# Nomad
nomad = {
	# Horse Breeder
	no_horse_breeder_1 = {
		desc = no_horse_breeder_desc
		gold_cost = 20
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		knights_defensive = 0.03
		light_cavalry_defensive = 0.03
		horse_archers_defensive = 0.03

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_horse_breeder_2 = {
		desc = no_horse_breeder_desc
		upgrades_from = no_horse_breeder_1
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 90
		extra_tech_building_start = 2

		knights_defensive = 0.03
		light_cavalry_defensive = 0.03
		horse_archers_defensive = 0.03

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_horse_breeder_3 = {
		desc = no_horse_breeder_desc
		upgrades_from = no_horse_breeder_2
		gold_cost = 80
		build_time = 365
		ai_creation_factor = 85
		extra_tech_building_start = 3

		knights_defensive = 0.04
		light_cavalry_defensive = 0.04
		horse_archers_defensive = 0.04

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_horse_breeder_4 = {
		desc = no_horse_breeder_desc
		upgrades_from = no_horse_breeder_3
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		knights_defensive = 0.05
		light_cavalry_defensive = 0.05
		horse_archers_defensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_horse_breeder_5 = {
		desc = no_horse_breeder_desc
		upgrades_from = no_horse_breeder_4
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		knights_defensive = 0.05
		light_cavalry_defensive = 0.05
		horse_archers_defensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_horse_breeder_6 = {
		desc = no_horse_breeder_desc
		upgrades_from = no_horse_breeder_5
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		knights_defensive = 0.05
		light_cavalry_defensive = 0.05
		horse_archers_defensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_horse_breeder_7 = {
		desc = no_horse_breeder_desc
		upgrades_from = no_horse_breeder_6
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		knights_defensive = 0.05
		light_cavalry_defensive = 0.05
		horse_archers_defensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_horse_breeder_8 = {
		desc = no_horse_breeder_desc
		upgrades_from = no_horse_breeder_7
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		knights_defensive = 0.05
		light_cavalry_defensive = 0.05
		horse_archers_defensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	# Riding Contests
	no_riding_contests_1 = {
		desc = no_riding_contests_desc
		prerequisites = { no_horse_breeder_1 }
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		light_cavalry_offensive = 0.04
		knights_offensive = 0.04
		global_movement_speed = 0.02

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_riding_contests_2 = {
		desc = no_riding_contests_desc
		prerequisites = { no_horse_breeder_2 }
		upgrades_from = no_riding_contests_1
		gold_cost = 90
		build_time = 480
		ai_creation_factor = 90
		extra_tech_building_start = 2

		light_cavalry_offensive = 0.04
		knights_offensive = 0.04
		global_movement_speed = 0.02

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_riding_contests_3 = {
		desc = no_riding_contests_desc
		prerequisites = { no_horse_breeder_3 }
		upgrades_from = no_riding_contests_2
		gold_cost = 120
		build_time = 600
		ai_creation_factor = 85
		extra_tech_building_start = 3

		light_cavalry_offensive = 0.04
		knights_offensive = 0.04
		global_movement_speed = 0.03

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_riding_contests_4 = {
		desc = no_riding_contests_desc
		prerequisites = { no_horse_breeder_4 }
		upgrades_from = no_riding_contests_3
		gold_cost = 150
		build_time = 720
		ai_creation_factor = 80
		extra_tech_building_start = 4

		light_cavalry_offensive = 0.05
		knights_offensive = 0.05
		global_movement_speed = 0.03

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_riding_contests_5 = {
		desc = no_riding_contests_desc
		prerequisites = { no_horse_breeder_5 }
		upgrades_from = no_riding_contests_4
		gold_cost = 200
		build_time = 840
		ai_creation_factor = 80
		extra_tech_building_start = 4

		light_cavalry_offensive = 0.05
		knights_offensive = 0.05
		global_movement_speed = 0.04

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_riding_contests_6 = {
		desc = no_riding_contests_desc
		prerequisites = { no_horse_breeder_6 }
		upgrades_from = no_riding_contests_5
		gold_cost = 250
		build_time = 960
		ai_creation_factor = 80
		extra_tech_building_start = 4

		light_cavalry_offensive = 0.05
		knights_offensive = 0.05
		global_movement_speed = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_riding_contests_7 = {
		desc = no_riding_contests_desc
		prerequisites = { no_horse_breeder_7 }
		upgrades_from = no_riding_contests_6
		gold_cost = 300
		build_time = 1080
		ai_creation_factor = 80
		extra_tech_building_start = 4

		light_cavalry_offensive = 0.06
		knights_offensive = 0.06
		global_movement_speed = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_riding_contests_8 = {
		desc = no_riding_contests_desc
		prerequisites = { no_horse_breeder_8 }
		upgrades_from = no_riding_contests_7
		gold_cost = 350
		build_time = 1200
		ai_creation_factor = 80
		extra_tech_building_start = 4

		light_cavalry_offensive = 0.06
		knights_offensive = 0.06
		global_movement_speed = 0.06

