# All cultural buildings follow the same pattern:
# tech required is 0, 1, 2, 4 for the levels of the buildings
# cost is 200 + 100 per level
# 60 maintenance of troops + 20 per level
# + 0.15 bonus in either offensive, defensive or morale sometimes split over different units or stats same on all levels

# Castle Culture building names MUST start with ca_culture
# Be sure to mirror new additions in the tribal culture buildings file

# Castle
castle = {
	### CULTURE GROUPS
	# Altaic and Persian horse breeders
	ca_culture_group_altaic_1 = {
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_cavalry = 10
		knights = 5
		horse_archers = 10
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_altaic_1 }
				culture_group = iranian
				culture_group = tocharian_group

				AND = {
					culture_group = altaic
					NOT = { culture = jurchen }
				}
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = iranian
					culture_group = tocharian_group

					AND = {
						culture_group = altaic
						NOT = { culture = jurchen }
					}
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_altaic_2 = {
		desc = ca_culture_group_altaic_1_desc
		upgrades_from = ca_culture_group_altaic_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		light_cavalry = 15
		knights = 5
		horse_archers = 15
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_altaic_2 }
				culture_group = iranian
				culture_group = tocharian_group

				AND = {
					culture_group = altaic
					NOT = { culture = jurchen }
				}
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = iranian
					culture_group = tocharian_group

					AND = {
						culture_group = altaic
						NOT = { culture = jurchen }
					}
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_altaic_3 = {
		desc = ca_culture_group_altaic_1_desc
		upgrades_from = ca_culture_group_altaic_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		light_cavalry = 15
		knights = 10
		horse_archers = 15
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_altaic_3 }
				culture_group = iranian
				culture_group = tocharian_group

				AND = {
					culture_group = altaic
					NOT = { culture = jurchen }
				}
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = iranian
					culture_group = tocharian_group

					AND = {
						culture_group = altaic
						NOT = { culture = jurchen }
					}
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_altaic_4 = {
		desc = ca_culture_group_altaic_1_desc
		upgrades_from = ca_culture_group_altaic_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		light_cavalry = 20
		knights = 10
		horse_archers = 20
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_altaic_4 }
				culture_group = iranian
				culture_group = tocharian_group

				AND = {
					culture_group = altaic
					NOT = { culture = jurchen }
				}
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = iranian
					culture_group = tocharian_group

					AND = {
						culture_group = altaic
						NOT = { culture = jurchen }
					}
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Arabian Camel Cavalry
	ca_culture_group_arabic_1 = {
		desc = ca_culture_group_arabic_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		camel_cavalry = 30
		camel_cavalry_defensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_arabic_1 }
				culture = bedouin_arabic
				culture = levantine_arabic
				culture = egyptian_arabic
				culture = sicilian_arabic
				culture = assyrian
				culture = beja
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = bedouin_arabic
					culture = levantine_arabic
					culture = egyptian_arabic
					culture = sicilian_arabic
					culture = assyrian
					culture = beja
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_arabic_2 = {
		desc = ca_culture_group_arabic_1_desc
		upgrades_from = ca_culture_group_arabic_1
		gold_cost = 300
		build_time = 1095

