilion
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 4
		levy_size = 0.45
		tradevalue = 2.5
		local_tax_modifier = 0.1
	}
	guarded_grainhouse = {
		desc = guarded_grainhouse_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 100
		upgrades_from = stone_granary
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		tax_income = 9
		levy_size = 1.8
		garrison_size = 0.9
		fort_level = 2
		retinuesize = 0.25
	}
	steppe_reservoir_basin = {
		desc = steppe_reservoir_basin_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 1700
		ai_creation_factor = 96
		upgrades_from = steppe_guarded_well_shed
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 2.2
		garrison_size = 1.8
		fertility = 0.15
	}
	guarded_entry_gate = {
		desc = guarded_entry_gate_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 90
		upgrades_from = sun_dried_brick_rampart
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.8
		levy_size = 0.5
		fort_level = 3
		vassal_opinion = 1
	}
	guarded_goat_house = {
		desc = guarded_goat_house_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 950
		ai_creation_factor = 94
		upgrades_from = mountain_pasture
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 3.6
		garrison_size = 4.2
		retinuesize = 11
		fort_level = 1.5
		liege_prestige = 1.2
	}
	double_beacon_tower = {
		desc = double_beacon_tower_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 110
		upgrades_from = guarded_beacon_house
		prerequisites = {
			guarded_beacon_house
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.8
		garrison_size = 0.9
		archers_offensive = 0.19
		retinuesize_perc = 0.1
	}
	stone_millhouse = {
		desc = stone_millhouse_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 95
		upgrades_from = water_powered_mill
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 2.5
		local_tax_modifier = 0.8
		garrison_size = 1
		retinuesize = 80
	}
	covered_catchment_shed = {
		desc = covered_catchment_shed_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 78
		upgrades_from = bamboo_pipe_channel
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.41
		garrison_size = 0.19
		retinuesize = 15
	}
	thatched_granary = {
		desc = thatched_granary_desc
		prestige_cost = 880
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 90
		upgrades_from = raised_storage_rack
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.4
		garrison_size = 0.38
		retinuesize_perc = 0.05
	}
	rat_proof_cellar = {
		desc = rat_proof_cellar_desc
		prestige_cost = 880
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 100
		upgrades_from = stone_grainhouse
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 1.2
		garrison_size = 1
		retinuesize_perc = 0.2
		court_size_modifier = 0.08
	}
	raised_grain_bin = {
		desc = raised_grain_bin_desc
		prestige_cost = 880
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 28
		upgrades_from = ventilated_cave_store
		prerequisites = {
			ventilated_cave_store
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.5
		levy_size = 0.36
		light_infantry = 0.14
		retinuesize_perc = 0.04
	}
	double_palisade = {
		desc = double_palisade_desc
		prestige_cost = 870
		extra_tech_building_start = 999
		build_time = 1850
		ai_creation_factor = 96
		upgrades_from = moated_defenses
		prerequisites = {
			moated_defenses
		}
		potential = {
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		fort_level = 8.4
		garrison_size = 1.75
		levy_size = 1.5
		levy_reinforce_rate = 0.16
	}
	chiefs_stilt_pavilion = {
		desc = chiefs_stilt_pavilion_desc
		prestige_cost = 860
		extra_tech_building_start = 999
		build_time = 1900
		ai_creation_factor = 95
		upgrades_from = guarded_raised_house
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
		}
		levy_size = 3.5
		garrison_size = 3
		archers_offensive = 0.38
		archers_defensive = 0.18
		retinuesize = 140
		vassal_opinion = 5
	}
	hound_kennel = {
		desc = hound_kennel_desc
		prestige_cost = 850
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 105
		upgrades_from = fur_storage_shed
		prerequisites = {
			fur_storage_shed
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 0.9
		archers_offensive = 0.32
		retinuesize = 50
		vassal_opinion = 2
	}
	metalworkers_shed = {
		desc = metalworkers_shed_desc
		prestige_cost = 850
		extra_tech_building_start = 999
		build_time = 650
		ai_creation_factor = 98
		upgrades_from = bellows_workshop
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 2
		garrison_size = 0.8
		retinuesize = 180
		light_infantry_offensive = 0.16
	}
	water_wheel = {
		desc = water_wheel_desc
		prestige_cost = 850
		extra_tech_building_start = 999
		build_time = 2200
		ai_creation_factor = 60
		upgrades_from = branching_canal
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 2.2
		fertility = 0.34
		local_tax_modifier = 0.17
		retinuesize = 55
		garrison_size = 0.32
		archers_offensive = 0.05
	}
	steppe_guarded_camp_hut = {
		desc = steppe_guarded_camp_hut_desc
		prestige_cost = 850
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 65
		upgrades_from = steppe_supply_lean_to
		prerequisites = {
			steppe_supply_lean_to
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		garrison_size = 0.54
		levy_size = 0.52
		retinuesize = 0.07
		light_cavalry_offensive = 0.1
	}
	guarded_garden = {
		desc = guarded_garden_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 82
		upgrades_from = bamboo_greenhouse
		prerequisites = {
			bamboo_greenhouse
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		tax_income = 6.4
		levy_size = 0.96
		garrison_size = 0.64
		fertility = 0.05
		archers_defensive = 0.05
	}
	desert_oasis_well_bucket_pulley_stand = {
		desc = desert_oasis_well_bucket_pulley_stand_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 650
		ai_creation_factor = 80
		upgrades_from = desert_oasis_well_covered_oasis_well
		prerequisites = {
			desert_oasis_well_covered_oasis_well
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.5
		fertility = 0.22
		levy_size = 0.22
		tax_income = 1
	}
	arctic_guarded_fire_hall = {
		desc = arctic_guarded_fire_hall_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 80
		upgrades_from = arctic_ventilated_hearth_room
		prerequisites = {
			arctic_ventilated_hearth_room
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1.2
		garrison_size = 1.2
		retinuesize = 230
		archers_defensive = 0.08
	}
	stone_windbreak = {
		desc = stone_windbreak_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 90
		upgrades_from = timber_wind_shelter
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 2.2
		garrison_size = 1.2
		fort_level = 2.5
		archers_defensive = 0.15
	}
	reinforced_farm_wall_farmlands = {
		desc = reinforced_farm_wall_farmlands_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 2600
		ai_creation_factor = 95
		upgrades_from = stone_watchpost_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.2
		garrison_size = 1
		fort_level = 3
	}
	breeders_fold = {
		desc = breeders_fold_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 90
		upgrades_from = guarded_sheep_house
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 2.6
		garrison_size = 2.6
		light_infantry_offensive = 0.65
		fertility = 0.07
		court_size_modifier = 2
	}
	watering_point = {
		desc = watering_point_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 1700
		ai_creation_factor = 52
		upgrades_from = tethering_yard
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 2.8
		garrison_size = 2.2
		light_cavalry_offensive = 0.28
		retinuesize = 320
		light_cavalry_morale = 0.06
	}
	mountain_mining_ore_sorting_shed = {
		desc = mountain_mining_ore_sorting_shed_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 44
		upgrades_from = mountain_mining_reinforced_tunnel
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 2.2
		levy_size = 0.3
		retinuesize = 25
	}
	steppe_supply_lean_to = {
		desc = steppe_supply_lean_to_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 54
		upgrades_from = steppe_covered_wagon_stand
		prerequisites = {
			steppe_covered_wagon_stand
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.4
		levy_size = 0.36
		retinuesize = 0.03
	}
	hay_storage_shed = {
		desc = hay_storage_shed_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 650
		ai_creation_factor = 86
		upgrades_from = palisade_cattle_yard
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.8
		garrison_size = 0.95
		court_size_modifier = 20
		liege_prestige = 2
	}
	runners_hut = {
		desc = runners_hut_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 88
		upgrades_from = covered_watchpoint
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.1
		garrison_size = 1.4
		global_movement_speed = 0.04
		retinuesize = 20
	}
	mountain_mining_stone_smelter = {
		desc = mountain_mining_stone_smelter_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 65
		upgrades_from = mountain_mining_rock_crusher_hut
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		tax_income = 7
		levy_size = 0.85
		garrison_size = 0.28
		retinuesize = 60
	}
	arctic_insulated_storage_shed = {
		desc = arctic_insulated_storage_shed_desc
		prestige_cost = 800
		extra_tech_building_start = 999
		build_time = 850
		ai_creation_factor = 100
		upgrades_from = arctic_guarded_skin_house
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		garrison_size = 2.5
		levy_size = 1.7
		retinuesize = 11
		tradevalue = 3
	}
	windshield_tower = {
		desc = windshield_tower_desc
		prestige_cost = 750
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 85
		upgrades_from = guarded_lookout
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1
		garrison_size = 0.6
		archers_offensive = 0.28
		retinuesize = 20
		land_morale = 0.03
	}
	rat_proof_cellar = {
		desc = rat_proof_cellar_desc
		prestige_cost = 750
		extra_tech_building_start = 999
		build_time = 660
		ai_creation_factor = 75
		upgrades_from = guarded_grainhouse
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.3
		tax_income = 10
		garrison_size = 0.65
		retinuesize = 200
	}
	mountain_cliff_watchpost_signal_fire_post = {
		desc = signal_fire_post_desc
		prestige_cost = 720
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 110
		upgrades_from = mountain_cliff_watchpost_beacon_hut
		prerequisites = {
			mountain_cliff_watchpost_beacon_hut
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 2.8
		garrison_size = 3
		archers_offensive = 0.32
		archers_defensive = 0.25
		retinuesize = 160
	}
	guarded_herding_hut = {
		desc = guarded_herding_hut_desc
		prestige_cost = 720
		extra_tech_building_start = 999
		build_time = 520
		ai_creation_factor = 48
		upgrades_from = raised_watchpost
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.68
		garrison_size = 0.48
		light_cavalry_offensive = 0.24
		retinuesize = 20
	}
	chimneyed_shelter = {
		desc = chimneyed_shelter_desc
		prestige_cost = 720
		extra_tech_building_start = 999
		build_time = 560
		ai_creation_factor = 75
		upgrades_from = dry_stone_hut
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.55
		levy_size = 0.45
		archers_defensive = 0.22
		court_size_modifier = 2
	}
	guarded_lookout = {
		desc = guarded_lookout_desc
		prestige_cost = 720
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 75
		upgrades_from = reed_observation_hut
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.58
		garrison_size = 0.4
		archers_offensive = 0.18
		retinuesize = 10
	}
	guarded_field_gate_farmlands = {
		desc = guarded_field_gate_farmlands_desc
		prestige_cost = 720
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 75
		upgrades_from = mortared_boundary_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.3
		garrison_size = 0.25
		fort_level = 0.5
	}
	hay_storage_hut = {
		desc = hay_storage_hut_desc
		prestige_cost = 720
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 72
		upgrades_from = stone_walled_fold
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.64
		garrison_size = 0.64
		light_infantry_offensive = 0.22
		fertility = 0.04
		court_size_modifier = 1
	}
	scraping_bench = {
		desc = scraping_bench_desc
		prestige_cost = 720
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 74
		upgrades_from = salt_soaking_shed
		prerequisites = {
			salt_soaking_shed
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.36
		garrison_size = 0.19
		local_tax_modifier = 0.04
	}
	boat_shelter = {
		desc = boat_shelter_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 86
		upgrades_from = net_hanging_shed
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.51
		garrison_size = 0.29
		retinuesize_perc = 0.04
	}
	stone_shadehouse = {
		desc = stone_shadehouse_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 85
		upgrades_from = canvas_pavilion
		prerequisites = {
			canvas_pavilion
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.72
		garrison_size = 0.3
		court_size_modifier = 6
		retinuesize = 50
	}
	arctic_ice_brick_house = {
		desc = arctic_ice_brick_house_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 500
		ai_creation_factor = 50
		upgrades_from = arctic_packed_snow_house
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.65
		garrison_size = 0.8
		retinuesize = 4
		fort_level = 1
	}
	fruit_drying_hut = {
		desc = fruit_drying_hut_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 80
		upgrades_from = irrigated_tree_line
		prerequisites = {
			irrigated_tree_line
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.12
		levy_size = 0.18
		garrison_size = 0.17