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	# Airag Producer
	no_airag_producer_1 = {
		desc = no_airag_producer_desc
		prerequisites = { no_horse_breeder_1 }
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		land_morale = 0.02
		population_growth = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_airag_producer_2 = {
		desc = no_airag_producer_desc
		upgrades_from = no_airag_producer_1
		prerequisites = { no_horse_breeder_2 }
		gold_cost = 80
		build_time = 485
		ai_creation_factor = 97
		extra_tech_building_start = 1

		land_morale = 0.02
		population_growth = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_airag_producer_3 = {
		desc = no_airag_producer_desc
		prerequisites = { no_horse_breeder_3 }
		gold_cost = 100
		build_time = 605
		ai_creation_factor = 97
		extra_tech_building_start = 1

		upgrades_from = no_airag_producer_2

		land_morale = 0.03
		population_growth = 0.03

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_airag_producer_4 = {
		desc = no_airag_producer_desc
		upgrades_from = no_airag_producer_3
		prerequisites = { no_horse_breeder_4 }
		gold_cost = 130
		build_time = 730
		ai_creation_factor = 97
		extra_tech_building_start = 1

		land_morale = 0.04
		population_growth = 0.03

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_airag_producer_5 = {
		desc = no_airag_producer_desc
		upgrades_from = no_airag_producer_4
		prerequisites = { no_horse_breeder_5 }
		gold_cost = 160
		build_time = 820
		ai_creation_factor = 97
		extra_tech_building_start = 1

		land_morale = 0.04
		population_growth = 0.05

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_airag_producer_6 = {
		desc = no_airag_producer_desc
		upgrades_from = no_airag_producer_5
		prerequisites = { no_horse_breeder_6 }
		gold_cost = 190
		build_time = 910
		ai_creation_factor = 97
		extra_tech_building_start = 2

		land_morale = 0.05
		population_growth = 0.05

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_airag_producer_7 = {
		desc = no_airag_producer_desc
		upgrades_from = no_airag_producer_6
		prerequisites = { no_horse_breeder_7 }
		gold_cost = 220
		build_time = 1100
		ai_creation_factor = 97
		extra_tech_building_start = 2

		land_morale = 0.05
		population_growth = 0.1

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	no_airag_producer_8 = {
		desc = no_airag_producer_desc
		upgrades_from = no_airag_producer_7
		prerequisites = { no_horse_breeder_8 }
		gold_cost = 250
		build_time = 1195
		ai_creation_factor = 97
		extra_tech_building_start = 2

		land_morale = 0.1
		population_growth = 0.1

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 6 }
			ai_can_build_trigger = yes
		}
	}

	# Cattle Pens
	no_cattle_pens_1 = {
		desc = no_cattle_pens_desc
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.01
		nomad_tax_modifier = 0.01

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_cattle_pens_2 = {
		desc = no_cattle_pens_desc
		upgrades_from = no_cattle_pens_1
		gold_cost = 80
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.01
		nomad_tax_modifier = 0.01

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_cattle_pens_3 = {
		desc = no_cattle_pens_desc
		upgrades_from = no_cattle_pens_2
		gold_cost = 100
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.01
		nomad_tax_modifier = 0.01

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_cattle_pens_4 = {
		desc = no_cattle_pens_desc
		upgrades_from = no_cattle_pens_3
		gold_cost = 125
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.02
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_cattle_pens_5 = {
		desc = no_cattle_pens_desc
		upgrades_from = no_cattle_pens_4
		gold_cost = 150
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.02
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_cattle_pens_6 = {
		desc = no_cattle_pens_desc
		upgrades_from = no_cattle_pens_5
		gold_cost = 175
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.02
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_cattle_pens_7 = {
		desc = no_cattle_pens_desc
		upgrades_from = no_cattle_pens_6
		gold_cost = 200
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.02
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_cattle_pens_8 = {
		desc = no_cattle_pens_desc
		upgrades_from = no_cattle_pens_7
		gold_cost = 230
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.03
		nomad_tax_modifier = 0.03

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	# Ox & Wagon
	no_ox_wagon_1 = {
		desc = no_ox_wagon_desc
		prerequisites = { no_cattle_pens_1 }
		gold_cost = 20
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		max_population = 2000
		global_supply_limit = 0.02
		moved_capital_months_mult = -0.05

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_ox_wagon_2 = {
		desc = no_ox_wagon_desc
		prerequisites = { no_cattle_pens_2 }
		upgrades_from = no_ox_wagon_1
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 90
		extra_tech_building_start = 2

		max_population = 2000
		global_supply_limit = 0.02
		moved_capital_months_mult = -0.05

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_ox_wagon_3 = {
		desc = no_ox_wagon_desc
		prerequisites = { no_cattle_pens_3 }
		upgrades_from = no_ox_wagon_2
		gold_cost = 80
		build_time = 365
		ai_creation_factor = 85
		extra_tech_building_start = 3

		max_population = 2250
		global_supply_limit = 0.02
		moved_capital_months_mult = -0.06

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_ox_wagon_4 = {
		desc = no_ox_wagon_desc
		prerequisites = { no_cattle_pens_4 }
		upgrades_from = no_ox_wagon_3
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		max_population = 2500
		global_supply_limit = 0.03
		moved_capital_months_mult = -0.06

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_ox_wagon_5 = {
		desc = no_ox_wagon_desc
		prerequisites = { no_cattle_pens_5 }
		upgrades_from = no_ox_wagon_4
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		max_population = 3000
		global_supply_limit = 0.03
		moved_capital_months_mult = -0.06

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_ox_wagon_6 = {
		desc = no_ox_wagon_desc
		prerequisites = { no_cattle_pens_6 }
		upgrades_from = no_ox_wagon_5
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		max_population = 3500
		global_supply_limit = 0.03
		moved_capital_months_mult = -0.07

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_ox_wagon_7 = {
		desc = no_ox_wagon_desc
		prerequisites = { no_cattle_pens_7 }
		upgrades_from = no_ox_wagon_6
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		max_population = 4000
		global_supply_limit = 0.04
		moved_capital_months_mult = -0.07

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_ox_wagon_8 = {
		desc = no_ox_wagon_desc
		prerequisites = { no_cattle_pens_8 }
		upgrades_from = no_ox_wagon_7
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		max_population = 5000
		global_supply_limit = 0.06
		moved_capital_months_mult = -0.08