		camel_cavalry = 40
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_arabic_2 }
				culture = bedouin_arabic
				culture = levantine_arabic
				culture = egyptian_arabic
				culture = sicilian_arabic
				culture = assyrian
				culture = beja
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = bedouin_arabic
					culture = levantine_arabic
					culture = egyptian_arabic
					culture = sicilian_arabic
					culture = assyrian
					culture = beja
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_arabic_3 = {
		desc = ca_culture_group_arabic_1_desc
		upgrades_from = ca_culture_group_arabic_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		camel_cavalry = 50
		camel_cavalry_defensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_arabic_3 }
				culture = bedouin_arabic
				culture = levantine_arabic
				culture = egyptian_arabic
				culture = sicilian_arabic
				culture = assyrian
				culture = beja
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = bedouin_arabic
					culture = levantine_arabic
					culture = egyptian_arabic
					culture = sicilian_arabic
					culture = assyrian
					culture = beja
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_arabic_4 = {
		desc = ca_culture_group_arabic_1_desc
		upgrades_from = ca_culture_group_arabic_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		camel_cavalry = 60
		camel_cavalry_defensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_arabic_4 }
				culture = bedouin_arabic
				culture = levantine_arabic
				culture = egyptian_arabic
				culture = sicilian_arabic
				culture = assyrian
				culture = beja
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = bedouin_arabic
					culture = levantine_arabic
					culture = egyptian_arabic
					culture = sicilian_arabic
					culture = assyrian
					culture = beja
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Baltic tribes Heavy Infantry camps
	ca_culture_group_baltic_1 = {
		desc = ca_culture_group_baltic_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 30
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_baltic_1 }
				culture_group = baltic
				culture_group = finno_ugric
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = baltic
					culture_group = finno_ugric
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_baltic_2 = {
		desc = ca_culture_group_baltic_1_desc
		upgrades_from = ca_culture_group_baltic_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		heavy_infantry = 40
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_baltic_2 }
				culture_group = baltic
				culture_group = finno_ugric
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = baltic
					culture_group = finno_ugric
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_baltic_3 = {
		desc = ca_culture_group_baltic_1_desc
		upgrades_from = ca_culture_group_baltic_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		heavy_infantry = 50
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_baltic_3 }
				culture_group = baltic
				culture_group = finno_ugric
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = baltic
					culture_group = finno_ugric
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_baltic_4 = {
		desc = ca_culture_group_baltic_1_desc
		upgrades_from = ca_culture_group_baltic_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		heavy_infantry = 60
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_baltic_4 }
				culture_group = baltic
				culture_group = finno_ugric
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = baltic
					culture_group = finno_ugric
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Byzantine Cataphracts
	ca_culture_group_byzantine_1 = {
		desc = ca_culture_group_byzantine_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 10
		horse_archers = 10
		knights_offensive = 0.075
		horse_archers_offensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_byzantine_1 }
				culture_group = byzantine
				culture = galatian
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = byzantine
					culture = galatian
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_byzantine_2 = {
		desc = ca_culture_group_byzantine_1_desc
		upgrades_from = ca_culture_group_byzantine_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 15
		horse_archers = 10
		knights_offensive = 0.075
		horse_archers_offensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_byzantine_2 }
				culture_group = byzantine
				culture = galatian
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = byzantine
					culture = galatian
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_byzantine_3 = {
		desc = ca_culture_group_byzantine_1_desc
		upgrades_from = ca_culture_group_byzantine_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 15
		horse_archers = 20
		knights_offensive = 0.075
		horse_archers_offensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_byzantine_3 }
				culture_group = byzantine
				culture = galatian
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = byzantine
					culture = galatian
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_byzantine_4 = {
		desc = ca_culture_group_byzantine_1_desc
		upgrades_from = ca_culture_group_byzantine_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 20
		horse_archers = 20
		knights_offensive = 0.075
		horse_archers_offensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_byzantine_4 }
				culture_group = byzantine
				culture = galatian
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = byzantine
					culture = galatian
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Ethiopian Light Infantry Drilling Ground
	ca_culture_ethiopian_1 = {
		desc = ca_culture_ethiopian_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 60
		light_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_ethiopian_1 }
				culture = ethiopian
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = ethiopian
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_ethiopian_2 = {
		desc = ca_culture_ethiopian_1_desc
		upgrades_from = ca_culture_ethiopian_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 80
		light_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_ethiopian_2 }
				culture = ethiopian
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = ethiopian
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_ethiopian_3 = {
		desc = ca_culture_ethiopian_1_desc
		upgrades_from = ca_culture_ethiopian_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 100
		light_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_ethiopian_3 }
				culture = ethiopian
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = ethiopian
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_ethiopian_4 = {
		desc = ca_culture_ethiopian_1_desc
		upgrades_from = ca_culture_ethiopian_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 120
		light_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_ethiopian_4 }
				culture = ethiopian
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = ethiopian
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Iberian Fast horse breeders
	ca_culture_group_iberian_1 = {
		desc = ca_culture_group_iberian_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_cavalry = 30
		light_cavalry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_iberian_1 }
				culture_group = iberian
				culture_group = vasconic
				culture = visigothic
				culture = vandalic
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = iberian
					culture_group = vasconic
					culture = visigothic
					culture = vandalic
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_iberian_2 = {
		desc = ca_culture_group_iberian_1_desc
		upgrades_from = ca_culture_group_iberian_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		light_cavalry = 40
		light_cavalry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_iberian_2 }
				culture_group = iberian
				culture_group = vasconic
				culture = visigothic
				culture = vandalic
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = iberian
					culture_group = vasconic
					culture = visigothic
					culture = vandalic
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_iberian_3 = {
		desc = ca_culture_group_iberian_1_desc
		upgrades_from = ca_culture_group_iberian_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8
		light_cavalry = 50
		light_cavalry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_iberian_3 }
				culture_group = iberian
				culture_group = vasconic
				culture = visigothic
				culture = vandalic
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = iberian
					culture_group = vasconic
					culture = visigothic
					culture = vandalic
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_iberian_4 = {
		desc = ca_culture_group_iberian_1_desc
		upgrades_from = ca_culture_group_iberian_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 1.8