		tax_income = 0.5
	}
	planing_hall = {
		desc = planing_hall_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 960
		ai_creation_factor = 120
		upgrades_from = workshop_annex
		prerequisites = {
			workshop_annex
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 1.2
		garrison_size = 0.6
		retinuesize = 540
		archers_offensive = 0.04
	}
	ventilated_rest_hall = {
		desc = ventilated_rest_hall_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 99
		upgrades_from = guarded_shelter
		prerequisites = {
			guarded_shelter
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 2.8
		garrison_size = 1
		court_size_modifier = 12
		retinuesize = 200
		levy_reinforce_rate = 0.07
	}
	archer_training_instructors_hut = {
		desc = archer_training_instructors_hut_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 650
		ai_creation_factor = 65
		upgrades_from = archer_training_reinforced_butts
		prerequisites = {
			archer_training_reinforced_butts
		}
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.48
		archers_offensive = 0.2
		archers_defensive = 0.12
		retinuesize = 60
	}
	ventilated_storage = {
		desc = ventilated_storage_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 90
		upgrades_from = rodent_proof_shed
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 2.4
		levy_size = 0.52
		garrison_size = 0.28
		local_tax_modifier = 0.03
	}
	leatherworkers_table = {
		desc = leatherworkers_table_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 90
		upgrades_from = limehouse
		prerequisites = {
			limehouse
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1
		garrison_size = 0.5
		local_tax_modifier = 0.12
		archers_offensive = 0.03
	}
	hand_operated_grinder = {
		desc = hand_operated_grinder_desc
		prestige_cost = 700
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 85
		upgrades_from = simple_millhouse
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.6
		local_tax_modifier = 0.2
		garrison_size = 0.25
		retinuesize = 20
	}
	hay_storage_hut = {
		desc = hay_storage_hut_desc
		prestige_cost = 680
		extra_tech_building_start = 999
		build_time = 650
		ai_creation_factor = 83
		upgrades_from = stone_walled_yard
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.9
		garrison_size = 0.92
		retinuesize = 3
		fertility = 0.11
	}
	horse_training_ring = {
		desc = horse_training_ring_desc
		prestige_cost = 650
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 88
		upgrades_from = grooms_shed
		prerequisites = {
			grooms_shed
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.2
		garrison_size = 0.55
		light_cavalry_offensive = 0.21
		light_cavalry_morale = 0.07
		retinuesize_perc = 0.13
	}
	drying_loft = {
		desc = drying_loft_desc
		prestige_cost = 650
		extra_tech_building_start = 999
		build_time = 950
		ai_creation_factor = 90
		upgrades_from = covered_herb_house
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		fertility = 0.52
		levy_size = 0.76
		garrison_size = 0.32
		retinuesize = 170
		land_morale = 0.06
	}
	guarded_entrance = {
		desc = guarded_entrance_desc
		prestige_cost = 650
		extra_tech_building_start = 999
		build_time = 650
		ai_creation_factor = 85
		upgrades_from = reinforced_palmetto_wall
		prerequisites = {
			reinforced_palmetto_wall
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.65
		garrison_size = 0.77
		fort_level = 2.4
	}
	timber_wind_shelter = {
		desc = timber_wind_shelter_desc
		prestige_cost = 650
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 80
		upgrades_from = earthwork_windwall
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 1.12
		garrison_size = 0.6
		fort_level = 1.5
		retinuesize = 0.01
	}
	guarded_beacon_house = {
		desc = guarded_beacon_house_desc
		prestige_cost = 650
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 100
		upgrades_from = covered_beacon_tower
		prerequisites = {
			covered_beacon_tower
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.4
		garrison_size = 0.45
		archers_offensive = 0.11
		land_morale = 0.03
	}
	charcoal_kiln = {
		desc = charcoal_kiln_desc
		prestige_cost = 650
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 80
		upgrades_from = timber_smith_hut
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.28
		garrison_size = 0.22
		retinuesize = 36
	}
	arctic_stone_smokehouse = {
		desc = arctic_stone_smokehouse_desc
		prestige_cost = 640
		extra_tech_building_start = 999
		build_time = 520
		ai_creation_factor = 90
		upgrades_from = arctic_covered_hide_shelter
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.64
		levy_size = 0.4
		retinuesize = 3.5
		tradevalue = 1
	}
	champions_chamber = {
		desc = champions_chamber_desc
		prestige_cost = 620
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 60
		upgrades_from = warrior_lodge
		prerequisites = {
			warrior_lodge
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.65
		court_size_modifier = 22
		garrison_size = 0.35
		vassal_opinion = 2
	}
	guarded_sled_pavilion = {
		desc = guarded_sled_pavilion_desc
		prestige_cost = 600
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 105
		upgrades_from = stone_sled_house
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1.6
		garrison_size = 1.1
		retinuesize = 8
		light_cavalry_offensive = 0.12
	}
	tribal_guarded_grove = {
		desc = tribal_guarded_grove_desc
		prestige_cost = 600
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 92
		upgrades_from = tribal_stone_berry_house
		prerequisites = {
			tribal_stone_berry_house
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		tax_income = 3.2
		fertility = 0.2
		levy_size = 0.9
		garrison_size = 0.42
		retinuesize = 0.35
		archers_offensive = 0.05
	}
	stone_capped_wall = {
		desc = stone_capped_wall_desc
		prestige_cost = 600
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 95
		upgrades_from = guarded_entry_gate
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		garrison_size = 1.1
		levy_size = 0.8
		fort_level = 4
	}
	marketplace_goods_exchange = {
		desc = marketplace_goods_exchange_desc
		prestige_cost = 600
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 52
		upgrades_from = marketplace_weighing_house
		trigger = {
			TECH_TRADE_PRACTICES = 1
		}
		tax_income = 8
		levy_size = 0.85
		tradevalue = 5
		vassal_opinion = 2
		retinuesize = 2
	}
	simple_glass_frame = {
		desc = simple_glass_frame_desc
		prestige_cost = 600
		extra_tech_building_start = 999
		build_time = 580
		ai_creation_factor = 72
		upgrades_from = watering_ditch
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.22
		levy_size = 0.33
		garrison_size = 0.14
		retinuesize = 30
	}
	arctic_insulated_snow_lodge = {
		desc = arctic_insulated_snow_lodge_desc
		prestige_cost = 600
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 60
		upgrades_from = arctic_ice_brick_house
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1.2
		garrison_size = 1.7
		retinuesize = 8
		land_morale = 0.1
	}
	grazing_track = {
		desc = grazing_track_desc
		prestige_cost = 600
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 38
		upgrades_from = timber_walled_herding_pen
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.4
		garrison_size = 0.3
		light_cavalry_offensive = 0.04
		retinuesize = 40
	}
	guarded_stable = {
		desc = guarded_stable_desc
		prestige_cost = 600
		extra_tech_building_start = 999
		build_time = 680
		ai_creation_factor = 98
		upgrades_from = mounted_practice_ring
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 0.65
		light_cavalry_offensive = 0.32
		garrison_size = 0.35
		retinuesize = 60
	}
	guarded_stonehouse = {
		desc = guarded_stonehouse_desc
		prestige_cost = 600
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 85
		upgrades_from = reinforced_quarry
		prerequisites = {
			reinforced_quarry
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.9
		garrison_size = 0.5
		retinuesize = 0.032
		archers_offensive = 0.12
		fort_level = 0.5
		liege_prestige = 0.5
	}
	feeding_shed = {
		desc = feeding_shed_desc
		prestige_cost = 560
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 80
		upgrades_from = water_trough_shelter
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.36
		light_cavalry_offensive = 0.14
		garrison_size = 0.13
		retinuesize = 20
	}
	chiefs_pavilion = {
		desc = chiefs_pavilion_desc
		prestige_cost = 550
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 93
		upgrades_from = guarded_family_yurt
		prerequisites = {
			guarded_family_yurt
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 1.2
		garrison_size = 0.55
		retinuesize = 80
		vassal_opinion = 4
	}
	tribal_council_stone_assembly_house = {
		desc = tribal_council_stone_assembly_house_desc
		prestige_cost = 550
		extra_tech_building_start = 999
		build_time = 720
		ai_creation_factor = 84
		upgrades_from = tribal_council_speakers_platform
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		court_size_modifier = 26
		levy_size = 0.8
		retinuesize = 0.22
		vassal_opinion = 4
		garrison_size = 0.08
	}
	mountain_cliff_watchpost_walled_watchpost = {
		desc = walled_watchpost_desc
		prestige_cost = 540
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 90
		upgrades_from = mountain_cliff_watchpost_timber_watch_platform
		prerequisites = {
			mountain_cliff_watchpost_timber_watch_platform
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.36
		garrison_size = 0.41
		archers_offensive = 0.08
		retinuesize = 25
	}
	steppe_bucket_pulley_stand = {
		desc = steppe_bucket_pulley_stand_desc
		prestige_cost = 540
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 84
		upgrades_from = steppe_covered_steppe_well
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.7
		garrison_size = 0.6
		fertility = 0.1
	}
	reed_trap_house = {
		desc = reed_trap_house_desc
		prestige_cost = 525
		extra_tech_building_start = 999
		build_time = 550
		ai_creation_factor = 51
		upgrades_from = bamboo_trap_workshop
		prerequisites = {
			bamboo_trap_workshop
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.5
		garrison_size = 0.28
		archers_offensive = 0.16
		retinuesize_perc = 0.09
		local_tax_modifier = 0.03
	}
	arctic_insulated_fish_hut = {
		desc = arctic_insulated_fish_hut_desc
		prestige_cost = 520
		extra_tech_building_start = 999
		build_time = 500
		ai_creation_factor = 75
		upgrades_from = arctic_ice_block_shelter
		prerequisites = {
			arctic_ice_block_shelter
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 1.6
		levy_size = 0.32
		garrison_size = 0.12
		retinuesize = 25
	}
	watchtower_rampart = {
		desc = watchtower_rampart_desc
		prestige_cost = 520
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 80
		upgrades_from = reinforced_palisade
		prerequisites = {
			reinforced_palisade
		}
		potential = {
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fort_level = 2.1
		garrison_size = 0.44
		levy_size = 0.36
		archers_offensive = 0.09
	}
	stone_backed_wall_hilltop = {
		desc = stone_backed_wall_hilltop_desc
		prestige_cost = 520
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 75
		upgrades_from = reinforced_rampart_hilltop
		prerequisites = {
			reinforced_rampart_hilltop
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.6
		levy_size = 0.38
		fort_level = 2
		court_size_modifier = 2
	}
	covered_cutting_hut = {
		desc = covered_cutting_hut_desc
		prestige_cost = 520
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 70
		upgrades_from = stone_sorting_shed
		prerequisites = {
			stone_sorting_shed
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.26
		garrison_size = 0.16
		retinuesize = 0.008
		archers_offensive = 0.03
	}
	trapmakers_cabin = {
		desc = trapmakers_cabin_desc
		prestige_cost = 520
		extra_tech_building_start = 999
		build_time = 410
		ai_creation_factor = 90
		upgrades_from = game_smokehouse
		prerequisites = {
			game_smokehouse
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.4
		archers_offensive = 0.18
		retinuesize = 20
	}
	waxed_hide_shelter = {
		desc = waxed_hide_shelter_desc
		prestige_cost = 520
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 85
		upgrades_from = covered_sled_shed
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.45
		garrison_size = 0.32
		retinuesize = 2
		light_cavalry_defensive = 0.08
	}
	pruning_shed = {
		desc = pruning_shed_desc
		prestige_cost = 520
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 82
		upgrades_from = raised_tree_beds
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.34
		fertility = 0.12
		tax_income = 1.7
		retinuesize = 1
	}
	tribal_council_speakers_platform = {
		desc = tribal_council_speakers_platform_desc
		prestige_cost = 520
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 77
		upgrades_from = tribal_council_carved_seat_room
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		court_size_modifier = 18
		levy_size = 0.48
		retinuesize = 0.14
		vassal_opinion = 2
	}
	guarded_trapmakers_hut = {
		desc = guarded_trapmakers_hut_desc
		prestige_cost = 520
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 66
		upgrades_from = reed_trap_house
		prerequisites = {
			reed_trap_house
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1
		garrison_size = 0.46
		archers_offensive = 0.22
		retinuesize_perc = 0.16
		local_tax_modifier = 0.06
	}
	stone_granary_farmlands = {
		desc = stone_granary_farmlands_desc
		prestige_cost = 500
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 59
		upgrades_from = ventilated_storehouse
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.36