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	# Meat Preserver
	no_meat_preserver_1 = {
		desc = no_meat_preserver_desc
		prerequisites = { no_cattle_pens_1 }
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_supply_limit = 0.05
		horde_maintenence_cost = -0.04
		global_movement_speed = 0.025

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_meat_preserver_2 = {
		desc = no_meat_preserver_desc
		upgrades_from = no_meat_preserver_1
		prerequisites = { no_cattle_pens_2 }
		gold_cost = 70
		build_time = 511
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_supply_limit = 0.05
		horde_maintenence_cost = -0.03
		global_movement_speed = 0.025

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_meat_preserver_3 = {
		desc = no_meat_preserver_desc
		upgrades_from = no_meat_preserver_2
		prerequisites = { no_cattle_pens_3 }
		gold_cost = 90
		build_time = 657
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_supply_limit = 0.05
		horde_maintenence_cost = -0.03
		global_movement_speed = 0.025

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_meat_preserver_4 = {
		desc = no_meat_preserver_desc
		upgrades_from = no_meat_preserver_3
		prerequisites = { no_cattle_pens_4 }
		gold_cost = 110
		build_time = 730
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_supply_limit = 0.05
		horde_maintenence_cost = -0.02
		global_movement_speed = 0.025

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_meat_preserver_5 = {
		desc = no_meat_preserver_desc
		upgrades_from = no_meat_preserver_4
		prerequisites = { no_cattle_pens_5 }
		gold_cost = 140
		build_time = 803
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_supply_limit = 0.05
		horde_maintenence_cost = -0.02
		global_movement_speed = 0.025

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_meat_preserver_6 = {
		desc = no_meat_preserver_desc
		upgrades_from = no_meat_preserver_5
		prerequisites = { no_cattle_pens_6 }
		gold_cost = 180
		build_time = 876
		ai_creation_factor = 97
		extra_tech_building_start = 2

		global_supply_limit = 0.05
		horde_maintenence_cost = -0.02
		global_movement_speed = 0.025

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_meat_preserver_7 = {
		desc = no_meat_preserver_desc
		upgrades_from = no_meat_preserver_6
		prerequisites = { no_cattle_pens_7 }
		gold_cost = 230
		build_time = 949
		ai_creation_factor = 97
		extra_tech_building_start = 2

		global_supply_limit = 0.05
		horde_maintenence_cost = -0.02
		global_movement_speed = 0.025

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_meat_preserver_8 = {
		desc = no_meat_preserver_desc
		upgrades_from = no_meat_preserver_7
		prerequisites = { no_cattle_pens_8 }
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 2

		global_supply_limit = 0.05
		horde_maintenence_cost = -0.02
		global_movement_speed = 0.025

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	# Sheep
	no_sheep_1 = {
		desc = no_sheep_desc
		gold_cost = 50
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 1

		nomad_tax_modifier = 0.04

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_sheep_2 = {
		desc = no_sheep_desc
		upgrades_from = no_sheep_1
		gold_cost = 80
		build_time = 1185
		ai_creation_factor = 90
		extra_tech_building_start = 2

		nomad_tax_modifier = 0.04

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_sheep_3 = {
		desc = no_sheep_desc
		upgrades_from = no_sheep_2
		gold_cost = 120
		build_time = 1275
		ai_creation_factor = 85
		extra_tech_building_start = 3

		nomad_tax_modifier = 0.04

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_sheep_4 = {
		desc = no_sheep_desc
		upgrades_from = no_sheep_3
		gold_cost = 180
		build_time = 1365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		nomad_tax_modifier = 0.04

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_sheep_5 = {
		desc = no_sheep_desc
		upgrades_from = no_sheep_4
		gold_cost = 240
		build_time = 1485
		ai_creation_factor = 80
		extra_tech_building_start = 4

		nomad_tax_modifier = 0.04

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_sheep_6 = {
		desc = no_sheep_desc
		upgrades_from = no_sheep_5
		gold_cost = 320
		build_time = 1605
		ai_creation_factor = 80
		extra_tech_building_start = 4

		nomad_tax_modifier = 0.05

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_sheep_7 = {
		desc = no_sheep_desc
		upgrades_from = no_sheep_6
		gold_cost = 400
		build_time = 1725
		ai_creation_factor = 80
		extra_tech_building_start = 4

		nomad_tax_modifier = 0.05

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_sheep_8 = {
		desc = no_sheep_desc
		upgrades_from = no_sheep_7
		gold_cost = 500
		build_time = 1825
		ai_creation_factor = 80
		extra_tech_building_start = 4