		light_cavalry = 60
		light_cavalry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_iberian_4 }
				culture_group = iberian
				culture_group = vasconic
				culture = visigothic
				culture = vandalic
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = iberian
					culture_group = vasconic
					culture = visigothic
					culture = vandalic
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Scandinavian and Anglo-Saxon Housecarls
	ca_culture_group_north_germanic_1 = {
		desc = ca_culture_group_north_germanic_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 30
		heavy_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_north_germanic_1 }
				culture_group = north_germanic
				culture = anglo-saxon
				culture = frisian
				culture = english_norse
				culture = gallawa
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = north_germanic
					culture = anglo-saxon
					culture = frisian
					culture = english_norse
					culture = gallawa
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_north_germanic_2 = {
		desc = ca_culture_group_north_germanic_1_desc
		upgrades_from = ca_culture_group_north_germanic_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 40
		heavy_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_north_germanic_2 }
				culture_group = north_germanic
				culture = anglo-saxon
				culture = frisian
				culture = english_norse
				culture = gallawa
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = north_germanic
					culture = anglo-saxon
					culture = frisian
					culture = english_norse
					culture = gallawa
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_north_germanic_3 = {
		desc = ca_culture_group_north_germanic_1_desc
		upgrades_from = ca_culture_group_north_germanic_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 50
		heavy_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_north_germanic_3 }
				culture_group = north_germanic
				culture = anglo-saxon
				culture = frisian
				culture = english_norse
				culture = gallawa
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = north_germanic
					culture = anglo-saxon
					culture = frisian
					culture = english_norse
					culture = gallawa
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_north_germanic_4 = {
		desc = ca_culture_group_north_germanic_1_desc
		upgrades_from = ca_culture_group_north_germanic_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 60
		heavy_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_north_germanic_4 }
				culture_group = north_germanic
				culture = anglo-saxon
				culture = frisian
				culture = english_norse
				culture = gallawa
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = north_germanic
					culture = anglo-saxon
					culture = frisian
					culture = english_norse
					culture = gallawa
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# South Slavic Cavalry
	ca_culture_group_south_slavic_1 = {
		desc = ca_culture_group_south_slavic_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 5
		light_cavalry = 20
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_south_slavic_1 }
				culture_group = south_slavic
				culture_group = east_romance
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = south_slavic
					culture_group = east_romance
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_south_slavic_2 = {
		desc = ca_culture_group_south_slavic_1_desc
		upgrades_from = ca_culture_group_south_slavic_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 10
		light_cavalry = 20
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_south_slavic_2 }
				culture_group = south_slavic
				culture_group = east_romance
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = south_slavic
					culture_group = east_romance
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_south_slavic_3 = {
		desc = ca_culture_group_south_slavic_1_desc
		upgrades_from = ca_culture_group_south_slavic_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 15
		light_cavalry = 20
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_south_slavic_3 }
				culture_group = south_slavic
				culture_group = east_romance
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = south_slavic
					culture_group = east_romance
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_south_slavic_4 = {
		desc = ca_culture_group_south_slavic_1_desc
		upgrades_from = ca_culture_group_south_slavic_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 15
		light_cavalry = 30
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_group_south_slavic_4 }
				culture_group = south_slavic
				culture_group = east_romance
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = south_slavic
					culture_group = east_romance
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	### Individual / Multiple Cultures
	# Coptic culture
	ca_culture_coptic_1 = {
		desc = ca_culture_coptic_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry_defensive = 0.15
		heavy_infantry = 60

		potential = {
			OR = {
				culture = coptic
				FROMFROM = { has_building = ca_culture_coptic_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = coptic
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_coptic_2 = {
		desc = ca_culture_coptic_1_desc
		upgrades_from = ca_culture_coptic_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		heavy_infantry_defensive = 0.15
		heavy_infantry = 80

		potential = {
			OR = {
				culture = coptic
				FROMFROM = { has_building = ca_culture_coptic_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = coptic
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_coptic_3 = {
		desc = ca_culture_coptic_1_desc
		upgrades_from = ca_culture_coptic_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		heavy_infantry_defensive = 0.15
		heavy_infantry = 100

		potential = {
			OR = {
				culture = coptic
				FROMFROM = { has_building = ca_culture_coptic_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = coptic
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_coptic_4 = {
		desc = ca_culture_coptic_1_desc
		upgrades_from = ca_culture_coptic_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		heavy_infantry_offensive = 0.15
		heavy_infantry = 120

		potential = {
			OR = {
				culture = coptic
				FROMFROM = { has_building = ca_culture_coptic_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = coptic
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Dutch Urban Militia
	ca_culture_dutch_1 = {
		desc = ca_culture_dutch_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 15
		light_infantry = 30
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_dutch_1 }
				culture = dutch
				culture = flemish
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = dutch
					culture = flemish
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_dutch_2 = {
		desc = ca_culture_dutch_1_desc
		upgrades_from = ca_culture_dutch_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 20
		light_infantry = 40
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_dutch_2 }
				culture = dutch
				culture = flemish
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = dutch
					culture = flemish
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_dutch_3 = {
		desc = ca_culture_dutch_1_desc
		upgrades_from = ca_culture_dutch_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 25
		light_infantry = 50
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_dutch_3 }
				culture = dutch
				culture = flemish
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = dutch
					culture = flemish
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_dutch_4 = {
		desc = ca_culture_dutch_1_desc
		upgrades_from = ca_culture_dutch_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 30
		light_infantry = 60
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_dutch_4 }
				culture = dutch
				culture = flemish
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = dutch
					culture = flemish
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Frankish, Occitan, Norman and German Lists (and Breton)
	ca_culture_frank_norman_german_1 = {
		desc = ca_culture_frank_norman_german_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 15
		knights_offensive = 0.15

		potential = {
			OR = {
				culture = french
				culture = occitan
				culture = norman
				german_cultures_trigger = yes
				culture = breton
				culture = cornish
				culture_group = crusader_group
				FROMFROM = { has_building = ca_culture_frank_norman_german_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = french
					culture = occitan
					culture = norman
					german_cultures_trigger = yes
					culture = breton
					culture = cornish
					culture_group = crusader_group
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_frank_norman_german_2 = {
		desc = ca_culture_frank_norman_german_1_desc
		upgrades_from = ca_culture_frank_norman_german_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		knights = 20
		knights_offensive = 0.15

		potential = {
			OR = {
				culture = french
				culture = occitan
				culture = norman
				german_cultures_trigger = yes
				culture = breton
				culture = cornish
				culture_group = crusader_group
				FROMFROM = { has_building = ca_culture_frank_norman_german_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = french
					culture = occitan
					culture = norman
					german_cultures_trigger = yes
					culture = breton
					culture = cornish
					culture_group = crusader_group
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_frank_norman_german_3 = {
		desc = ca_culture_frank_norman_german_1_desc
		upgrades_from = ca_culture_frank_norman_german_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		knights = 25
		knights_offensive = 0.15