		tax_income = 3.5
		garrison_size = 0.25
	}
	sun_dried_brick_rampart = {
		desc = sun_dried_brick_rampart_desc
		prestige_cost = 500
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 80
		upgrades_from = reinforced_mudbrick_wall
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.6
		levy_size = 0.35
		fort_level = 2
		levy_reinforce_rate = 0.05
	}
	arctic_guarded_fish_store = {
		desc = arctic_guarded_fish_store_desc
		prestige_cost = 500
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 85
		upgrades_from = arctic_stone_fishing_house
		prerequisites = {
			arctic_stone_fishing_house
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		tax_income = 6
		levy_size = 0.9
		garrison_size = 0.4
		archers_offensive = 0.13
		retinuesize = 60
	}
	marketplace_merchants_pavilion = {
		desc = marketplace_merchants_pavilion_desc
		prestige_cost = 500
		extra_tech_building_start = 999
		build_time = 350
		ai_creation_factor = 45
		upgrades_from = marketplace_timber_market_shelter
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 2
		levy_size = 0.28
		tradevalue = 1
		vassal_opinion = 1
	}
	stone_water_tank = {
		desc = stone_water_tank_desc
		prestige_cost = 500
		extra_tech_building_start = 999
		build_time = 540
		ai_creation_factor = 85
		upgrades_from = covered_catchment_shed
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 0.8
		garrison_size = 0.33
		retinuesize = 40
	}
	farmlands_wooden_flume = {
		desc = farmlands_wooden_flume_desc
		prestige_cost = 500
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 57
		upgrades_from = farmlands_stone_lined_canal
		prerequisites = {
			farmlands_stone_lined_canal
		}
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		fertility = 0.12
		local_tax_modifier = 0.2
		retinuesize = 5
	}
	guarded_sheepfold = {
		desc = guarded_sheepfold_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 76
		upgrades_from = covered_feed_yard
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.45
		garrison_size = 0.32
		court_size_modifier = 8
	}
	covered_seed_shelter = {
		desc = covered_seed_shelter_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 71
		upgrades_from = raised_plant_beds
		prerequisites = {
			raised_plant_beds
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 1.6
		levy_size = 0.24
		garrison_size = 0.16
		fertility = 0.02
	}
	wood_framed_yurt = {
		desc = wood_framed_yurt_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 540
		ai_creation_factor = 78
		upgrades_from = felt_covered_yurt
		prerequisites = {
			felt_covered_yurt
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		garrison_size = 0.19
		retinuesize = 25
	}
	covered_training_yard = {
		desc = covered_training_yard_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 85
		upgrades_from = timber_framed_track
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.24
		light_cavalry_offensive = 0.18
		garrison_size = 0.16
	}
	tribal_stone_berry_house = {
		desc = tribal_stone_berry_house_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 85
		upgrades_from = tribal_covered_berry_shelter
		prerequisites = {
			tribal_covered_berry_shelter
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 1.6
		fertility = 0.12
		levy_size = 0.45
		garrison_size = 0.25
		retinuesize = 0.2
	}
	arctic_insulated_hearth_house = {
		desc = arctic_insulated_hearth_house_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 70
		upgrades_from = arctic_stone_lined_hearth
		prerequisites = {
			arctic_stone_lined_hearth
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		garrison_size = 0.32
		retinuesize = 60
	}
	hidden_cache = {
		desc = hidden_cache_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 220
		ai_creation_factor = 76
		upgrades_from = signal_fire_post
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		garrison_size = 0.48
		global_movement_speed = 0.02
	}
	thatched_raised_hut = {
		desc = thatched_raised_hut_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 60
		upgrades_from = wattle_floored_shelter
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.38
		garrison_size = 0.32
		archers_offensive = 0.07
		archers_defensive = 0.03
	}
	bamboo_pipe_channel = {
		desc = bamboo_pipe_channel_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 70
		upgrades_from = timber_water_rack
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.23
		garrison_size = 0.12
		fertility = 0.04
	}
	joiners_bench = {
		desc = joiners_bench_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 540
		ai_creation_factor = 100
		upgrades_from = carpenters_lean_to
		prerequisites = {
			carpenters_lean_to
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		garrison_size = 0.2
		retinuesize = 120
	}
	double_layer_fence = {
		desc = double_layer_fence_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 850
		ai_creation_factor = 95
		upgrades_from = guarded_entrance
		prerequisites = {
			guarded_entrance
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1.2
		garrison_size = 1.1
		fort_level = 3.4
	}
	guarded_camel_house = {
		desc = guarded_camel_house_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 100
		upgrades_from = covered_pen
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		levy_size = 1.2
		light_cavalry_offensive = 0.36
		garrison_size = 0.37
		retinuesize = 60
	}
	wooden_flume = {
		desc = wooden_flume_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 46
		upgrades_from = stone_lined_ditch
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		fertility = 0.1
		local_tax_modifier = 0.04
		retinuesize = 10
	}
	beehive_shelter = {
		desc = beehive_shelter_desc
		prestige_cost = 460
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 98
		upgrades_from = fruit_storage_hut
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 1.25
		fertility = 0.28
		tax_income = 7.2
		retinuesize = 2
		local_tax_modifier = 0.09
	}
	water_trough_enclosure = {
		desc = water_trough_enclosure_desc
		prestige_cost = 450
		extra_tech_building_start = 999
		build_time = 350
		ai_creation_factor = 75
		upgrades_from = hay_roofed_barn
		prerequisites = {
			hay_roofed_barn
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.38
		garrison_size = 0.22
		light_cavalry_offensive = 0.11
		retinuesize_perc = 0.04
	}
	water_powered_mill = {
		desc = water_powered_mill_desc
		prestige_cost = 450
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 90
		upgrades_from = hand_operated_grinder
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		levy_size = 1.2
		local_tax_modifier = 0.4
		garrison_size = 0.5
		retinuesize = 40
	}
	branching_canal = {
		desc = branching_canal_desc
		prestige_cost = 450
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 56
		upgrades_from = sluice_gate
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 1.1
		fertility = 0.23
		local_tax_modifier = 0.1
		retinuesize = 25
		garrison_size = 0.18
	}
	guarded_raised_house = {
		desc = guarded_raised_house_desc
		prestige_cost = 440
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 90
		upgrades_from = covered_stilt_hall
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 2
		}
		levy_size = 2
		garrison_size = 1.8
		archers_offensive = 0.26
		archers_defensive = 0.11
		retinuesize = 90
	}
	raised_storage_rack = {
		desc = raised_storage_rack_desc
		prestige_cost = 440
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 80
		upgrades_from = timber_grain_shed
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.24
		garrison_size = 0.27
		court_size_modifier = 0.02
	}
	stone_grainhouse = {
		desc = stone_grainhouse_desc
		prestige_cost = 440
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 95
		upgrades_from = thatched_granary
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 0.68
		garrison_size = 0.6
		retinuesize_perc = 0.12
		court_size_modifier = 0.05
	}
	fish_drying_rack = {
		desc = fish_drying_rack_desc
		prestige_cost = 420
		extra_tech_building_start = 999
		build_time = 1350
		ai_creation_factor = 92
		upgrades_from = boat_shelter
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 0.9
		garrison_size = 0.44
		local_tax_modifier = 0.07
		tradevalue = 1.2
	}
	stone_roof_house = {
		desc = stone_roof_house_desc
		prestige_cost = 420
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 85
		upgrades_from = chimneyed_shelter
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		garrison_size = 0.85
		levy_size = 0.7
		archers_defensive = 0.33
		retinuesize = 15
		fort_level = 1
	}
	mountain_pasture = {
		desc = mountain_pasture_desc
		prestige_cost = 420
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 88
		upgrades_from = hay_storage_hut
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 1.8
		garrison_size = 2
		retinuesize = 6
		fertility = 0.2
		liege_prestige = 0.6
	}
	guarded_sheep_house = {
		desc = guarded_sheep_house_desc
		prestige_cost = 420
		extra_tech_building_start = 999
		build_time = 920
		ai_creation_factor = 80
		upgrades_from = hay_storage_hut
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 1.3
		garrison_size = 1.3
		light_infantry_offensive = 0.38
		fort_level = 1
		retinuesize = 2
	}
	guarded_storehouse = {
		desc = guarded_storehouse_desc
		prestige_cost = 420
		extra_tech_building_start = 999
		build_time = 740
		ai_creation_factor = 19
		upgrades_from = timber_granary
		prerequisites = {
			timber_granary
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		garrison_size = 1.5
		levy_size = 1.2
		light_infantry = 0.32
		archers_offensive = 0.06
	}
	moated_defenses = {
		desc = moated_defenses_desc
		prestige_cost = 420
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 92
		upgrades_from = log_bastion
		prerequisites = {
			log_bastion
		}
		potential = {
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		fort_level = 5.5
		garrison_size = 1.15
		levy_size = 0.91
		retinuesize = 0.03
	}
	farmlands_branching_canals = {
		desc = farmlands_branching_canals_desc
		prestige_cost = 420
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 80
		upgrades_from = farmlands_simple_sluice_gate
		prerequisites = {
			farmlands_simple_sluice_gate
		}
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.86
		fertility = 0.26
		local_tax_modifier = 0.48
		retinuesize = 18
		garrison_size = 0.1
	}
	storage_pavilion = {
		desc = storage_pavilion_desc
		prestige_cost = 410
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 90
		upgrades_from = fruit_drying_hut
		prerequisites = {
			fruit_drying_hut
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		fertility = 0.17
		levy_size = 0.3
		garrison_size = 0.27
		tax_income = 1.5
		tradevalue = 1
	}
	ventilated_cave_store = {
		desc = ventilated_cave_store_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 410
		ai_creation_factor = 32
		upgrades_from = stone_walled_cellar
		prerequisites = {
			stone_walled_cellar
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.32
		levy_size = 0.2
		light_infantry = 0.08
	}
	steppe_covered_wagon_stand = {
		desc = steppe_covered_wagon_stand_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 48
		upgrades_from = steppe_rope_framed_shelter
		prerequisites = {
			steppe_rope_framed_shelter
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.28
		levy_size = 0.28
		retinuesize = 0.01
	}
	steppe_guarded_well_shed = {
		desc = steppe_guarded_well_shed_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 1100
		ai_creation_factor = 90
		upgrades_from = steppe_bucket_pulley_stand
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 1.2
		garrison_size = 1.1
		light_infantry_offensive = 0.04
	}
	stone_granary = {
		desc = stone_granary_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 95
		upgrades_from = ventilated_storage
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		tax_income = 5
		levy_size = 1
		garrison_size = 0.5
		fort_level = 1.5
	}
	bellows_workshop = {
		desc = bellows_workshop_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 575
		ai_creation_factor = 92
		upgrades_from = stone_smithy
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1
		garrison_size = 0.5
		retinuesize = 110
		light_infantry_offensive = 0.08
	}
	desert_oasis_well_guarded_well_house = {
		desc = desert_oasis_well_guarded_well_house_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 90
		upgrades_from = desert_oasis_well_bucket_pulley_stand
		prerequisites = {
			desert_oasis_well_bucket_pulley_stand
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		garrison_size = 0.7
		fertility = 0.32
		levy_size = 0.36
		vassal_opinion = 2
	}
	mountain_mining_reinforced_tunnel = {
		desc = mountain_mining_reinforced_tunnel_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 38
		upgrades_from = mountain_mining_timber_framed_shaft
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 1.3
		garrison_size = 0.1
		levy_size = 0.18
	}
	arctic_guarded_skin_house = {
		desc = arctic_guarded_skin_house_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 95
		upgrades_from = arctic_stone_smokehouse
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		garrison_size = 1.5
		levy_size = 1
		retinuesize = 6.5
		fort_level = 1
	}
	stone_watchpost_farmlands = {
		desc = stone_watchpost_farmlands_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 90
		upgrades_from = double_layer_wall_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.8
		garrison_size = 0.7
		fort_level = 2
		archers_offensive = 0.1
	}
	desert_oasis_well_covered_oasis_well = {