		nomad_tax_modifier = 0.05

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	# Felt Crafter
	no_felt_crafter_1 = {
		desc = no_felt_crafter_desc
		prerequisites = { no_sheep_1 }
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_winter_supply = 0.4
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_felt_crafter_2 = {
		desc = no_felt_crafter_desc
		upgrades_from = no_felt_crafter_1
		prerequisites = { no_sheep_2 }
		gold_cost = 80
		build_time = 485
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_winter_supply = 0.4
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_felt_crafter_3 = {
		desc = no_felt_crafter_desc
		upgrades_from = no_felt_crafter_2
		prerequisites = { no_sheep_3 }
		gold_cost = 100
		build_time = 605
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_winter_supply = 0.4
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_felt_crafter_4 = {
		desc = no_felt_crafter_desc
		upgrades_from = no_felt_crafter_3
		convert_to_tribal = tb_town_market_1
		prerequisites = { no_sheep_4 }
		gold_cost = 120
		build_time = 725
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_winter_supply = 0.4
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_felt_crafter_5 = {
		desc = no_felt_crafter_desc
		upgrades_from = no_felt_crafter_4
		prerequisites = { no_sheep_5 }
		gold_cost = 150
		build_time = 845
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_winter_supply = 0.4
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_felt_crafter_6 = {
		desc = no_felt_crafter_desc
		upgrades_from = no_felt_crafter_5
		prerequisites = { no_sheep_6 }
		gold_cost = 180
		build_time = 965
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_winter_supply = 0.4
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_felt_crafter_7 = {
		desc = no_felt_crafter_desc
		upgrades_from = no_felt_crafter_6
		prerequisites = { no_sheep_7 }
		gold_cost = 210
		build_time = 1085
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_winter_supply = 0.4
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	no_felt_crafter_8 = {
		desc = no_felt_crafter_desc
		upgrades_from = no_felt_crafter_7
		convert_to_tribal = tb_town_market_2
		prerequisites = { no_sheep_8 }
		gold_cost = 250
		build_time = 1205
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_winter_supply = 0.4
		nomad_tax_modifier = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 6 }
			ai_can_build_trigger = yes
		}
	}

	# Ger Crafter
	no_ger_crafter_1 = {
		desc = no_ger_crafter_desc
		prerequisites = { no_felt_crafter_1 }
		gold_cost = 35
		build_time = 730
		ai_creation_factor = 97
		extra_tech_building_start = 1

		max_population_mult = 0.03

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_ger_crafter_2 = {
		desc = no_ger_crafter_desc
		upgrades_from = no_ger_crafter_1
		prerequisites = { no_felt_crafter_2 }
		gold_cost = 50
		build_time = 850
		ai_creation_factor = 97
		extra_tech_building_start = 1

		max_population_mult = 0.03

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_ger_crafter_3 = {
		desc = no_ger_crafter_desc
		upgrades_from = no_ger_crafter_2
		prerequisites = { no_felt_crafter_3 }
		gold_cost = 70
		build_time = 970
		ai_creation_factor = 97
		extra_tech_building_start = 1

		max_population_mult = 0.04

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_ger_crafter_4 = {
		desc = no_ger_crafter_desc
		upgrades_from = no_ger_crafter_3
		prerequisites = { no_felt_crafter_4 }
		gold_cost = 90
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 1

		max_population_mult = 0.04

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_ger_crafter_5 = {
		desc = no_ger_crafter_desc
		upgrades_from = no_ger_crafter_4
		prerequisites = { no_felt_crafter_5 }
		gold_cost = 120
		build_time = 1190
		ai_creation_factor = 97
		extra_tech_building_start = 1

		max_population_mult = 0.04

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_ger_crafter_6 = {
		desc = no_ger_crafter_desc
		upgrades_from = no_ger_crafter_5
		prerequisites = { no_felt_crafter_6 }
		gold_cost = 150
		build_time = 1280
		ai_creation_factor = 97
		extra_tech_building_start = 1

		max_population_mult = 0.05

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_ger_crafter_7 = {
		desc = no_ger_crafter_desc
		upgrades_from = no_ger_crafter_6
		prerequisites = { no_felt_crafter_7 }
		gold_cost = 200
		build_time = 1370
		ai_creation_factor = 97
		extra_tech_building_start = 1

		max_population_mult = 0.06

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	no_ger_crafter_8 = {
		desc = no_ger_crafter_desc
		upgrades_from = no_ger_crafter_7
		prerequisites = { no_felt_crafter_8 }
		gold_cost = 250
		build_time = 1460
		ai_creation_factor = 97
		extra_tech_building_start = 1

		max_population_mult = 0.06

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 6 }
			ai_can_build_trigger = yes
		}
	}

	# Wrestling
	no_wrestling_1 = {
		desc = no_wrestling_desc
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		land_morale = 0.03

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_wrestling_2 = {
		desc = no_wrestling_desc
		upgrades_from = no_wrestling_1
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 90
		extra_tech_building_start = 2

		land_morale = 0.03

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_wrestling_3 = {
		desc = no_wrestling_desc
		upgrades_from = no_wrestling_2
		gold_cost = 90
		build_time = 365
		ai_creation_factor = 85
		extra_tech_building_start = 3

		land_morale = 0.03

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_wrestling_4 = {
		desc = no_wrestling_desc
		upgrades_from = no_wrestling_3
		gold_cost = 120
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		land_morale = 0.03

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_wrestling_5 = {
		desc = no_wrestling_desc
		upgrades_from = no_wrestling_4
		gold_cost = 150
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		land_morale = 0.04

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_wrestling_6 = {
		desc = no_wrestling_desc
		upgrades_from = no_wrestling_5
		gold_cost = 180
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		land_morale = 0.04

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_wrestling_7 = {
		desc = no_wrestling_desc
		upgrades_from = no_wrestling_6
		gold_cost = 210
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		land_morale = 0.04

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	no_wrestling_8 = {
		desc = no_wrestling_desc
		upgrades_from = no_wrestling_7
		gold_cost = 250
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		land_morale = 0.04

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 6 }
			ai_can_build_trigger = yes
		}
	}

	# Shrine
	no_shrine_1 = {
		desc = no_shrine_desc
		gold_cost = 50
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.03
		liege_piety = 0.3