		potential = {
			OR = {
				culture = french
				culture = occitan
				culture = norman
				german_cultures_trigger = yes
				culture = breton
				culture = cornish
				culture_group = crusader_group
				FROMFROM = { has_building = ca_culture_frank_norman_german_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = french
					culture = occitan
					culture = norman
					german_cultures_trigger = yes
					culture = breton
					culture = cornish
					culture_group = crusader_group
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_frank_norman_german_4 = {
		desc = ca_culture_frank_norman_german_1_desc
		upgrades_from = ca_culture_frank_norman_german_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		knights = 30
		knights_offensive = 0.15

		potential = {
			OR = {
				culture = french
				culture = occitan
				culture = norman
				german_cultures_trigger = yes
				culture = breton
				culture = cornish
				culture_group = crusader_group
				FROMFROM = { has_building = ca_culture_frank_norman_german_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = french
					culture = occitan
					culture = norman
					german_cultures_trigger = yes
					culture = breton
					culture = cornish
					culture_group = crusader_group
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Germanic Heavy Infantry Barracks
	ca_culture_germanic_1 = {
		desc = ca_culture_germanic_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 30
		heavy_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_germanic_1 }
				culture = frankish
				culture = longobard
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = gepidae
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = longobard
					culture = frankish
					culture = old_gothic
					culture = ostrogothic
					culture = burgundian
					culture = gepidae
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_germanic_2 = {
		desc = ca_culture_germanic_1_desc
		upgrades_from = ca_culture_germanic_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 40
		heavy_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_germanic_2 }
				culture = frankish
				culture = longobard
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = gepidae
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = longobard
					culture = frankish
					culture = old_gothic
					culture = ostrogothic
					culture = burgundian
					culture = gepidae
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_germanic_3 = {
		desc = ca_culture_germanic_1_desc
		upgrades_from = ca_culture_germanic_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 50
		heavy_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_germanic_3 }
				culture = frankish
				culture = longobard
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = gepidae
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = longobard
					culture = frankish
					culture = old_gothic
					culture = ostrogothic
					culture = burgundian
					culture = gepidae
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_germanic_4 = {
		desc = ca_culture_germanic_1_desc
		upgrades_from = ca_culture_germanic_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 60
		heavy_infantry_offensive = 0.15

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_germanic_4 }
				culture = frankish
				culture = longobard
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = gepidae
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = longobard
					culture = frankish
					culture = old_gothic
					culture = ostrogothic
					culture = burgundian
					culture = gepidae
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}


	# Han Crossbow Range
	ca_culture_chinese_han_1 = {
		desc = ca_culture_chinese_han_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		archers_offensive = 0.15
		archers = 80

		potential = {
			OR = {
				culture = han
				FROMFROM = { has_building = ca_culture_chinese_han_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = han
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_chinese_han_2 = {
		desc = ca_culture_chinese_han_1_desc
		upgrades_from = ca_culture_chinese_han_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		archers_offensive = 0.15
		archers = 100

		potential = {
			OR = {
				culture = han
				FROMFROM = { has_building = ca_culture_chinese_han_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = han
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_chinese_han_3 = {
		desc = ca_culture_chinese_han_1_desc
		upgrades_from = ca_culture_chinese_han_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		archers_offensive = 0.15
		archers = 120

		potential = {
			OR = {
				culture = han
				FROMFROM = { has_building = ca_culture_chinese_han_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = han
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_chinese_han_4 = {
		desc = ca_culture_chinese_han_1_desc
		upgrades_from = ca_culture_chinese_han_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		archers_offensive = 0.15
		archers = 150

		potential = {
			OR = {
				culture = han
				FROMFROM = { has_building = ca_culture_chinese_han_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = han
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Hungarian Hussars (and West Slavic)
	ca_culture_hungarian_1 = {
		desc = ca_culture_hungarian_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_cavalry = 30
		light_cavalry_defensive = 0.15

		potential = {
			OR = {
				culture_group = west_slavic
				culture = hungarian
				FROMFROM = { has_building = ca_culture_hungarian_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = hungarian
					culture_group = west_slavic
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_hungarian_2 = {
		desc = ca_culture_hungarian_1_desc
		upgrades_from = ca_culture_hungarian_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_cavalry = 40
		light_cavalry_defensive = 0.15

		potential = {
			OR = {
				culture_group = west_slavic
				culture = hungarian
				FROMFROM = { has_building = ca_culture_hungarian_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = hungarian
					culture_group = west_slavic
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_hungarian_3 = {
		desc = ca_culture_hungarian_1_desc
		upgrades_from = ca_culture_hungarian_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_cavalry = 50
		light_cavalry_defensive = 0.15

		potential = {
			OR = {
				culture_group = west_slavic
				culture = hungarian
				FROMFROM = { has_building = ca_culture_hungarian_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = hungarian
					culture_group = west_slavic
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_hungarian_4 = {
		desc = ca_culture_hungarian_1_desc
		upgrades_from = ca_culture_hungarian_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_cavalry = 60
		light_cavalry_defensive = 0.15

		potential = {
			OR = {
				culture_group = west_slavic
				culture = hungarian
				FROMFROM = { has_building = ca_culture_hungarian_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = hungarian
					culture_group = west_slavic
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Indian war elephant pens
	ca_culture_indian_1 = {
		desc = ca_culture_indian_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		war_elephants = 6
		war_elephants_offensive = 0.15

		potential = {
			OR = {
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				FROMFROM = { has_building = ca_culture_indian_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_indian_2 = {
		desc = ca_culture_indian_2_desc
		upgrades_from = ca_culture_indian_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		war_elephants = 10
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10

		potential = {
			OR = {
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				FROMFROM = { has_building = ca_culture_indian_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_indian_3 = {
		desc = ca_culture_indian_3_desc
		upgrades_from = ca_culture_indian_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10