		desc = desert_oasis_well_covered_oasis_well_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 440
		ai_creation_factor = 75
		upgrades_from = desert_oasis_well_stone_ringed_well
		prerequisites = {
			desert_oasis_well_stone_ringed_well
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.36
		fertility = 0.14
		levy_size = 0.16
	}
	covered_watchpoint = {
		desc = covered_watchpoint_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 83
		upgrades_from = hidden_cache
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.65
		garrison_size = 0.85
		archers_offensive = 0.06
		retinuesize = 10
	}
	palisade_cattle_yard = {
		desc = palisade_cattle_yard_desc
		prestige_cost = 400
		extra_tech_building_start = 999
		build_time = 530
		ai_creation_factor = 80
		upgrades_from = guarded_sheepfold
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.9
		garrison_size = 0.53
		court_size_modifier = 14
		liege_prestige = 1
	}
	tethering_yard = {
		desc = tethering_yard_desc
		prestige_cost = 380
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 48
		upgrades_from = hay_storage_hut
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 1.4
		garrison_size = 1.1
		light_cavalry_offensive = 0.15
		retinuesize = 160
		light_cavalry_morale = 0.03
	}
	irrigated_tree_line = {
		desc = irrigated_tree_line_desc
		prestige_cost = 380
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 75
		upgrades_from = palm_sapling_grove
		prerequisites = {
			palm_sapling_grove
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.09
		levy_size = 0.13
		garrison_size = 0.12
	}
	net_hanging_shed = {
		desc = net_hanging_shed_desc
		prestige_cost = 380
		extra_tech_building_start = 999
		build_time = 780
		ai_creation_factor = 80
		upgrades_from = timber_jetty
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		garrison_size = 0.18
		fertility = 0.04
	}
	dry_stone_hut = {
		desc = dry_stone_hut_desc
		prestige_cost = 370
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 70
		upgrades_from = stone_slab_shelter
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.33
		levy_size = 0.28
		archers_defensive = 0.13
		retinuesize = 5
	}
	raised_watchpost = {
		desc = raised_watchpost_desc
		prestige_cost = 360
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 42
		upgrades_from = timber_herding_yard
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.48
		garrison_size = 0.32
		light_cavalry_offensive = 0.15
		local_tax_modifier = 0.03
	}
	stone_walled_fold = {
		desc = stone_walled_fold_desc
		prestige_cost = 360
		extra_tech_building_start = 999
		build_time = 550
		ai_creation_factor = 68
		upgrades_from = timber_sheep_shed
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		garrison_size = 0.32
		light_infantry_offensive = 0.11
		fort_level = 0.3
	}
	reed_observation_hut = {
		desc = reed_observation_hut_desc
		prestige_cost = 360
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 70
		upgrades_from = raised_palisade_stand
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.3
		garrison_size = 0.22
		archers_offensive = 0.1
		retinuesize = 5
	}
	mountain_cliff_watchpost_beacon_hut = {
		desc = beacon_hut_desc
		prestige_cost = 360
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 105
		upgrades_from = mountain_cliff_watchpost_guarded_cliff_tower
		prerequisites = {
			mountain_cliff_watchpost_guarded_cliff_tower
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1.5
		garrison_size = 1.7
		archers_offensive = 0.2
		archers_defensive = 0.15
		retinuesize = 100
	}
	salt_soaking_shed = {
		desc = salt_soaking_shed_desc
		prestige_cost = 360
		extra_tech_building_start = 999
		build_time = 500
		ai_creation_factor = 70
		upgrades_from = covered_tannery
		prerequisites = {
			covered_tannery
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.22
		garrison_size = 0.13
		local_tax_modifier = 0.02
	}
	mortared_boundary_farmlands = {
		desc = mortared_boundary_farmlands_desc
		prestige_cost = 360
		extra_tech_building_start = 999
		build_time = 750
		ai_creation_factor = 70
		upgrades_from = rough_field_wall_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.18
		garrison_size = 0.16
		tax_income = 0.4
	}
	archer_training_reinforced_butts = {
		desc = archer_training_reinforced_butts_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 470
		ai_creation_factor = 60
		upgrades_from = archer_training_covered_practice_yard
		prerequisites = {
			archer_training_covered_practice_yard
		}
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		archers_offensive = 0.13
		archers_defensive = 0.08
	}
	canvas_pavilion = {
		desc = canvas_pavilion_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 500
		ai_creation_factor = 78
		upgrades_from = mudbrick_lean_to
		prerequisites = {
			mudbrick_lean_to
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.36
		garrison_size = 0.15
		court_size_modifier = 4
		retinuesize = 25
	}
	limehouse = {
		desc = limehouse_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 85
		upgrades_from = scraping_bench
		prerequisites = {
			scraping_bench
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.6
		garrison_size = 0.32
		local_tax_modifier = 0.08
		retinuesize_perc = 0.02
	}
	rodent_proof_shed = {
		desc = rodent_proof_shed_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 80
		upgrades_from = raised_timber_store
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 1.2
		levy_size = 0.3
		garrison_size = 0.14
	}
	arctic_packed_snow_house = {
		desc = arctic_packed_snow_house_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 44
		upgrades_from = arctic_snowdrift_leanto
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.44
		garrison_size = 0.52
		retinuesize = 2
		vassal_opinion = 1
	}
	guarded_grainhouse = {
		desc = guarded_grainhouse_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 540
		ai_creation_factor = 65
		upgrades_from = stone_granary_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.7
		tax_income = 6
		garrison_size = 0.4
		retinuesize = 100
	}
	grooms_shed = {
		desc = grooms_shed_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 370
		ai_creation_factor = 82
		upgrades_from = water_trough_enclosure
		prerequisites = {
			water_trough_enclosure
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.64
		garrison_size = 0.34
		light_cavalry_offensive = 0.15
		retinuesize_perc = 0.07
	}
	guarded_gatehouse_hilltop = {
		desc = guarded_gatehouse_hilltop_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 1350
		ai_creation_factor = 90
		upgrades_from = watchpost_stand_hilltop
		prerequisites = {
			watchpost_stand_hilltop
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		garrison_size = 1.4
		levy_size = 1
		fort_level = 4
		retinuesize_perc = 0.04
		vassal_opinion = 2
	}
	simple_millhouse = {
		desc = simple_millhouse_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 80
		upgrades_from = raised_winnowing_loft
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.3
		local_tax_modifier = 0.1
		garrison_size = 0.15
	}
	workshop_annex = {
		desc = workshop_annex_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 720
		ai_creation_factor = 110
		upgrades_from = joiners_bench
		prerequisites = {
			joiners_bench
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 0.6
		garrison_size = 0.34
		retinuesize = 270
		local_tax_modifier = 0.07
	}
	fur_storage_shed = {
		desc = fur_storage_shed_desc
		prestige_cost = 350
		extra_tech_building_start = 999
		build_time = 520
		ai_creation_factor = 100
		upgrades_from = trapmakers_cabin
		prerequisites = {
			trapmakers_cabin
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		levy_size = 0.6
		archers_offensive = 0.24
		retinuesize = 30
		local_tax_modifier = 0.08
	}
	stone_walled_yard = {
		desc = stone_walled_yard_desc
		prestige_cost = 340
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 77
		upgrades_from = timber_goat_shed
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.5
		garrison_size = 0.53
		retinuesize = 2
	}
	reinforced_palmetto_wall = {
		desc = reinforced_palmetto_wall_desc
		prestige_cost = 340
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 80
		upgrades_from = woven_palm_barrier
		prerequisites = {
			woven_palm_barrier
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.42
		garrison_size = 0.48
		fort_level = 1.2
	}
	warrior_lodge = {
		desc = warrior_lodge_desc
		prestige_cost = 340
		extra_tech_building_start = 999
		build_time = 500
		ai_creation_factor = 58
		upgrades_from = reinforced_great_hall
		prerequisites = {
			reinforced_great_hall
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		court_size_modifier = 14
		garrison_size = 0.18
		liege_prestige = 0.5
	}
	guarded_shelter = {
		desc = guarded_shelter_desc
		prestige_cost = 340
		extra_tech_building_start = 999
		build_time = 1300
		ai_creation_factor = 92
		upgrades_from = stone_shadehouse
		prerequisites = {
			stone_shadehouse
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1.4
		garrison_size = 0.55
		court_size_modifier = 8
		retinuesize = 100
		land_morale = 0.04
	}
	steppe_covered_steppe_well = {
		desc = steppe_covered_steppe_well_desc
		prestige_cost = 320
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 78
		upgrades_from = steppe_stone_ringed_well
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.44
		garrison_size = 0.38
		fertility = 0.07
	}
	covered_beacon_tower = {
		desc = covered_beacon_tower_desc
		prestige_cost = 320
		extra_tech_building_start = 999
		build_time = 260
		ai_creation_factor = 90
		upgrades_from = stone_signal_cairn
		prerequisites = {
			stone_signal_cairn
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.22
		garrison_size = 0.28
		archers_offensive = 0.06
		retinuesize_perc = 0.03
	}
	arctic_covered_hide_shelter = {
		desc = arctic_covered_hide_shelter_desc
		prestige_cost = 320
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 80
		upgrades_from = arctic_raised_skin_rack
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.32
		levy_size = 0.22
		retinuesize = 2
	}
	tribal_council_carved_seat_room = {
		desc = tribal_council_carved_seat_room_desc
		prestige_cost = 320
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 74
		upgrades_from = tribal_council_reed_mat_chamber
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		court_size_modifier = 12
		levy_size = 0.32
		retinuesize = 0.08
		vassal_opinion = 1
	}
	watering_ditch = {
		desc = watering_ditch_desc
		prestige_cost = 320
		extra_tech_building_start = 999
		build_time = 430
		ai_creation_factor = 68
		upgrades_from = raised_herb_beds
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.14
		levy_size = 0.2
		garrison_size = 0.09
	}
	timber_smith_hut = {
		desc = timber_smith_hut_desc
		prestige_cost = 320
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 74
		upgrades_from = covered_anvil
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		garrison_size = 0.14
		retinuesize = 20
	}
	earthwork_windwall = {
		desc = earthwork_windwall_desc
		prestige_cost = 320
		extra_tech_building_start = 999
		build_time = 450
		ai_creation_factor = 75
		upgrades_from = layered_sod_barrier
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.56
		garrison_size = 0.3
		fort_level = 1
		archers_defensive = 0.06
	}
	covered_herb_house = {
		desc = covered_herb_house_desc
		prestige_cost = 300
		extra_tech_building_start = 999
		build_time = 780
		ai_creation_factor = 80
		upgrades_from = simple_glass_frame
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		fertility = 0.35
		levy_size = 0.5
		garrison_size = 0.2
		retinuesize = 80
	}
	water_trough_shelter = {
		desc = water_trough_shelter_desc
		prestige_cost = 280
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 75
		upgrades_from = mudbrick_pen
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.2
		light_cavalry_offensive = 0.09
		garrison_size = 0.07
		retinuesize = 10
	}
	farmlands_stone_lined_canal = {
		desc = farmlands_stone_lined_canal_desc
		prestige_cost = 280
		extra_tech_building_start = 999
		build_time = 450
		ai_creation_factor = 51
		upgrades_from = farmlands_clay_lined_ditch
		prerequisites = {
			farmlands_clay_lined_ditch
		}
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.18
		fertility = 0.07
		local_tax_modifier = 0.12
		garrison_size = 0.04
	}
	stone_sorting_shed = {
		desc = stone_sorting_shed_desc
		prestige_cost = 280
		extra_tech_building_start = 999
		build_time = 540
		ai_creation_factor = 65
		upgrades_from = timber_framed_dig
		prerequisites = {
			timber_framed_dig
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.14
		garrison_size = 0.09
		retinuesize = 0.004
	}
	timber_walled_herding_pen = {
		desc = timber_walled_herding_pen_desc
		prestige_cost = 270
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 36
		upgrades_from = post_and_rail_enclosure
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.22
		garrison_size = 0.16
		light_cavalry_offensive = 0.02
	}
	mountain_cliff_watchpost_timber_watch_platform = {
		desc = timber_watch_platform_desc
		prestige_cost = 270
		extra_tech_building_start = 999
		build_time = 550
		ai_creation_factor = 80
		upgrades_from = mountain_cliff_watchpost_stacked_stone_stand
		prerequisites = {
			mountain_cliff_watchpost_stacked_stone_stand
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.18
		garrison_size = 0.2
		archers_offensive = 0.05
		retinuesize = 10
	}
	arctic_ice_block_shelter = {