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_shrine_2 = {
		desc = no_shrine_desc
		upgrades_from = no_shrine_1
		gold_cost = 80
		build_time = 455
		ai_creation_factor = 90
		extra_tech_building_start = 2

		population_growth = 0.03
		liege_piety = 0.3

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_shrine_3 = {
		desc = no_shrine_desc
		upgrades_from = no_shrine_2
		gold_cost = 110
		build_time = 545
		ai_creation_factor = 85
		extra_tech_building_start = 3

		population_growth = 0.03
		liege_piety = 0.4

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_shrine_4 = {
		desc = no_shrine_desc
		upgrades_from = no_shrine_3
		gold_cost = 150
		build_time = 635
		ai_creation_factor = 80
		extra_tech_building_start = 4

		population_growth = 0.03
		liege_piety = 0.4

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_shrine_5 = {
		desc = no_shrine_desc
		upgrades_from = no_shrine_4
		gold_cost = 200
		build_time = 730
		ai_creation_factor = 80
		extra_tech_building_start = 4

		population_growth = 0.03
		liege_piety = 0.4

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_shrine_6 = {
		desc = no_shrine_desc
		upgrades_from = no_shrine_5
		gold_cost = 250
		build_time = 850
		ai_creation_factor = 80
		extra_tech_building_start = 4

		population_growth = 0.03
		liege_piety = 0.4

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_shrine_7 = {
		desc = no_shrine_desc
		upgrades_from = no_shrine_6
		gold_cost = 300
		build_time = 970
		ai_creation_factor = 80
		extra_tech_building_start = 4

		population_growth = 0.03
		liege_piety = 0.5

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_shrine_8 = {
		desc = no_shrine_desc
		upgrades_from = no_shrine_7
		gold_cost = 400
		build_time = 1050
		ai_creation_factor = 80
		extra_tech_building_start = 4

		population_growth = 0.03
		liege_piety = 0.5

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	# Hunting Parties
	no_hunting_parties_1 = {
		desc = no_hunting_parties_desc
		gold_cost = 20
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		horse_archers_offensive = 0.04

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_hunting_parties_2 = {
		desc = no_hunting_parties_desc
		upgrades_from = no_hunting_parties_1
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 90
		extra_tech_building_start = 2

		horse_archers_offensive = 0.04

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_hunting_parties_3 = {
		desc = no_hunting_parties_desc
		upgrades_from = no_hunting_parties_2
		gold_cost = 80
		build_time = 365
		ai_creation_factor = 85
		extra_tech_building_start = 3

		horse_archers_offensive = 0.04

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_hunting_parties_4 = {
		desc = no_hunting_parties_desc
		upgrades_from = no_hunting_parties_3
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		horse_archers_offensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_hunting_parties_5 = {
		desc = no_hunting_parties_desc
		upgrades_from = no_hunting_parties_4
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		horse_archers_offensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_hunting_parties_6 = {
		desc = no_hunting_parties_desc
		upgrades_from = no_hunting_parties_5
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		horse_archers_offensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_hunting_parties_7 = {
		desc = no_hunting_parties_desc
		upgrades_from = no_hunting_parties_6
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		horse_archers_offensive = 0.06

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_hunting_parties_8 = {
		desc = no_hunting_parties_desc
		upgrades_from = no_hunting_parties_7
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 80
		extra_tech_building_start = 4

		horse_archers_offensive = 0.06

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	# Yam
	no_yam_1 = {
		desc = no_yam_desc
		gold_cost = 50
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		economy_techpoints = 0.04
		tech_growth_modifier = 0.05
		max_tradeposts = 1

		trigger = {
			FROM = { TECH_TRADE_PRACTICES >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_yam_2 = {
		desc = no_yam_desc
		upgrades_from = no_yam_1
		gold_cost = 70
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		economy_techpoints = 0.04
		tech_growth_modifier = 0.05

		trigger = {
			FROM = { TECH_TRADE_PRACTICES >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_yam_3 = {
		desc = no_yam_desc
		upgrades_from = no_yam_2
		gold_cost = 100
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		economy_techpoints = 0.04
		tech_growth_modifier = 0.05
		max_tradeposts = 1

		trigger = {
			FROM = { TECH_TRADE_PRACTICES >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_yam_4 = {
		desc = no_yam_desc
		upgrades_from = no_yam_3
		gold_cost = 130
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		economy_techpoints = 0.04
		tech_growth_modifier = 0.05

		trigger = {
			FROM = { TECH_TRADE_PRACTICES >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_yam_5 = {
		desc = no_yam_desc
		upgrades_from = no_yam_4
		gold_cost = 160
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		economy_techpoints = 0.04
		tech_growth_modifier = 0.05
		max_tradeposts = 1

		trigger = {
			FROM = { TECH_TRADE_PRACTICES >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_yam_6 = {
		desc = no_yam_desc
		upgrades_from = no_yam_5
		gold_cost = 200
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		economy_techpoints = 0.04
		tech_growth_modifier = 0.05

		trigger = {
			FROM = { TECH_TRADE_PRACTICES >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_yam_7 = {
		desc = no_yam_desc
		upgrades_from = no_yam_6
		gold_cost = 240
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		economy_techpoints = 0.05
		tech_growth_modifier = 0.05
		max_tradeposts = 1

		trigger = {
			FROM = { TECH_TRADE_PRACTICES >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_yam_8 = {
		desc = no_yam_desc
		upgrades_from = no_yam_7
		gold_cost = 280
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		economy_techpoints = 0.05
		tech_growth_modifier = 0.05

		trigger = {
			FROM = { TECH_TRADE_PRACTICES >= 4 }
			ai_can_build_trigger = yes
		}
	}