		potential = {
			OR = {
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				FROMFROM = { has_building = ca_culture_indian_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_indian_4 = {
		desc = ca_culture_indian_4_desc
		upgrades_from = ca_culture_indian_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10

		potential = {
			OR = {
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				FROMFROM = { has_building = ca_culture_indian_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Irish Gallowglass
	ca_culture_irish_1 = {
		desc = ca_culture_irish_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 30
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = irish
				FROMFROM = { has_building = ca_culture_irish_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = irish
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_irish_2 = {
		desc = ca_culture_irish_1_desc
		upgrades_from = ca_culture_irish_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 40
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = irish
				FROMFROM = { has_building = ca_culture_irish_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = irish
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_irish_3 = {
		desc = ca_culture_irish_1_desc
		upgrades_from = ca_culture_irish_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 50
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = irish
				FROMFROM = { has_building = ca_culture_irish_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = irish
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_irish_4 = {
		desc = ca_culture_irish_1_desc
		upgrades_from = ca_culture_irish_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 60
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = irish
				FROMFROM = { has_building = ca_culture_irish_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = irish
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Italian Pike formations
	ca_culture_italian_1 = {
		desc = ca_culture_italian_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 30
		pikemen_morale = 0.15

		potential = {
			OR = {
				is_italian_trigger = yes
				culture = sicilian
				FROMFROM = { has_building = ca_culture_italian_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					is_italian_trigger = yes
					culture = sicilian
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_italian_2 = {
		desc = ca_culture_italian_1_desc
		upgrades_from = ca_culture_italian_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		pikemen = 40
		pikemen_morale = 0.15

		potential = {
			OR = {
				is_italian_trigger = yes
				culture = sicilian
				FROMFROM = { has_building = ca_culture_italian_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					is_italian_trigger = yes
					culture = sicilian
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_italian_3 = {
		desc = ca_culture_italian_1_desc
		upgrades_from = ca_culture_italian_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		pikemen = 50
		pikemen_morale = 0.15

		potential = {
			OR = {
				is_italian_trigger = yes
				culture = sicilian
				FROMFROM = { has_building = ca_culture_italian_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					is_italian_trigger = yes
					culture = sicilian
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_italian_4 = {
		desc = ca_culture_italian_1_desc
		upgrades_from = ca_culture_italian_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		pikemen = 60
		pikemen_morale = 0.15

		potential = {
			OR = {
				is_italian_trigger = yes
				culture = sicilian
				FROMFROM = { has_building = ca_culture_italian_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					is_italian_trigger = yes
					culture = sicilian
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Jewish Heavy Infantry
	ca_culture_jewish_1 = {
		desc = ca_culture_jewish_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 30
		heavy_infantry_morale = 0.15

		potential = {
			OR = {
				culture_group = israelite
				FROMFROM = { has_building = ca_culture_jewish_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = israelite
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_jewish_2 = {
		desc = ca_culture_jewish_1_desc
		upgrades_from = ca_culture_jewish_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 40
		heavy_infantry_morale = 0.15

		potential = {
			OR = {
				culture_group = israelite
				FROMFROM = { has_building = ca_culture_jewish_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = israelite
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_jewish_3 = {
		desc = ca_culture_jewish_1_desc
		upgrades_from = ca_culture_jewish_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 50
		heavy_infantry_morale = 0.15

		potential = {
			OR = {
				culture_group = israelite
				FROMFROM = { has_building = ca_culture_jewish_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = israelite
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_jewish_4 = {
		desc = ca_culture_jewish_1_desc
		upgrades_from = ca_culture_jewish_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 60
		heavy_infantry_morale = 0.15

		potential = {
			OR = {
				culture_group = israelite
				FROMFROM = { has_building = ca_culture_jewish_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = israelite
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Jurchen Cavalry Barracks
	ca_culture_altaic_jurchen_1 = {
		desc = ca_culture_altaic_jurchen_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_cavalry = 15
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1

		potential = {
			OR = {
				culture = jurchen
				FROMFROM = { has_building = ca_culture_altaic_jurchen_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = jurchen
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_altaic_jurchen_2 = {
		desc = ca_culture_altaic_jurchen_1_desc
		upgrades_from = ca_culture_altaic_jurchen_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		light_cavalry = 20
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1

		potential = {
			OR = {
				culture = jurchen
				FROMFROM = { has_building = ca_culture_altaic_jurchen_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = jurchen
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_altaic_jurchen_3 = {
		desc = ca_culture_altaic_jurchen_1_desc
		upgrades_from = ca_culture_altaic_jurchen_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		light_cavalry = 25
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1

		potential = {
			OR = {
				culture = jurchen
				FROMFROM = { has_building = ca_culture_altaic_jurchen_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = jurchen
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_altaic_jurchen_4 = {
		desc = ca_culture_altaic_jurchen_1_desc
		upgrades_from = ca_culture_altaic_jurchen_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		light_cavalry = 30
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1

		potential = {
			OR = {
				culture = jurchen
				FROMFROM = { has_building = ca_culture_altaic_jurchen_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = jurchen
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Moorish Cavalry Barracks
	ca_culture_moors_1 = {
		desc = ca_culture_moors_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_cavalry = 15
		horse_archers = 15
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1

		potential = {
			OR = {
				culture_group = amazigh
				culture = andalusian_arabic
				culture = maghreb_arabic
				FROMFROM = { has_building = ca_culture_moors_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = andalusian_arabic
					culture = maghreb_arabic
					culture_group = amazigh
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_moors_2 = {
		desc = ca_culture_moors_1_desc
		upgrades_from = ca_culture_moors_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		light_cavalry = 20
		horse_archers = 20
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1