		desc = arctic_ice_block_shelter_desc
		prestige_cost = 270
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 70
		upgrades_from = arctic_snowbank_fishing_stand
		prerequisites = {
			arctic_snowbank_fishing_stand
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.8
		levy_size = 0.18
		garrison_size = 0.07
	}
	reinforced_palisade = {
		desc = reinforced_palisade_desc
		prestige_cost = 265
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 75
		upgrades_from = dugout_stockade
		prerequisites = {
			dugout_stockade
		}
		potential = {
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fort_level = 1.4
		garrison_size = 0.28
		levy_size = 0.23
		levy_reinforce_rate = 0.05
	}
	game_smokehouse = {
		desc = game_smokehouse_desc
		prestige_cost = 260
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 80
		upgrades_from = skinning_shelter
		prerequisites = {
			skinning_shelter
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.24
		archers_offensive = 0.1
		retinuesize = 15
	}
	covered_sled_shed = {
		desc = covered_sled_shed_desc
		prestige_cost = 260
		extra_tech_building_start = 999
		build_time = 260
		ai_creation_factor = 75
		upgrades_from = raised_timber_rack
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.25
		garrison_size = 0.18
		retinuesize = 1
	}
	bamboo_trap_workshop = {
		desc = bamboo_trap_workshop_desc
		prestige_cost = 260
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 43
		upgrades_from = covered_trap_shed
		prerequisites = {
			covered_trap_shed
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.27
		garrison_size = 0.16
		archers_offensive = 0.09
		retinuesize_perc = 0.04
	}
	reinforced_rampart_hilltop = {
		desc = reinforced_rampart_hilltop_desc
		prestige_cost = 260
		extra_tech_building_start = 999
		build_time = 500
		ai_creation_factor = 70
		upgrades_from = timber_palisade_hilltop
		prerequisites = {
			timber_palisade_hilltop
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.36
		levy_size = 0.22
		fort_level = 1
		archers_offensive = 0.03
	}
	raised_tree_beds = {
		desc = raised_tree_beds_desc
		prestige_cost = 260
		extra_tech_building_start = 999
		build_time = 440
		ai_creation_factor = 74
		upgrades_from = fenced_fruit_grove
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.18
		fertility = 0.09
		tax_income = 0.7
	}
	hay_roofed_barn = {
		desc = hay_roofed_barn_desc
		prestige_cost = 250
		extra_tech_building_start = 999
		build_time = 280
		ai_creation_factor = 72
		upgrades_from = timber_stable
		prerequisites = {
			timber_stable
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.22
		garrison_size = 0.13
		light_cavalry_offensive = 0.08
		retinuesize_perc = 0.02
	}
	guarded_family_yurt = {
		desc = guarded_family_yurt_desc
		prestige_cost = 250
		extra_tech_building_start = 999
		build_time = 900
		ai_creation_factor = 88
		upgrades_from = central_hearth_yurt
		prerequisites = {
			central_hearth_yurt
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.8
		garrison_size = 0.4
		retinuesize = 50
		fort_level = 1
	}
	marketplace_timber_market_shelter = {
		desc = marketplace_timber_market_shelter_desc
		prestige_cost = 250
		extra_tech_building_start = 999
		build_time = 270
		ai_creation_factor = 41
		upgrades_from = marketplace_canvas_stall_row
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 1
		levy_size = 0.15
		tradevalue = 0.5
	}
	reinforced_mudbrick_wall = {
		desc = reinforced_mudbrick_wall_desc
		prestige_cost = 250
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 70
		upgrades_from = packed_mud_wall
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.35
		levy_size = 0.2
		fort_level = 1
	}
	ventilated_storehouse = {
		desc = ventilated_storehouse_desc
		prestige_cost = 250
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 53
		upgrades_from = timber_grain_shed
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.2
		tax_income = 2
		garrison_size = 0.16
	}
	wattle_floored_shelter = {
		desc = wattle_floored_shelter_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 500
		ai_creation_factor = 55
		upgrades_from = timber_stilt_hut
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.24
		garrison_size = 0.18
		archers_offensive = 0.04
		local_tax_modifier = 0.02
	}
	covered_feed_yard = {
		desc = covered_feed_yard_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 72
		upgrades_from = simple_barn
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.25
		garrison_size = 0.23
		court_size_modifier = 5
	}
	timber_water_rack = {
		desc = timber_water_rack_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 240
		ai_creation_factor = 65
		upgrades_from = clay_rain_barrel
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.13
		garrison_size = 0.07
		fertility = 0.03
	}
	timber_framed_track = {
		desc = timber_framed_track_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 75
		upgrades_from = rope_training_circle
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.13
		light_cavalry_offensive = 0.13
		garrison_size = 0.1
	}
	raised_plant_beds = {
		desc = raised_plant_beds_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 68
		upgrades_from = fenced_herb_plot
		prerequisites = {
			fenced_herb_plot
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.8
		levy_size = 0.12
		garrison_size = 0.08
		fertility = 0.01
	}
	stone_lined_ditch = {
		desc = stone_lined_ditch_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 42
		upgrades_from = clay_lined_channel
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.17
		fertility = 0.06
		local_tax_modifier = 0.03
		garrison_size = 0.03
	}
	arctic_stone_lined_hearth = {
		desc = arctic_stone_lined_hearth_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 65
		upgrades_from = arctic_covered_fire_hole
		prerequisites = {
			arctic_covered_fire_hole
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.18
		garrison_size = 0.18
		retinuesize = 25
	}
	signal_fire_post = {
		desc = signal_fire_post_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 160
		ai_creation_factor = 71
		upgrades_from = messengers_lean_to
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.16
		garrison_size = 0.24
		archers_offensive = 0.03
	}
	felt_covered_yurt = {
		desc = felt_covered_yurt_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 360
		ai_creation_factor = 72
		upgrades_from = reed_mat_yurt
		prerequisites = {
			reed_mat_yurt
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.2
		garrison_size = 0.13
		global_winter_supply = 0.06
	}
	tribal_covered_berry_shelter = {
		desc = tribal_covered_berry_shelter_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 700
		ai_creation_factor = 80
		upgrades_from = tribal_raised_berry_beds
		prerequisites = {
			tribal_raised_berry_beds
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.8
		fertility = 0.07
		levy_size = 0.22
		garrison_size = 0.13
		retinuesize = 0.1
	}
	carpenters_lean_to = {
		desc = carpenters_lean_to_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 450
		ai_creation_factor = 90
		upgrades_from = timber_sheds
		prerequisites = {
			timber_sheds
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.16
		garrison_size = 0.12
		local_tax_modifier = 0.04
	}
	timber_grain_shed = {
		desc = timber_grain_shed_desc
		prestige_cost = 225
		extra_tech_building_start = 999
		build_time = 450
		ai_creation_factor = 70
		upgrades_from = wicker_grain_bin
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.14
		garrison_size = 0.18
		local_tax_modifier = 0.02
	}
	covered_pen = {
		desc = covered_pen_desc
		prestige_cost = 220
		extra_tech_building_start = 999
		build_time = 650
		ai_creation_factor = 90
		upgrades_from = feeding_shed
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 0.65
		light_cavalry_offensive = 0.22
		garrison_size = 0.21
		retinuesize = 35
	}
	covered_stilt_hall = {
		desc = covered_stilt_hall_desc
		prestige_cost = 220
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 80
		upgrades_from = bamboo_platform_house
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
		}
		levy_size = 1.1
		garrison_size = 1
		archers_offensive = 0.18
		retinuesize = 55
		vassal_opinion = 2
	}
	desert_oasis_well_stone_ringed_well = {
		desc = desert_oasis_well_stone_ringed_well_desc
		prestige_cost = 200
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 70
		upgrades_from = desert_oasis_well_reed_lined_well
		prerequisites = {
			desert_oasis_well_reed_lined_well
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.22
		fertility = 0.09
		levy_size = 0.09
	}
	timber_jetty = {
		desc = timber_jetty_desc
		prestige_cost = 185
		extra_tech_building_start = 999
		build_time = 540
		ai_creation_factor = 74
		upgrades_from = muddy_dock
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.17
		garrison_size = 0.12
		retinuesize = 1
	}
	steppe_rope_framed_shelter = {
		desc = steppe_rope_framed_shelter_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 200
		ai_creation_factor = 42
		upgrades_from = steppe_reed_tent
		prerequisites = {
			steppe_reed_tent
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.18
		levy_size = 0.16
		levy_reinforce_rate = 0.05
	}
	timber_sheep_shed = {
		desc = timber_sheep_shed_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 430
		ai_creation_factor = 65
		upgrades_from = wattle_fold
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.16
		garrison_size = 0.16
		light_infantry_offensive = 0.06
		fertility = 0.02
	}
	stone_walled_cellar = {
		desc = stone_walled_cellar_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 350
		ai_creation_factor = 38
		upgrades_from = earthen_pit_store_mountain
		prerequisites = {
			earthen_pit_store_mountain
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.18
		levy_size = 0.12
		local_tax_modifier = 0.03
	}
	timber_herding_yard = {
		desc = timber_herding_yard_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 34
		upgrades_from = wattle_corral
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.32
		garrison_size = 0.22
		light_cavalry_offensive = 0.09
	}
	mountain_mining_timber_framed_shaft = {
		desc = mountain_mining_timber_framed_shaft_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 450
		ai_creation_factor = 30
		upgrades_from = mountain_mining_shallow_dig
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.7
		levy_size = 0.1
		garrison_size = 0.05
	}
	steppe_stone_ringed_well = {
		desc = steppe_stone_ringed_well_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 72
		upgrades_from = steppe_reed_lined_well
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.28
		garrison_size = 0.24
		fertility = 0.04
	}
	mudbrick_lean_to = {
		desc = mudbrick_lean_to_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 350
		ai_creation_factor = 72
		upgrades_from = palm_frond_shelter
		prerequisites = {
			palm_frond_shelter
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.18
		garrison_size = 0.08
		court_size_modifier = 3
	}
	raised_palisade_stand = {
		desc = raised_palisade_stand_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 450
		ai_creation_factor = 66
		upgrades_from = timber_platform
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.16
		garrison_size = 0.12
		archers_offensive = 0.06
		local_tax_modifier = 0.01
	}
	tribal_council_reed_mat_chamber = {
		desc = tribal_council_reed_mat_chamber_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 230
		ai_creation_factor = 70
		upgrades_from = tribal_council_timber_bench_hall
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		court_size_modifier = 7
		levy_size = 0.16
		retinuesize = 0.04
	}
	arctic_snowdrift_leanto = {
		desc = arctic_snowdrift_leanto_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 40
		upgrades_from = arctic_ice_block_shelter
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.28
		garrison_size = 0.32
		retinuesize = 1
	}
	rough_field_wall_farmlands = {
		desc = rough_field_wall_farmlands_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 550
		ai_creation_factor = 65
		upgrades_from = stone_pile_fence_farmlands
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.1
		garrison_size = 0.08
		tax_income = 0.2
	}
	archer_training_covered_practice_yard = {
		desc = archer_training_covered_practice_yard_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 50
		upgrades_from = archer_training_simple_archery_range
		prerequisites = {
			archer_training_simple_archery_range
		}
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.16
		archers_offensive = 0.07
		archers_defensive = 0.04
	}
	stone_slab_shelter = {
		desc = stone_slab_shelter_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 430
		ai_creation_factor = 65
		upgrades_from = stacked_stone_leanto
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.2
		levy_size = 0.15
		archers_defensive = 0.07
	}
	raised_timber_store = {
		desc = raised_timber_store_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 325
		ai_creation_factor = 70
		upgrades_from = wicker_grain_bin
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.48
		levy_size = 0.18
		garrison_size = 0.07
	}
	woven_palm_barrier = {
		desc = woven_palm_barrier_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 370
		ai_creation_factor = 72
		upgrades_from = bamboo_palisade
		prerequisites = {
			bamboo_palisade
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.22
		garrison_size = 0.27
		fort_level = 0.6
	}
	covered_tannery = {
