 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.

hospital = {

	hospital_building_1 = {
		gold_cost = 250
		build_time = 360
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		hospital_level = 1
		disease_defence = 0.05

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 2
		}
	}

	hospital_building_2 = {
		upgrades_from = hospital_building_1
		gold_cost = 500
		build_time = 365
		ai_creation_factor = 20
		extra_tech_building_start = 10.0 # Never get at start of game

		hospital_level = 1
		disease_defence = 0.1

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 3
		}
	}

	hospital_building_3 = {
		upgrades_from = hospital_building_2
		gold_cost = 1000
		build_time = 730
		ai_creation_factor = 20
		extra_tech_building_start = 10.0 # Never get at start of game

		hospital_level = 1
		disease_defence = 0.15

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 4
		}
	}

	hospital_building_4 = {
		upgrades_from = hospital_building_3
		gold_cost = 2000
		build_time = 365
		ai_creation_factor = 90
		extra_tech_building_start = 10.0 # Never get at start of game

		hospital_level = 1
		disease_defence = 0.2

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 5
		}
	}

	hospital_building_5 = {
		upgrades_from = hospital_building_4
		gold_cost = 4000
		build_time = 1095
		ai_creation_factor = 89
		extra_tech_building_start = 10.0 # Never get at start of game

		hospital_level = 1
		disease_defence = 0.25

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 6
		}
	}

	leper_colony_1 = {
		desc = leper_colony_building_desc
		prerequisites = { hospital_building_1 }
		gold_cost = 300
		build_time = 365
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		disease_defence = 0.1

		add_number_to_name = no

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 2
		}
	}

	soup_kitchen_1 = {
		desc = soup_kitchen_building_desc
		prerequisites = { hospital_building_1 }
		gold_cost = 250
		build_time = 365
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		disease_defence = 0.04
		liege_piety = 0.10
		church_opinion = 2

		add_number_to_name = no

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 2
		}
	}

	chapel_1 = {
		desc = chapel_building_desc
		prerequisites = { hospital_building_1 }
		gold_cost = 600
		build_time = 365
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		disease_defence = 0.02
		liege_piety = 0.1
		church_opinion = 2

		add_number_to_name = no

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 3
		}
	}

	translation_house_1 = {
		desc = translation_house_building_desc
		prerequisites = { hospital_building_2 }
		gold_cost = 400
		build_time = 365
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		liege_prestige = 0.25
		economy_techpoints = 0.04

		add_number_to_name = no

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 3
		}
	}

	pilgrims_inn_1 = {
		desc = pilgrims_inn_building_desc
		prerequisites = { hospital_building_1 }
		gold_cost = 400
		build_time = 365
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		liege_prestige = 0.25
		liege_piety = 0.10

		add_number_to_name = no

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 3
		}
	}

	library_1 = {
		desc = library_building_desc
		prerequisites = { hospital_building_1 }
		gold_cost = 450
		build_time = 365
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		tech_growth_modifier = 0.25
		culture_techpoints = 0.03

		add_number_to_name = no

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 3
		}
	}

	pharmacology_laboratory_1 = {
		desc = pharmacology_laboratory_building_desc
		prerequisites = { hospital_building_3 }
		gold_cost = 450
		build_time = 365
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		tech_growth_modifier = 0.25
		disease_defence = 0.02

		add_number_to_name = no

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 4
		}
	}

	medical_academy_1 = {
		desc = medical_academy_building_desc
		prerequisites = {
			hospital_building_3
			library_1
		}
		gold_cost = 500
		build_time = 365
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		disease_defence = 0.02
		culture_techpoints = 0.03
		economy_techpoints = 0.03
		military_techpoints = 0.03

		add_number_to_name = no

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 4
		}
	}

	observatory_1 = {
		desc = observatory_building_desc
		prerequisites = {
			hospital_building_3
			pharmacology_laboratory_1
		}
		gold_cost = 400
		build_time = 365
		ai_creation_factor = 5
		extra_tech_building_start = 10.0 # Never get at start of game

		culture_techpoints = 0.03
		military_techpoints = 0.03

		add_number_to_name = no

		potential = {
			has_dlc = "Reapers"
		}

		trigger = {
			TECH_CONSTRUCTION >= 4
		}
	}
}