		potential = {
			OR = {
				culture_group = amazigh
				culture = andalusian_arabic
				culture = maghreb_arabic
				FROMFROM = { has_building = ca_culture_moors_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = andalusian_arabic
					culture = maghreb_arabic
					culture_group = amazigh
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_moors_3 = {
		desc = ca_culture_moors_1_desc
		upgrades_from = ca_culture_moors_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		light_cavalry = 25
		horse_archers = 25
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1

		potential = {
			OR = {
				culture_group = amazigh
				culture = andalusian_arabic
				culture = maghreb_arabic
				FROMFROM = { has_building = ca_culture_moors_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = andalusian_arabic
					culture = maghreb_arabic
					culture_group = amazigh
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_moors_4 = {
		desc = ca_culture_moors_1_desc
		upgrades_from = ca_culture_moors_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		light_cavalry = 30
		horse_archers = 30
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1

		potential = {
			OR = {
				culture_group = amazigh
				culture = andalusian_arabic
				culture = maghreb_arabic
				FROMFROM = { has_building = ca_culture_moors_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = andalusian_arabic
					culture = maghreb_arabic
					culture_group = amazigh
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Aztec Jaguar Warriors
	ca_culture_nahua_1 = {
		desc = ca_culture_nahua_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 30
		heavy_infantry_morale = 0.05

		potential = {
			OR = {
				culture = nahua
				FROMFROM = { has_building = ca_culture_nahua_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = nahua
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_nahua_2 = {
		desc = ca_culture_nahua_1_desc
		upgrades_from = ca_culture_nahua_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 40
		heavy_infantry_morale = 0.05

		potential = {
			OR = {
				culture = nahua
				FROMFROM = { has_building = ca_culture_nahua_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = nahua
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_nahua_3 = {
		desc = ca_culture_nahua_1_desc
		upgrades_from = ca_culture_nahua_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 50
		heavy_infantry_morale = 0.05

		potential = {
			OR = {
				culture = nahua
				FROMFROM = { has_building = ca_culture_nahua_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = nahua
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_nahua_4 = {
		desc = ca_culture_nahua_1_desc
		upgrades_from = ca_culture_nahua_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 60
		heavy_infantry_morale = 0.05

		potential = {
			OR = {
				culture = nahua
				FROMFROM = { has_building = ca_culture_nahua_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = nahua
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Nubian warrior barracks
	ca_culture_nubian_1 = {
		desc = ca_culture_nubian_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 10
		light_infantry = 20
		archers = 20
		archers_defensive = 0.15

		potential = {
			OR = {
				culture = nubian
				FROMFROM = { has_building = ca_culture_nubian_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = nubian
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_nubian_2 = {
		desc = ca_culture_nubian_1_desc
		upgrades_from = ca_culture_nubian_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 15
		light_infantry = 25
		archers = 25
		archers_defensive = 0.15

		potential = {
			OR = {
				culture = nubian
				FROMFROM = { has_building = ca_culture_nubian_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = nubian
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_nubian_3 = {
		desc = ca_culture_nubian_1_desc
		upgrades_from = ca_culture_nubian_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 15
		light_infantry = 30
		archers = 30
		archers_defensive = 0.15

		potential = {
			OR = {
				culture = nubian
				FROMFROM = { has_building = ca_culture_nubian_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = nubian
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_nubian_4 = {
		desc = ca_culture_nubian_1_desc
		upgrades_from = ca_culture_nubian_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 20
		light_infantry = 40
		archers = 40
		archers_defensive = 0.15

		potential = {
			OR = {
				culture = nubian
				FROMFROM = { has_building = ca_culture_nubian_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = nubian
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Pictish Hall of War
	ca_culture_pictish_1 = {
		desc = ca_culture_pictish_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 30
		heavy_infantry = 15
		light_infantry_morale = 0.15

		potential = {
			OR = {
				culture = pictish
				FROMFROM = { has_building = ca_culture_pictish_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = pictish
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_pictish_2 = {
		desc = ca_culture_pictish_1_desc
		upgrades_from = ca_culture_pictish_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 40
		heavy_infantry = 20
		light_infantry_morale = 0.15

		potential = {
			OR = {
				culture = pictish
				FROMFROM = { has_building = ca_culture_pictish_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = pictish
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_pictish_3 = {
		desc = ca_culture_pictish_1_desc
		upgrades_from = ca_culture_pictish_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 50
		heavy_infantry = 25
		light_infantry_morale = 0.15

		potential = {
			OR = {
				culture = pictish
				FROMFROM = { has_building = ca_culture_pictish_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = pictish
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_pictish_4 = {
		desc = ca_culture_pictish_1_desc
		upgrades_from = ca_culture_pictish_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 60
		heavy_infantry = 30
		light_infantry_morale = 0.15