		desc = covered_tannery_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 66
		upgrades_from = pit_tanning_vat
		prerequisites = {
			pit_tanning_vat
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.13
		garrison_size = 0.09
		local_tax_modifier = 0.01
	}
	palm_sapling_grove = {
		desc = palm_sapling_grove_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 570
		ai_creation_factor = 70
		upgrades_from = fenced_palm_stand
		prerequisites = {
			fenced_palm_stand
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.05
		levy_size = 0.08
		garrison_size = 0.07
	}
	reinforced_great_hall = {
		desc = reinforced_great_hall_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 55
		upgrades_from = timber_longhouse
		prerequisites = {
			timber_longhouse
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.16
		court_size_modifier = 8
		garrison_size = 0.08
	}
	raised_winnowing_loft = {
		desc = raised_winnowing_loft_desc
		prestige_cost = 180
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 75
		upgrades_from = covered_threshing_shed
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		local_tax_modifier = 0.06
		garrison_size = 0.08
	}
	timber_goat_shed = {
		desc = timber_goat_shed_desc
		prestige_cost = 170
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 71
		upgrades_from = stacked_rock_pen
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.28
		garrison_size = 0.29
		retinuesize = 1
	}
	stone_signal_cairn = {
		desc = stone_signal_cairn_desc
		prestige_cost = 160
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 80
		upgrades_from = timber_signal_post
		prerequisites = {
			timber_signal_post
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.12
		garrison_size = 0.15
		archers_offensive = 0.03
	}
	raised_herb_beds = {
		desc = raised_herb_beds_desc
		prestige_cost = 160
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 65
		upgrades_from = fenced_garden
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.08
		levy_size = 0.13
		garrison_size = 0.06
	}
	arctic_raised_skin_rack = {
		desc = arctic_raised_skin_rack_desc
		prestige_cost = 160
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 70
		upgrades_from = arctic_ice_lined_store
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.16
		levy_size = 0.13
		retinuesize = 1
	}
	layered_sod_barrier = {
		desc = layered_sod_barrier_desc
		prestige_cost = 150
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 70
		upgrades_from = reed_fence
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.28
		garrison_size = 0.15
		fort_level = 0.5
	}
	covered_anvil = {
		desc = covered_anvil_desc
		prestige_cost = 150
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 68
		upgrades_from = open_hearth_forge
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.08
		garrison_size = 0.09
		retinuesize = 10
	}
	timber_framed_dig = {
		desc = timber_framed_dig_desc
		prestige_cost = 140
		extra_tech_building_start = 999
		build_time = 390
		ai_creation_factor = 62
		upgrades_from = shallow_quarry_pit
		prerequisites = {
			shallow_quarry_pit
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.07
		garrison_size = 0.045
		retinuesize = 0.002
	}
	mudbrick_pen = {
		desc = mudbrick_pen_desc
		prestige_cost = 140
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 70
		upgrades_from = wattle_camel_yard
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.12
		light_cavalry_offensive = 0.05
		garrison_size = 0.04
	}
	mountain_cliff_watchpost_stacked_stone_stand = {
		desc = stacked_stone_stand_desc
		prestige_cost = 130
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 70
		upgrades_from = mountain_cliff_watchpost_rocky_lookout
		prerequisites = {
			mountain_cliff_watchpost_rocky_lookout
		}
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.09
		garrison_size = 0.11
		archers_offensive = 0.03
	}
	raised_timber_rack = {
		desc = raised_timber_rack_desc
		prestige_cost = 130
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 65
		upgrades_from = brush_sled_rack
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.12
		garrison_size = 0.09
		retinuesize = 0.5
	}
	farmlands_clay_lined_ditch = {
		desc = farmlands_clay_lined_ditch_desc
		prestige_cost = 130
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 45
		upgrades_from = farmlands_hand_dug_channel
		prerequisites = {
			farmlands_hand_dug_channel
		}
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.09
		fertility = 0.04
		local_tax_modifier = 0.06
	}
	dugout_stockade = {
		desc = dugout_stockade_desc
		prestige_cost = 130
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 70
		upgrades_from = tb_hillfort_4
		prerequisites = {
			tb_hillfort_4
		}
		potential = {
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fort_level = 0.7
		garrison_size = 0.13
		levy_size = 0.14
		archers_defensive = 0.05
	}
	skinning_shelter = {
		desc = skinning_shelter_desc
		prestige_cost = 130
		extra_tech_building_start = 999
		build_time = 240
		ai_creation_factor = 70
		upgrades_from = simple_hunting_hut
		prerequisites = {
			simple_hunting_hut
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.12
		archers_offensive = 0.06
		retinuesize = 10
	}
	timber_grain_shed = {
		desc = timber_grain_shed_desc
		prestige_cost = 125
		extra_tech_building_start = 999
		build_time = 240
		ai_creation_factor = 47
		upgrades_from = wicker_granary
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.12
		tax_income = 1
		garrison_size = 0.1
	}
	post_and_rail_enclosure = {
		desc = post_and_rail_enclosure_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 545
		ai_creation_factor = 32
		upgrades_from = grass_rope_corral
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.11
		garrison_size = 0.08
		light_cavalry_offensive = 0.01
	}
	clay_lined_channel = {
		desc = clay_lined_channel_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 38
		upgrades_from = hand_dug_ditch
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.09
		fertility = 0.04
		local_tax_modifier = 0.02
	}
	arctic_covered_fire_hole = {
		desc = arctic_covered_fire_hole_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 62
		upgrades_from = arctic_open_snow_pit
		prerequisites = {
			arctic_open_snow_pit
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.1
		garrison_size = 0.1
		liege_prestige = 0.1
	}
	rope_training_circle = {
		desc = rope_training_circle_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 260
		ai_creation_factor = 65
		upgrades_from = grass_cleared_ring
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.07
		light_cavalry_offensive = 0.07
		levy_reinforce_rate = 0.03
	}
	fenced_fruit_grove = {
		desc = fenced_fruit_grove_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 340
		ai_creation_factor = 70
		upgrades_from = sapling_patch
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.09
		fertility = 0.06
		garrison_size = 0.03
	}
	simple_barn = {
		desc = simple_barn_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 230
		ai_creation_factor = 68
		upgrades_from = wattle_pen
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.13
		garrison_size = 0.13
		court_size_modifier = 2
	}
	timber_sheds = {
		desc = timber_sheds_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 360
		ai_creation_factor = 80
		upgrades_from = rough_sawpit
		prerequisites = {
			rough_sawpit
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.09
		garrison_size = 0.07
		retinuesize = 50
	}
	packed_mud_wall = {
		desc = packed_mud_wall_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 480
		ai_creation_factor = 65
		upgrades_from = clay_lump_fence
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.2
		levy_size = 0.1
		fort_level = 0.5
	}
	timber_stilt_hut = {
		desc = timber_stilt_hut_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 350
		ai_creation_factor = 40
		upgrades_from = brush_platform
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.12
		garrison_size = 0.1
		archers_offensive = 0.02
	}
	clay_rain_barrel = {
		desc = clay_rain_barrel_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 62
		upgrades_from = leaf_funnel_collector
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.07
		fertility = 0.02
		garrison_size = 0.03
	}
	reed_mat_yurt = {
		desc = reed_mat_yurt_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 270
		ai_creation_factor = 68
		upgrades_from = simple_hide_tent
		prerequisites = {
			simple_hide_tent
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.12
		garrison_size = 0.08
		fertility = 0.01
	}
	marketplace_canvas_stall_row = {
		desc = marketplace_canvas_stall_row_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 200
		ai_creation_factor = 38
		upgrades_from = tb_market_town_4
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.5
		levy_size = 0.08
		local_tax_modifier = 0.03
	}
	timber_palisade_hilltop = {
		desc = timber_palisade_hilltop_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 65
		upgrades_from = brush_fence_hilltop
		prerequisites = {
			brush_fence_hilltop
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.18
		levy_size = 0.12
		fort_level = 0.5
	}
	tribal_raised_berry_beds = {
		desc = tribal_raised_berry_beds_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 550
		ai_creation_factor = 75
		upgrades_from = tribal_fenced_berry_grove
		prerequisites = {
			tribal_fenced_berry_grove
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.4
		fertility = 0.04
		levy_size = 0.12
		garrison_size = 0.06
	}
	covered_trap_shed = {
		desc = covered_trap_shed_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 330
		ai_creation_factor = 36
		upgrades_from = pit_trap_clearing
		prerequisites = {
			pit_trap_clearing
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		garrison_size = 0.1
		archers_offensive = 0.05
	}
	messengers_lean_to = {
		desc = messengers_lean_to_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 68
		upgrades_from = lookout_stand
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.08
		garrison_size = 0.12
		global_movement_speed = 0.01
	}
	fenced_herb_plot = {
		desc = fenced_herb_plot_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 280
		ai_creation_factor = 65
		upgrades_from = wild_patch_clearing
		prerequisites = {
			wild_patch_clearing
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.4
		levy_size = 0.06
		garrison_size = 0.04
	}
	timber_stable = {
		desc = timber_stable_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 210
		ai_creation_factor = 68
		upgrades_from = simple_paddock
		prerequisites = {
			simple_paddock
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.12
		garrison_size = 0.08
		light_cavalry_offensive = 0.05
	}
	arctic_snowbank_fishing_stand = {
		desc = arctic_snowbank_fishing_stand_desc
		prestige_cost = 110
		extra_tech_building_start = 999
		build_time = 250
		ai_creation_factor = 65
		upgrades_from = arctic_hand_cut_ice_hole
		prerequisites = {
			arctic_hand_cut_ice_hole
		}
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.4
		levy_size = 0.1
		garrison_size = 0.03
	}
	wicker_grain_bin = {
		desc = wicker_grain_bin_desc
		prestige_cost = 110
		extra_tech_building_start = 999
		build_time = 350
		ai_creation_factor = 65
		upgrades_from = earthen_pit_store
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.07
		garrison_size = 0.1
		local_tax_modifier = 0.01
	}
	desert_oasis_well_reed_lined_well = {
		desc = desert_oasis_well_reed_lined_well_desc
		prestige_cost = 100
		extra_tech_building_start = 999
		build_time = 240
		ai_creation_factor = 65
		upgrades_from = desert_oasis_well_hand_dug_pit
		prerequisites = {
			desert_oasis_well_hand_dug_pit
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.15
		fertility = 0.05
		levy_size = 0.05
	}
	bamboo_palisade = {
		desc = bamboo_palisade_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 280
		ai_creation_factor = 66
		upgrades_from = palm_frond_fence
		prerequisites = {
			palm_frond_fence
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.11
		garrison_size = 0.13
		fort_level = 0.3
	}
	timber_platform = {
		desc = timber_platform_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 62
		upgrades_from = stump_watchpost
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.08
		garrison_size = 0.06
		archers_offensive = 0.03
	}
	covered_threshing_shed = {
		desc = covered_threshing_shed_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 220
		ai_creation_factor = 70
		upgrades_from = open_threshing_floor
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.08
		local_tax_modifier = 0.03
		garrison_size = 0.04
	}
	arctic_ice_block_shelter = {
		desc = arctic_ice_block_shelter_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 260
		ai_creation_factor = 38
		upgrades_from = arctic_snowbank_hut
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.14
		garrison_size = 0.18
		retinuesize = 0.5
	}
	archer_training_simple_archery_range = {
		desc = archer_training_simple_archery_range_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 240
		ai_creation_factor = 40
		upgrades_from = archer_training_target_clearing
		prerequisites = {
			archer_training_target_clearing
		}
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.09
		archers_offensive = 0.04
		retinuesize = 25
	}
	stacked_rock_pen = {
		desc = stacked_rock_pen_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 260
		ai_creation_factor = 65
		upgrades_from = brush_enclosure