	# Baghatur Council
	no_baghatur_council_1 = {
		desc = no_baghatur_council_desc
		gold_cost = 80
		build_time = 1460
		ai_creation_factor = 97
		extra_tech_building_start = 10

		military_techpoints = 0.03
		land_morale = 0.02

		trigger = {
			FROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 1
				prestige >= 300
			}
			ai_can_build_trigger = yes
		}
	}

	no_baghatur_council_2 = {
		desc = no_baghatur_council_desc
		upgrades_from = no_baghatur_council_1
		gold_cost = 120
		build_time = 1640
		ai_creation_factor = 97
		extra_tech_building_start = 10

		military_techpoints = 0.03
		land_morale = 0.02
		commander_limit = 1

		trigger = {
			FROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 2
				prestige >= 500
			}
			ai_can_build_trigger = yes
		}
	}

	no_baghatur_council_3 = {
		desc = no_baghatur_council_desc
		upgrades_from = no_baghatur_council_2
		gold_cost = 160
		build_time = 1820
		ai_creation_factor = 97
		extra_tech_building_start = 10

		military_techpoints = 0.03
		land_morale = 0.02

		trigger = {
			FROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 2
				prestige >= 800
			}
			ai_can_build_trigger = yes
		}
	}

	no_baghatur_council_4 = {
		desc = no_baghatur_council_desc
		upgrades_from = no_baghatur_council_3
		gold_cost = 200
		build_time = 2000
		ai_creation_factor = 97
		extra_tech_building_start = 10

		military_techpoints = 0.03
		land_morale = 0.02
		commander_limit = 1

		trigger = {
			FROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 3
				prestige >= 1100
			}
			ai_can_build_trigger = yes
		}
	}

	no_baghatur_council_5 = {
		desc = no_baghatur_council_desc
		upgrades_from = no_baghatur_council_4
		gold_cost = 250
		build_time = 2200
		ai_creation_factor = 97
		extra_tech_building_start = 10

		military_techpoints = 0.04
		land_morale = 0.02

		trigger = {
			FROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 3
				prestige >= 1500
			}
			ai_can_build_trigger = yes
		}
	}

	no_baghatur_council_6 = {
		desc = no_baghatur_council_desc
		upgrades_from = no_baghatur_council_5
		gold_cost = 300
		build_time = 2400
		ai_creation_factor = 97
		extra_tech_building_start = 10

		military_techpoints = 0.04
		land_morale = 0.02
		commander_limit = 1

		trigger = {
			FROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 4
				prestige >= 2000
			}
			ai_can_build_trigger = yes
		}
	}

	no_baghatur_council_7 = {
		desc = no_baghatur_council_desc
		upgrades_from = no_baghatur_council_6
		gold_cost = 350
		build_time = 2600
		ai_creation_factor = 97
		extra_tech_building_start = 10

		military_techpoints = 0.04
		land_morale = 0.03

		trigger = {
			FROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 5
				prestige >= 2500
			}
			ai_can_build_trigger = yes
		}
	}

	no_baghatur_council_8 = {
		desc = no_baghatur_council_desc
		upgrades_from = no_baghatur_council_7
		gold_cost = 400
		build_time = 2800
		ai_creation_factor = 97
		extra_tech_building_start = 10

		military_techpoints = 0.04
		land_morale = 0.03
		commander_limit = 1

		trigger = {
			FROM = {
				TECH_FORTIFICATIONS_CONSTRUCTION >= 6
				prestige >= 3000
			}
			ai_can_build_trigger = yes
		}
	}

	# Harbor
	no_harbor_1 = {
		desc = no_harbor_desc
		gold_cost = 60
		build_time = 600
		galleys = 7
		ai_creation_factor = 97
		extra_tech_building_start = 1

		nomad_tax_modifier = 0.02

		trigger = {
			is_coastal = yes
			FROM = { TECH_NAVAL >= 0 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			is_coastal = yes
		}
	}

	no_harbor_2 = {
		desc = no_harbor_desc
		upgrades_from = no_harbor_1
		gold_cost = 90
		build_time = 700
		galleys = 8
		ai_creation_factor = 97
		extra_tech_building_start = 1

		nomad_tax_modifier = 0.02

		trigger = {
			is_coastal = yes
			FROM = { TECH_NAVAL >= 1 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			is_coastal = yes
		}
	}

	no_harbor_3 = {
		desc = no_harbor_desc
		upgrades_from = no_harbor_2
		gold_cost = 120
		build_time = 800
		galleys = 9
		ai_creation_factor = 97
		extra_tech_building_start = 1

		nomad_tax_modifier = 0.02

		trigger = {
			is_coastal = yes
			FROM = { TECH_NAVAL >= 2 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			is_coastal = yes
		}
	}

	no_harbor_4 = {
		desc = no_harbor_desc
		upgrades_from = no_harbor_3
		convert_to_tribal = tb_shipyard_1
		gold_cost = 150
		build_time = 900
		galleys = 10
		ai_creation_factor = 97
		extra_tech_building_start = 1

		nomad_tax_modifier = 0.02

		trigger = {
			is_coastal = yes
			FROM = { TECH_NAVAL >= 3 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			is_coastal = yes
		}
	}

	no_harbor_5 = {
		desc = no_harbor_desc
		upgrades_from = no_harbor_4
		gold_cost = 180
		build_time = 1000
		galleys = 11
		ai_creation_factor = 97
		extra_tech_building_start = 1

		nomad_tax_modifier = 0.03

		trigger = {
			is_coastal = yes
			FROM = { TECH_NAVAL >= 4 }
			ai_can_build_trigger = yes
		}
		is_active_trigger = {
			is_coastal = yes
		}
	}

	no_harbor_6 = {
		desc = no_harbor_desc
		upgrades_from = no_harbor_5
		gold_cost = 220
		build_time = 1100
		galleys = 12
		ai_creation_factor = 97
		extra_tech_building_start = 1

		nomad_tax_modifier = 0.03

		trigger = {
			is_coastal = yes
			FROM = { TECH_NAVAL >= 5 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			is_coastal = yes
		}
	}