		potential = {
			OR = {
				culture = pictish
				FROMFROM = { has_building = ca_culture_pictish_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = pictish
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Roman Legionary
	ca_culture_roman_1 = {
		desc = ca_culture_roman_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 30
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = roman
				FROMFROM = { has_building = ca_culture_roman_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = roman
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_roman_2 = {
		desc = ca_culture_roman_1_desc
		upgrades_from = ca_culture_roman_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 40
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = roman
				FROMFROM = { has_building = ca_culture_roman_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = roman
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_roman_3 = {
		desc = ca_culture_roman_1_desc
		upgrades_from = ca_culture_roman_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 50
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = roman
				FROMFROM = { has_building = ca_culture_roman_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = roman
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_roman_4 = {
		desc = ca_culture_roman_1_desc
		upgrades_from = ca_culture_roman_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 60
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = roman
				FROMFROM = { has_building = ca_culture_roman_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = roman
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Russian Armories
	ca_culture_russian_1 = {
		desc = ca_culture_russian_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		heavy_infantry = 30
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture_group = east_slavic
				FROMFROM = { has_building = ca_culture_russian_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = east_slavic
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_russian_2 = {
		desc = ca_culture_russian_1_desc
		upgrades_from = ca_culture_russian_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		heavy_infantry = 40
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture_group = east_slavic
				FROMFROM = { has_building = ca_culture_russian_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = east_slavic
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_russian_3 = {
		desc = ca_culture_russian_1_desc
		upgrades_from = ca_culture_russian_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		heavy_infantry = 50
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture_group = east_slavic
				FROMFROM = { has_building = ca_culture_russian_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = east_slavic
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_russian_4 = {
		desc = ca_culture_russian_1_desc
		upgrades_from = ca_culture_russian_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		heavy_infantry = 60
		heavy_infantry_defensive = 0.15

		potential = {
			OR = {
				culture_group = east_slavic
				FROMFROM = { has_building = ca_culture_russian_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = east_slavic
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Welsh and English Longbow archery range
	ca_culture_saxon_english_1 = {
		desc = ca_culture_saxon_english_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		archers_offensive = 0.15
		archers = 60

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_saxon_english_1 }
				culture = english
				culture = welsh
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = english
					culture = welsh
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_saxon_english_2 = {
		desc = ca_culture_saxon_english_1_desc
		upgrades_from = ca_culture_saxon_english_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		archers_offensive = 0.15
		archers = 80

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_saxon_english_2 }
				culture = english
				culture = welsh
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = english
					culture = welsh
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_saxon_english_3 = {
		desc = ca_culture_saxon_english_1_desc
		upgrades_from = ca_culture_saxon_english_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		archers_offensive = 0.15
		archers = 100

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_saxon_english_3 }
				culture = english
				culture = welsh
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = english
					culture = welsh
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_saxon_english_4 = {
		desc = ca_culture_saxon_english_1_desc
		upgrades_from = ca_culture_saxon_english_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		archers_offensive = 0.15
		archers = 120

		potential = {
			OR = {
				FROMFROM = { has_building = ca_culture_saxon_english_4 }
				culture = english
				culture = welsh
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = english
					culture = welsh
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Scottish Schiltron
	ca_culture_scottish_1 = {
		desc = ca_culture_scottish_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 30
		pikemen_defensive = 0.15

		potential = {
			OR = {
				culture = scottish
				culture = scots
				culture = cumbric
				FROMFROM = { has_building = ca_culture_scottish_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = scottish
					culture = scots
					culture = cumbric
				}

				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_scottish_2 = {
		desc = ca_culture_scottish_1_desc
		upgrades_from = ca_culture_scottish_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		pikemen = 40
		pikemen_defensive = 0.15

		potential = {
			OR = {
				culture = scottish
				culture = scots
				culture = cumbric
				FROMFROM = { has_building = ca_culture_scottish_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = scottish
					culture = scots
					culture = cumbric
				}

				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_scottish_3 = {
		desc = ca_culture_scottish_1_desc
		upgrades_from = ca_culture_scottish_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		pikemen = 60
		pikemen_defensive = 0.15

		potential = {
			OR = {
				culture = scottish
				culture = scots
				culture = cumbric
				FROMFROM = { has_building = ca_culture_scottish_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = scottish
					culture = scots
					culture = cumbric
				}

				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_scottish_4 = {
		desc = ca_culture_scottish_1_desc
		upgrades_from = ca_culture_scottish_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		pikemen = 80
		pikemen_defensive = 0.15

		potential = {
			OR = {
				culture = scottish
				culture = scots
				culture = cumbric
				FROMFROM = { has_building = ca_culture_scottish_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				OR = {
					culture = scottish
					culture = scots
					culture = cumbric
				}

				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Somali Light Infantry Barracks
	ca_culture_somali_1 = {
		desc = ca_culture_somali_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 60
		light_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = somali
				FROMFROM = { has_building = ca_culture_somali_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = somali
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_somali_2 = {
		desc = ca_culture_somali_1_desc
		upgrades_from = ca_culture_somali_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 80
		light_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = somali
				FROMFROM = { has_building = ca_culture_somali_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = somali
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_somali_3 = {
		desc = ca_culture_somali_1_desc
		upgrades_from = ca_culture_somali_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 100
		light_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = somali
				FROMFROM = { has_building = ca_culture_somali_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = somali
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_somali_4 = {
		desc = ca_culture_somali_1_desc
		upgrades_from = ca_culture_somali_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 120
		light_infantry_defensive = 0.15

		potential = {
			OR = {
				culture = somali
				FROMFROM = { has_building = ca_culture_somali_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = somali
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Suebi free warriors
	ca_culture_suebi_1 = {
		desc = ca_culture_suebi_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 15
		light_infantry = 30
		light_infantry_morale = 0.075
		pikemen_morale = 0.075

		potential = {
			OR = {
				culture = suebi
				FROMFROM = { has_building = ca_culture_suebi_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = suebi
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_suebi_2 = {
		desc = ca_culture_suebi_1_desc
		upgrades_from = ca_culture_suebi_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 20
		light_infantry = 40
		light_infantry_morale = 0.075
		pikemen_morale = 0.075