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		garrison_size = 0.15
		fertility = 0.04
	}
	timber_longhouse = {
		desc = timber_longhouse_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 200
		ai_creation_factor = 50
		upgrades_from = firepit_gathering
		prerequisites = {
			firepit_gathering
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.09
		court_size_modifier = 4
		vassal_opinion = 1
	}
	wattle_fold = {
		desc = wattle_fold_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 350
		ai_creation_factor = 62
		upgrades_from = brush_sheep_pen
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.08
		garrison_size = 0.08
		light_infantry_offensive = 0.03
	}
	tribal_council_timber_bench_hall = {
		desc = tribal_council_timber_bench_hall_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 175
		ai_creation_factor = 66
		upgrades_from = tribal_council_fire_circle
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		court_size_modifier = 4
		levy_size = 0.08
		retinuesize = 0.02
	}
	palm_frond_shelter = {
		desc = palm_frond_shelter_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 250
		ai_creation_factor = 68
		upgrades_from = reed_mat_shade
		prerequisites = {
			reed_mat_shade
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.09
		court_size_modifier = 2
		garrison_size = 0.04
	}
	wattle_corral = {
		desc = wattle_corral_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 260
		ai_creation_factor = 28
		upgrades_from = rope_fenced_pen
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.16
		garrison_size = 0.12
		light_cavalry_offensive = 0.04
	}
	steppe_reed_lined_well = {
		desc = steppe_reed_lined_well_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 66
		upgrades_from = steppe_hand_dug_pit
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.16
		garrison_size = 0.12
		fertility = 0.02
	}
	pit_tanning_vat = {
		desc = pit_tanning_vat_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 62
		upgrades_from = hide_drying_rack
		prerequisites = {
			hide_drying_rack
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.07
		garrison_size = 0.05
	}
	muddy_dock = {
		desc = muddy_dock_desc
		prestige_cost = 90
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 68
		upgrades_from = reed_landing
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.09
		garrison_size = 0.07
		retinuesize = 0.5
	}
	steppe_reed_tent = {
		desc = steppe_reed_tent_desc
		prestige_cost = 80
		extra_tech_building_start = 999
		build_time = 150
		ai_creation_factor = 38
		upgrades_from = steppe_brush_shelter
		prerequisites = {
			steppe_brush_shelter
		}
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.1
		levy_size = 0.08
		levy_reinforce_rate = 0.03
	}
	earthen_pit_store_mountain = {
		desc = earthen_pit_store_mountain_desc
		prestige_cost = 80
		extra_tech_building_start = 999
		build_time = 280
		ai_creation_factor = 45
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.1
		levy_size = 0.08
	}
	timber_signal_post = {
		desc = timber_signal_post_desc
		prestige_cost = 80
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 70
		upgrades_from = brush_beacon_stand
		prerequisites = {
			brush_beacon_stand
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.06
		garrison_size = 0.07
		land_morale = 0.01
	}
	stacked_stone_leanto = {
		desc = stacked_stone_leanto_desc
		prestige_cost = 80
		extra_tech_building_start = 999
		build_time = 360
		ai_creation_factor = 62
		upgrades_from = rock_overhang_hut
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.11
		levy_size = 0.08
		court_size_modifier = 1
	}
	fenced_palm_stand = {
		desc = fenced_palm_stand_desc
		prestige_cost = 80
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 65
		upgrades_from = seedling_patch
		prerequisites = {
			seedling_patch
		}
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.03
		levy_size = 0.05
		garrison_size = 0.04
	}
	stone_pile_fence_farmlands = {
		desc = stone_pile_fence_farmlands_desc
		prestige_cost = 80
		extra_tech_building_start = 999
		build_time = 350
		ai_creation_factor = 60
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.05
		garrison_size = 0.05
	}
	wicker_grain_bin = {
		desc = wicker_grain_bin_desc
		prestige_cost = 80
		extra_tech_building_start = 999
		build_time = 220
		ai_creation_factor = 65
		upgrades_from = grass_basket_store
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.22
		levy_size = 0.09
		garrison_size = 0.03
	}
	arctic_ice_lined_store = {
		desc = arctic_ice_lined_store_desc
		prestige_cost = 80
		extra_tech_building_start = 999
		build_time = 250
		ai_creation_factor = 65
		upgrades_from = arctic_snow_pit_cache
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.08
		levy_size = 0.06
		retinuesize = 0.5
	}
	mountain_mining_shallow_dig = {
		desc = mountain_mining_shallow_dig_desc
		prestige_cost = 80
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 25
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.3
		levy_size = 0.04
	}
	fenced_garden = {
		desc = fenced_garden_desc
		prestige_cost = 75
		extra_tech_building_start = 999
		build_time = 250
		ai_creation_factor = 62
		upgrades_from = wild_herb_patch
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.04
		levy_size = 0.07
		garrison_size = 0.03
	}
	open_hearth_forge = {
		desc = open_hearth_forge_desc
		prestige_cost = 70
		extra_tech_building_start = 999
		build_time = 225
		ai_creation_factor = 65
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		garrison_size = 0.05
	}
	reed_fence = {
		desc = reed_fence_desc
		prestige_cost = 70
		extra_tech_building_start = 999
		build_time = 225
		ai_creation_factor = 65
		upgrades_from = brush_windbreak
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.14
		garrison_size = 0.09
		light_infantry_offensive = 0.03
	}
	wattle_camel_yard = {
		desc = wattle_camel_yard_desc
		prestige_cost = 70
		extra_tech_building_start = 999
		build_time = 240
		ai_creation_factor = 65
		upgrades_from = rope_enclosure
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.06
		light_cavalry_offensive = 0.03
		garrison_size = 0.02
	}
	shallow_quarry_pit = {
		desc = shallow_quarry_pit_desc
		prestige_cost = 70
		extra_tech_building_start = 999
		build_time = 260
		ai_creation_factor = 60
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.03
		garrison_size = 0.025
	}
	wattle_pen = {
		desc = wattle_pen_desc
		prestige_cost = 65
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 64
		upgrades_from = stick_fenced_enclosure
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.07
		garrison_size = 0.08
		fertility = 0.01
	}
	rough_sawpit = {
		desc = rough_sawpit_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 270
		ai_creation_factor = 70
		upgrades_from = tb_market_town_1
		prerequisites = {
			tb_market_town_1
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.05
		garrison_size = 0.04
		local_tax_modifier = 0.01
	}
	arctic_open_snow_pit = {
		desc = arctic_open_snow_pit_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 60
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.05
		garrison_size = 0.05
	}
	farmlands_hand_dug_channel = {
		desc = farmlands_hand_dug_channel_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 200
		ai_creation_factor = 38
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		fertility = 0.02
		local_tax_modifier = 0.03
	}
	leaf_funnel_collector = {
		desc = leaf_funnel_collector_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 60
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.03
		fertility = 0.01
	}
	tb_market_town_4 = {
		desc = tb_market_town_4_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 150
		ai_creation_factor = 35
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.25
		levy_size = 0.04
	}
	tribal_fenced_berry_grove = {
		desc = tribal_fenced_berry_grove_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 70
		upgrades_from = tribal_wild_berry_patch
		prerequisites = {
			tribal_wild_berry_patch
		}
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.2
		fertility = 0.02
		levy_size = 0.06
		garrison_size = 0.03
	}
	simple_paddock = {
		desc = simple_paddock_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 160
		ai_creation_factor = 64
		upgrades_from = rope_corral
		prerequisites = {
			rope_corral
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.06
		garrison_size = 0.04
		light_cavalry_offensive = 0.03
	}
	wild_patch_clearing = {
		desc = wild_patch_clearing_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 62
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.2
		levy_size = 0.03
		garrison_size = 0.02
	}
	mountain_cliff_watchpost_rocky_lookout = {
		desc = rocky_lookout_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 65
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		garrison_size = 0.05
	}
	hand_dug_ditch = {
		desc = hand_dug_ditch_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 400
		ai_creation_factor = 35
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		fertility = 0.02
		local_tax_modifier = 0.01
	}
	tb_hillfort_4 = {
		desc = tb_hillfort_4_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 65
		potential = {
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fort_level = 0.3
		garrison_size = 0.07
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
	}
	lookout_stand = {
		desc = lookout_stand_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 90
		ai_creation_factor = 65
		upgrades_from = tb_hillfort_1
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		garrison_size = 0.06
		archers_offensive = 0.01
	}
	grass_cleared_ring = {
		desc = grass_cleared_ring_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 60
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.03
		light_cavalry_offensive = 0.03
	}
	brush_platform = {
		desc = brush_platform_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 250
		ai_creation_factor = 30
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.06
		garrison_size = 0.05
	}
	brush_sled_rack = {
		desc = brush_sled_rack_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 60
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.06
		garrison_size = 0.05
	}
	simple_hunting_hut = {
		desc = simple_hunting_hut_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 65
		upgrades_from = brush_blind
		prerequisites = {
			brush_blind
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.06
		archers_offensive = 0.04
		garrison_size = 0.03
	}
	simple_hide_tent = {
		desc = simple_hide_tent_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 65
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.06
		garrison_size = 0.04
	}
	sapling_patch = {
		desc = sapling_patch_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 260
		ai_creation_factor = 60
		potential = {
			terrain = farmland
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		fertility = 0.03
	}
	wicker_granary = {
		desc = wicker_granary_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 40
		upgrades_from = reed_basket_store
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.06
		tax_income = 0.5
		garrison_size = 0.04
	}
	earthen_pit_store = {
		desc = earthen_pit_store_desc
		prestige_cost = 55
		extra_tech_building_start = 999
		build_time = 250
		ai_creation_factor = 60
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		garrison_size = 0.05
	}
	pit_trap_clearing = {
		desc = pit_trap_clearing_desc
		prestige_cost = 55
		extra_tech_building_start = 999
		build_time = 260
		ai_creation_factor = 28
		upgrades_from = snare_makers_leanto
		prerequisites = {
			snare_makers_leanto
		}
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.08
		garrison_size = 0.06
		local_tax_modifier = 0.01
	}
	clay_lump_fence = {
		desc = clay_lump_fence_desc
		prestige_cost = 50
		extra_tech_building_start = 999
		build_time = 360
		ai_creation_factor = 60
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.1
		levy_size = 0.05
	}
	desert_oasis_well_hand_dug_pit = {
		desc = desert_oasis_well_hand_dug_pit_desc
		prestige_cost = 50
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 60
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.1
		fertility = 0.03
	}
	arctic_hand_cut_ice_hole = {
		desc = arctic_hand_cut_ice_hole_desc
		prestige_cost = 50
		extra_tech_building_start = 999
		build_time = 150
		ai_creation_factor = 60
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.2
		levy_size = 0.05
	}
	brush_fence_hilltop = {
		desc = brush_fence_hilltop_desc
		prestige_cost = 50
		extra_tech_building_start = 999
		build_time = 150
		ai_creation_factor = 60
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.1
		levy_size = 0.05
		court_size_modifier = 1
	}
	grass_rope_corral = {
		desc = grass_rope_corral_desc
		prestige_cost = 50
		extra_tech_building_start = 999
		build_time = 365
		ai_creation_factor = 30
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.05
		garrison_size = 0.04
	}
	stump_watchpost = {
		desc = stump_watchpost_desc
		prestige_cost = 45
		extra_tech_building_start = 999
		build_time = 200
		ai_creation_factor = 60
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		garrison_size = 0.03
	}
	palm_frond_fence = {
		desc = palm_frond_fence_desc
		prestige_cost = 45
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 62
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.05
		garrison_size = 0.06
	}
	hide_drying_rack = {
		desc = hide_drying_rack_desc