	no_harbor_7 = {
		desc = no_harbor_desc
		upgrades_from = no_harbor_6
		gold_cost = 260
		build_time = 1200
		galleys = 13
		ai_creation_factor = 97
		extra_tech_building_start = 1

		nomad_tax_modifier = 0.03

		trigger = {
			is_coastal = yes
			FROM = { TECH_NAVAL >= 6  }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			is_coastal = yes
		}
	}

	no_harbor_8 = {
		desc = no_harbor_desc
		upgrades_from = no_harbor_7
		convert_to_tribal = tb_shipyard_2
		gold_cost = 300
		build_time = 1300
		galleys = 14
		ai_creation_factor = 97
		extra_tech_building_start = 1

		nomad_tax_modifier = 0.04

		trigger = {
			is_coastal = yes
			FROM = { TECH_NAVAL >= 7 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			is_coastal = yes
		}
	}

	# Fishing Village
	no_fishing_village_1 = {
		desc = no_fishing_village_desc
		gold_cost = 20
		build_time = 180
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.01

		trigger = {
			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}

			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes

			}
		}
	}

	no_fishing_village_2 = {
		desc = no_fishing_village_desc
		upgrades_from = no_fishing_village_1
		gold_cost = 35
		build_time = 240
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.01

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes

			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}

		is_active_trigger = {
			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}
	}

	no_fishing_village_3 = {
		desc = no_fishing_village_desc
		upgrades_from = no_fishing_village_2
		gold_cost = 50
		build_time = 360
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.01

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes

			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}

		is_active_trigger = {
			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}
	}

	no_fishing_village_4 = {
		desc = no_fishing_village_desc
		upgrades_from = no_fishing_village_3
		gold_cost = 70
		build_time = 480
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes

			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}

		is_active_trigger = {
			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}
	}

	no_fishing_village_5 = {
		desc = no_fishing_village_desc
		upgrades_from = no_fishing_village_4
		gold_cost = 90
		build_time = 540
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2  }
			ai_can_build_trigger = yes

			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}

		is_active_trigger = {
			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}
	}


	no_fishing_village_6 = {
		desc = no_fishing_village_desc
		upgrades_from = no_fishing_village_5
		gold_cost = 120
		build_time = 600
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.02

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes

			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}

		is_active_trigger = {
			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}
	}

	no_fishing_village_7 = {
		desc = no_fishing_village_desc
		upgrades_from = no_fishing_village_6
		gold_cost = 150
		build_time = 660
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.03

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes

			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}

		is_active_trigger = {
			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}
	}

	no_fishing_village_8 = {
		desc = no_fishing_village_desc
		upgrades_from = no_fishing_village_7
		gold_cost = 180
		build_time = 720
		ai_creation_factor = 97
		extra_tech_building_start = 1

		population_growth = 0.03

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes

			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}

		is_active_trigger = {

			OR = {
				is_coastal = yes
				borders_major_river = yes
				borders_lake = yes
			}
		}
	}

	# Composite Bow Crafter
	no_composite_bow_crafter_1 = {
		desc = no_composite_bow_crafter_desc
		gold_cost = 70
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		archers_offensive = 0.1
		horse_archers_offensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1  }
			ai_can_build_trigger = yes
		}
	}

	no_composite_bow_crafter_2 = {
		desc = no_composite_bow_crafter_desc
		upgrades_from = no_composite_bow_crafter_1
		gold_cost = 90
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		archers_offensive = 0.1
		horse_archers_offensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2  }
			ai_can_build_trigger = yes
		}
	}

	no_composite_bow_crafter_3 = {
		desc = no_composite_bow_crafter_desc
		upgrades_from = no_composite_bow_crafter_2
		gold_cost = 120
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		archers_offensive = 0.1
		horse_archers_offensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_composite_bow_crafter_4 = {
		desc = no_composite_bow_crafter_desc
		upgrades_from = no_composite_bow_crafter_3
		gold_cost = 150
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		archers_offensive = 0.1
		horse_archers_offensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_composite_bow_crafter_5 = {
		desc = no_composite_bow_crafter_desc
		upgrades_from = no_composite_bow_crafter_4
		gold_cost = 180
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		archers_offensive = 0.1
		horse_archers_offensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_composite_bow_crafter_6 = {
		desc = no_composite_bow_crafter_desc
		upgrades_from = no_composite_bow_crafter_5
		gold_cost = 220
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		archers_offensive = 0.1
		horse_archers_offensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	no_composite_bow_crafter_7 = {
		desc = no_composite_bow_crafter_desc
		upgrades_from = no_composite_bow_crafter_6
		gold_cost = 260
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		archers_offensive = 0.1
		horse_archers_offensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 6 }
			ai_can_build_trigger = yes
		}
	}

	no_composite_bow_crafter_8 = {
		desc = no_composite_bow_crafter_desc
		upgrades_from = no_composite_bow_crafter_7
		gold_cost = 300
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		archers_offensive = 0.1
		horse_archers_offensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 7 }
			ai_can_build_trigger = yes
		}
	}

	# Lamellar Armor Crafter
	no_lamellar_armor_crafter_1 = {
		desc = no_lamellar_armor_crafter_desc
		gold_cost = 80
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		light_infantry_defensive = 0.05
		heavy_infantry_defensive = 0.05
		pikemen_defensive = 0.05
		light_cavalry_defensive = 0.05
		knights_defensive = 0.05
		archers_defensive = 0.05
		horse_archers_defensive = 0.05
		camel_cavalry_defensive = 0.05
		war_elephants_defensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_lamellar_armor_crafter_2 = {
		desc = no_lamellar_armor_crafter_desc
		upgrades_from = no_lamellar_armor_crafter_1
		gold_cost = 110
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		light_infantry_defensive = 0.05
		heavy_infantry_defensive = 0.05
		pikemen_defensive = 0.05
		light_cavalry_defensive = 0.05
		knights_defensive = 0.05
		archers_defensive = 0.05
		horse_archers_defensive = 0.05
		camel_cavalry_defensive = 0.05
		war_elephants_defensive = 0.05