		potential = {
			OR = {
				culture = suebi
				FROMFROM = { has_building = ca_culture_suebi_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = suebi
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_suebi_3 = {
		desc = ca_culture_suebi_1_desc
		upgrades_from = ca_culture_suebi_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 25
		light_infantry = 50
		light_infantry_morale = 0.075
		pikemen_morale = 0.075

		potential = {
			OR = {
				culture = suebi
				FROMFROM = { has_building = ca_culture_suebi_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = suebi
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_suebi_4 = {
		desc = ca_culture_suebi_1_desc
		upgrades_from = ca_culture_suebi_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		pikemen = 30
		light_infantry = 60
		light_infantry_morale = 0.075
		pikemen_morale = 0.075

		potential = {
			OR = {
				culture = suebi
				FROMFROM = { has_building = ca_culture_suebi_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture = suebi
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Tibetan Culture Group
	ca_culture_tibetan_1 = {
		desc = ca_culture_tibetan_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_cavalry = 10
		light_infantry = 50
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1

		potential = {
			OR = {
				culture_group = tibetan_group
				FROMFROM = { has_building = ca_culture_tibetan_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = tibetan_group
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_tibetan_2 = {
		desc = ca_culture_tibetan_desc
		upgrades_from = ca_culture_tibetan_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 100
		extra_tech_building_start = 0.8

		light_cavalry = 15
		light_infantry = 65
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1

		potential = {
			OR = {
				culture_group = tibetan_group
				FROMFROM = { has_building = ca_culture_tibetan_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = tibetan_group
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_tibetan_3 = {
		desc = ca_culture_tibetan_desc
		upgrades_from = ca_culture_tibetan_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 99
		extra_tech_building_start = 0.8

		light_cavalry = 20
		light_infantry = 80
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1

		potential = {
			OR = {
				culture_group = tibetan_group
				FROMFROM = { has_building = ca_culture_tibetan_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = tibetan_group
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_tibetan_4 = {
		desc = ca_culture_tibetan_desc
		upgrades_from = ca_culture_tibetan_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 98
		extra_tech_building_start = 0.8

		light_cavalry = 25
		light_infantry = 95
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1

		potential = {
			OR = {
				culture_group = tibetan_group
				FROMFROM = { has_building = ca_culture_tibetan_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = tibetan_group
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# West African Free Warrior Lodge
	ca_culture_west_african_1 = {
		desc = ca_culture_west_african_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 30
		archers = 30
		light_infantry_offensive = 0.15

		potential = {
			OR = {
				culture_group = west_african
				FROMFROM = { has_building = ca_culture_west_african_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = west_african
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_west_african_2 = {
		desc = ca_culture_west_african_1_desc
		upgrades_from = ca_culture_west_african_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 40
		archers = 40
		light_infantry_offensive = 0.15

		potential = {
			OR = {
				culture_group = west_african
				FROMFROM = { has_building = ca_culture_west_african_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = west_african
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_west_african_3 = {
		desc = ca_culture_west_african_1_desc
		upgrades_from = ca_culture_west_african_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 50
		archers = 50
		light_infantry_offensive = 0.15

		potential = {
			OR = {
				culture_group = west_african
				FROMFROM = { has_building = ca_culture_west_african_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = west_african
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_west_african_4 = {
		desc = ca_culture_west_african_1_desc
		upgrades_from = ca_culture_west_african_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		light_infantry = 60
		archers = 60
		light_infantry_offensive = 0.15

		potential = {
			OR = {
				culture_group = west_african
				FROMFROM = { has_building = ca_culture_west_african_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = west_african
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	# Central African Cavalry
	ca_culture_group_central_african_1 = {
		desc = ca_culture_group_central_african_1_desc
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 5
		light_cavalry = 20
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		potential = {
			OR = {
				culture_group = central_african
				FROMFROM = { has_building = ca_culture_group_central_african_1 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = central_african
				TECH_CASTLE_CONSTRUCTION >= 0
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_central_african_2 = {
		desc = ca_culture_group_central_african_1_desc
		upgrades_from = ca_culture_group_central_african_1
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 10
		light_cavalry = 20
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		potential = {
			OR = {
				culture_group = central_african
				FROMFROM = { has_building = ca_culture_group_central_african_2 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = central_african
				TECH_CASTLE_CONSTRUCTION >= 1
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_central_african_3 = {
		desc = ca_culture_group_central_african_1_desc
		upgrades_from = ca_culture_group_central_african_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 15
		light_cavalry = 20
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		potential = {
			OR = {
				culture_group = central_african
				FROMFROM = { has_building = ca_culture_group_central_african_3 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = central_african
				TECH_CASTLE_CONSTRUCTION >= 2
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}

	ca_culture_group_central_african_4 = {
		desc = ca_culture_group_central_african_1_desc
		upgrades_from = ca_culture_group_central_african_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 101
		extra_tech_building_start = 0.8

		knights = 15
		light_cavalry = 30
		knights_offensive = 0.075
		light_cavalry_offensive = 0.075

		potential = {
			OR = {
				culture_group = central_african
				FROMFROM = { has_building = ca_culture_group_central_african_4 }
			}
		}

		trigger = {
			show_only_failed_conditions = yes

			ROOT = {
				culture_group = central_african
				TECH_CASTLE_CONSTRUCTION >= 4
				NOT = { has_province_modifier = recent_culture_change }
			}

			ai_can_build_trigger = yes
		}
	}
}