		prestige_cost = 45
		extra_tech_building_start = 999
		build_time = 240
		ai_creation_factor = 60
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		garrison_size = 0.02
	}
	brush_sheep_pen = {
		desc = brush_sheep_pen_desc
		prestige_cost = 45
		extra_tech_building_start = 999
		build_time = 270
		ai_creation_factor = 60
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		garrison_size = 0.04
	}
	archer_training_target_clearing = {
		desc = archer_training_target_clearing_desc
		prestige_cost = 45
		extra_tech_building_start = 999
		build_time = 160
		ai_creation_factor = 35
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		archers_offensive = 0.02
	}
	rope_fenced_pen = {
		desc = rope_fenced_pen_desc
		prestige_cost = 45
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 22
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.08
		garrison_size = 0.06
	}
	open_threshing_floor = {
		desc = open_threshing_floor_desc
		prestige_cost = 45
		extra_tech_building_start = 999
		build_time = 150
		ai_creation_factor = 65
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		local_tax_modifier = 0.015
	}
	arctic_snow_pit_cache = {
		desc = arctic_snow_pit_cache_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 60
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.04
		levy_size = 0.03
	}
	steppe_hand_dug_pit = {
		desc = steppe_hand_dug_pit_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 220
		ai_creation_factor = 60
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.08
		garrison_size = 0.06
		fertility = 0.01
	}
	steppe_brush_shelter = {
		desc = steppe_brush_shelter_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 100
		ai_creation_factor = 35
		potential = {
			terrain = steppe
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.05
		levy_size = 0.04
	}
	reed_landing = {
		desc = reed_landing_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 64
		port = yes
		potential = {
			terrain = coastal
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		garrison_size = 0.03
		tax_income = 0.3
	}
	firepit_gathering = {
		desc = firepit_gathering_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 45
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		court_size_modifier = 2
	}
	brush_beacon_stand = {
		desc = brush_beacon_stand_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 90
		ai_creation_factor = 60
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.03
		garrison_size = 0.04
	}
	brush_enclosure = {
		desc = brush_enclosure_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 175
		ai_creation_factor = 62
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.07
		garrison_size = 0.08
	}
	arctic_snowbank_hut = {
		desc = arctic_snowbank_hut_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 35
		potential = {
			terrain = arctic
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.07
		garrison_size = 0.1
	}
	reed_mat_shade = {
		desc = reed_mat_shade_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 60
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.04
		court_size_modifier = 1
	}
	tribal_council_fire_circle = {
		desc = tribal_council_fire_circle_desc
		prestige_cost = 40
		extra_tech_building_start = 999
		build_time = 130
		ai_creation_factor = 62
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		court_size_modifier = 2
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
	}
	rock_overhang_hut = {
		desc = rock_overhang_hut_desc
		prestige_cost = 35
		extra_tech_building_start = 999
		build_time = 280
		ai_creation_factor = 60
		potential = {
			terrain = mountain
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		garrison_size = 0.05
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
	}
	wild_herb_patch = {
		desc = wild_herb_patch_desc
		prestige_cost = 35
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 60
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.02
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
	}
	grass_basket_store = {
		desc = grass_basket_store_desc
		prestige_cost = 35
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 60
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.1
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
	}
	seedling_patch = {
		desc = seedling_patch_desc
		prestige_cost = 35
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 60
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		fertility = 0.02
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
	}
	brush_windbreak = {
		desc = brush_windbreak_desc
		prestige_cost = 35
		extra_tech_building_start = 999
		build_time = 150
		ai_creation_factor = 60
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		garrison_size = 0.05
	}
	stick_fenced_enclosure = {
		desc = stick_fenced_enclosure_desc
		prestige_cost = 30
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 60
		potential = {
			terrain = plains
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		garrison_size = 0.04
	}
	rope_corral = {
		desc = rope_corral_desc
		prestige_cost = 30
		extra_tech_building_start = 999
		build_time = 100
		ai_creation_factor = 62
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		garrison_size = 0.02
	}
	tribal_wild_berry_patch = {
		desc = tribal_wild_berry_patch_desc
		prestige_cost = 30
		extra_tech_building_start = 999
		build_time = 300
		ai_creation_factor = 65
		potential = {
			terrain = hills
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		tax_income = 0.1
		fertility = 0.01
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
	}
	rope_enclosure = {
		desc = rope_enclosure_desc
		prestige_cost = 30
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 60
		potential = {
			terrain = desert
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		light_cavalry_offensive = 0.02
	}
	tb_hillfort_1 = {
		desc = brush_shelter_desc
		prestige_cost = 30
		extra_tech_building_start = 999
		build_time = 60
		ai_creation_factor = 62
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		garrison_size = 0.03
	}
	reed_basket_store = {
		desc = reed_basket_store_desc
		prestige_cost = 30
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 35
		potential = {
			terrain = farmlands
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		tax_income = 0.2
	}
	tb_market_town_1 = {
		desc = woodpile_clearing_desc
		prestige_cost = 25
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 60
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		garrison_size = 0.02
	}
	brush_blind = {
		desc = brush_blind_desc
		prestige_cost = 25
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 60
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		archers_offensive = 0.02
	}
	snare_makers_leanto = {
		desc = snare_makers_leanto_desc
		prestige_cost = 25
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 22
		potential = {
			terrain = jungle
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		levy_size = 0.15
		levy_reinforce_rate = 0.1
		retinuesize = 100
		garrison_size = 0.03
	}
	tb_shipyard_1 = {
		desc = tb_shipyard_1_desc
		prestige_cost = 100
		extra_tech_building_start = 999
		build_time = 275
		port = yes
		ai_creation_factor = 60
		trigger = {
			TECH_NAVAL = 0
		}
		galleys = 5
		tax_income = 0.5
	}
	tb_shipyard_2 = {
		desc = tb_shipyard_2_desc
		prestige_cost = 300
		extra_tech_building_start = 999
		build_time = 350
		port = yes
		ai_creation_factor = 65
		upgrades_from = tb_shipyard_1
		trigger = {
			TECH_NAVAL = 0
		}
		galleys = 10
		tax_income = 0.75
	}
	tb_shipyard_3 = {
		desc = tb_shipyard_3_desc
		prestige_cost = 500
		extra_tech_building_start = 999
		build_time = 400
		port = yes
		ai_creation_factor = 70
		upgrades_from = tb_shipyard_2
		trigger = {
			TECH_NAVAL = 1
		}
		galleys = 20
		tax_income = 1
	}
	tb_shipyard_4 = {
		desc = tb_shipyard_4_desc
		prestige_cost = 750
		port = yes
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 75
		upgrades_from = tb_shipyard_3
		trigger = {
			TECH_NAVAL = 1
		}
		galleys = 30
		tax_income = 2
	}
	tb_shipyard_5 = {
		desc = tb_shipyard_5_desc
		prestige_cost = 1250
		port = yes
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 80
		upgrades_from = tb_shipyard_4
		trigger = {
			TECH_NAVAL = 2
		}
		galleys = 45
		tax_income = 3
	}
	tb_shipyard_6 = {
		desc = tb_shipyard_6_desc
		prestige_cost = 1800
		port = yes
		extra_tech_building_start = 999
		build_time = 1400
		ai_creation_factor = 85
		upgrades_from = tb_shipyard_5
		trigger = {
			TECH_NAVAL = 2
		}
		tax_income = 4
		galleys = 60
	}
	tb_shipyard_7 = {
		desc = tb_shipyard_7_desc
		prestige_cost = 2500
		port = yes
		extra_tech_building_start = 999
		build_time = 1600
		ai_creation_factor = 90
		upgrades_from = tb_shipyard_6
		trigger = {
			TECH_NAVAL = 3
		}
		galleys = 80
		tax_income = 5
	}
	tb_shipyard_8 = {
		desc = tb_shipyard_8_desc
		prestige_cost = 5000
		port = yes
		extra_tech_building_start = 999
		build_time = 1800
		ai_creation_factor = 95
		upgrades_from = tb_shipyard_7
		trigger = {
			TECH_NAVAL = 3
		}
		tax_income = 8
		galleys = 100
	}
	tb_shipyard_9 = {
		desc = tb_shipyard_9_desc
		prestige_cost = 6000
		port = yes
		extra_tech_building_start = 999
		build_time = 2000
		ai_creation_factor = 100
		upgrades_from = tb_shipyard_8
		trigger = {
			TECH_NAVAL = 4
		}
		galleys = 125
		tax_income = 10
	}
	tb_shipyard_10 = {
		desc = tb_shipyard_10_desc
		prestige_cost = 7000
		port = yes
		extra_tech_building_start = 999
		build_time = 2400
		ai_creation_factor = 110
		upgrades_from = tb_shipyard_9
		trigger = {
			TECH_NAVAL = 5
		}
		galleys = 160
		tax_income = 15
		vassal_opinion = 5
	}
	sanctified_grove_of_recovery = {
		desc = sanctified_grove_of_recovery_desc
		prestige_cost = 14000
		extra_tech_building_start = 999
		build_time = 1500
		ai_creation_factor = 110
		upgrades_from = spirit_ward_enclosure
		prerequisites = {
			spirit_ward_enclosure
		}
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CONSTRUCTION = 7
		}
		hospital_level = 60
		disease_defence = 3
		tech_growth_modifier = 0.3
		vassal_opinion = 20
		monthly_character_piety = 0.5
	}
	spirit_ward_enclosure = {
		desc = spirit_ward_enclosure_desc
		prestige_cost = 9000
		extra_tech_building_start = 999
		build_time = 1200
		ai_creation_factor = 110
		upgrades_from = stone_medicine_house
		prerequisites = {
			stone_medicine_house
		}
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CONSTRUCTION = 6
		}
		hospital_level = 40
		disease_defence = 2
		supply_limit = 0.25
		fertility = 0.15
	}
	stone_medicine_house = {
		desc = stone_medicine_house_desc
		prestige_cost = 6000
		extra_tech_building_start = 999
		build_time = 1000
		ai_creation_factor = 100
		upgrades_from = ancestral_healing_hall
		prerequisites = {
			ancestral_healing_hall
		}
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		hospital_level = 30
		disease_defence = 1.6
		tech_growth_modifier = 0.2
		monthly_character_piety = 0.25
	}
	ancestral_healing_hall = {
		desc = ancestral_healing_hall_desc
		prestige_cost = 3200
		extra_tech_building_start = 999
		build_time = 800
		ai_creation_factor = 90
		upgrades_from = smoke_lodge
		prerequisites = {
			smoke_lodge
		}
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		hospital_level = 20
		disease_defence = 1.2
		tech_growth_modifier = 0.15
		vassal_opinion = 10
	}
	smoke_lodge = {
		desc = smoke_lodge_desc
		prestige_cost = 1800
		extra_tech_building_start = 999
		build_time = 600
		ai_creation_factor = 70
		upgrades_from = shamans_shelter
		prerequisites = {
			shamans_shelter
		}
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		hospital_level = 12
		disease_defence = 0.8
		supply_limit = 0.12
		fertility = 0.08
	}
	shamans_shelter = {
		desc = shamans_shelter_desc
		prestige_cost = 900
		extra_tech_building_start = 999
		build_time = 420
		ai_creation_factor = 60
		upgrades_from = bone_charm_circle
		prerequisites = {
			bone_charm_circle
		}
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		hospital_level = 7
		disease_defence = 0.5
		tech_growth_modifier = 0.07
		monthly_character_piety = 0.1
	}
	bone_charm_circle = {
		desc = bone_charm_circle_desc
		prestige_cost = 480
		extra_tech_building_start = 999
		build_time = 320
		ai_creation_factor = 54
		upgrades_from = herbalists_hut
		prerequisites = {
			herbalists_hut
		}
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		hospital_level = 4
		disease_defence = 0.3
		supply_limit = 0.05
	}
	herbalists_hut = {
		desc = herbalists_hut_desc
		prestige_cost = 240
		extra_tech_building_start = 999
		build_time = 240
		ai_creation_factor = 44
		upgrades_from = healing_clearing
		prerequisites = {
			healing_clearing
		}
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		hospital_level = 2
		disease_defence = 0.15
		tech_growth_modifier = 0.03
	}
	healing_clearing = {
		desc = healing_clearing_desc
		prestige_cost = 120
		extra_tech_building_start = 999
		build_time = 180
		ai_creation_factor = 38
		upgrades_from = sacred_hearth
		prerequisites = {
			sacred_hearth
		}
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		hospital_level = 1
		disease_defence = 0.1
		fertility = 0.03
	}
	sacred_hearth = {
		desc = sacred_hearth_desc
		prestige_cost = 60
		extra_tech_building_start = 999
		build_time = 120
		ai_creation_factor = 30
		potential = {
			has_dlc = "Reapers"
			is_tribal = yes
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
		}
		hospital_level = 0.5
		disease_defence = 0.05
	}
}