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_lamellar_armor_crafter_3 = {
		desc = no_lamellar_armor_crafter_desc
		upgrades_from = no_lamellar_armor_crafter_2
		gold_cost = 140
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		light_infantry_defensive = 0.06
		heavy_infantry_defensive = 0.06
		pikemen_defensive = 0.06
		light_cavalry_defensive = 0.06
		knights_defensive = 0.06
		archers_defensive = 0.06
		horse_archers_defensive = 0.06
		camel_cavalry_defensive = 0.06
		war_elephants_defensive = 0.06

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_lamellar_armor_crafter_4 = {
		desc = no_lamellar_armor_crafter_desc
		upgrades_from = no_lamellar_armor_crafter_3
		gold_cost = 170
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		light_infantry_defensive = 0.07
		heavy_infantry_defensive = 0.07
		pikemen_defensive = 0.07
		light_cavalry_defensive = 0.07
		knights_defensive = 0.07
		archers_defensive = 0.07
		horse_archers_defensive = 0.07
		camel_cavalry_defensive = 0.07
		war_elephants_defensive = 0.07

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_lamellar_armor_crafter_5 = {
		desc = no_lamellar_armor_crafter_desc
		upgrades_from = no_lamellar_armor_crafter_4
		gold_cost = 200
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		light_infantry_defensive = 0.08
		heavy_infantry_defensive = 0.08
		pikemen_defensive = 0.08
		light_cavalry_defensive = 0.08
		knights_defensive = 0.08
		archers_defensive = 0.08
		horse_archers_defensive = 0.08
		camel_cavalry_defensive = 0.08
		war_elephants_defensive = 0.08

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_lamellar_armor_crafter_6 = {
		desc = no_lamellar_armor_crafter_desc
		upgrades_from = no_lamellar_armor_crafter_5
		gold_cost = 250
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		light_infantry_defensive = 0.09
		heavy_infantry_defensive = 0.09
		pikemen_defensive = 0.09
		light_cavalry_defensive = 0.09
		knights_defensive = 0.09
		archers_defensive = 0.09
		horse_archers_defensive = 0.09
		camel_cavalry_defensive = 0.09
		war_elephants_defensive = 0.09

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_lamellar_armor_crafter_7 = {
		desc = no_lamellar_armor_crafter_desc
		upgrades_from = no_lamellar_armor_crafter_6
		gold_cost = 320
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		light_infantry_defensive = 0.1
		heavy_infantry_defensive = 0.1
		pikemen_defensive = 0.1
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		archers_defensive = 0.1
		horse_archers_defensive = 0.1
		camel_cavalry_defensive = 0.1
		war_elephants_defensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	no_lamellar_armor_crafter_8 = {
		desc = no_lamellar_armor_crafter_desc
		upgrades_from = no_lamellar_armor_crafter_7
		gold_cost = 400
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		light_infantry_defensive = 0.1
		heavy_infantry_defensive = 0.1
		pikemen_defensive = 0.1
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		archers_defensive = 0.1
		horse_archers_defensive = 0.1
		camel_cavalry_defensive = 0.1
		war_elephants_defensive = 0.1

		trigger = {
			FROM = { TECH_CASTLE_CONSTRUCTION >= 6 }
			ai_can_build_trigger = yes
		}
	}

	# Minority Shrine
	no_minority_shrine_1 = {
		desc = no_minority_shrine_desc
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		culture_techpoints = 0.04

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_minority_shrine_2 = {
		desc = no_minority_shrine_desc
		upgrades_from = no_minority_shrine_1
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		culture_techpoints = 0.04

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_minority_shrine_3 = {
		desc = no_minority_shrine_desc
		upgrades_from = no_minority_shrine_2
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		culture_techpoints = 0.04

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_minority_shrine_4 = {
		desc = no_minority_shrine_desc
		upgrades_from = no_minority_shrine_3
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		culture_techpoints = 0.04

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_minority_shrine_5 = {
		desc = no_minority_shrine_desc
		upgrades_from = no_minority_shrine_4
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		culture_techpoints = 0.04

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_minority_shrine_6 = {
		desc = no_minority_shrine_desc
		upgrades_from = no_minority_shrine_5
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		culture_techpoints = 0.04

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_minority_shrine_7 = {
		desc = no_minority_shrine_desc
		upgrades_from = no_minority_shrine_6
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 2

		culture_techpoints = 0.05

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_minority_shrine_8 = {
		desc = no_minority_shrine_desc
		upgrades_from = no_minority_shrine_7
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 2

		culture_techpoints = 0.05

		trigger = {
			FROM = { TECH_TEMPLE_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	# Clan Gathering Hall
	no_gathering_hall_1 = {
		desc = no_gathering_hall_desc
		gold_cost = 40
		build_time = 485
		ai_creation_factor = 97
		extra_tech_building_start = 1

		clan_sentiment = 2

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_gathering_hall_2 = {
		desc = no_gathering_hall_desc
		upgrades_from = no_gathering_hall_1
		gold_cost = 60
		build_time = 605
		ai_creation_factor = 97
		extra_tech_building_start = 1

		clan_sentiment = 2

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_gathering_hall_3 = {
		desc = no_gathering_hall_desc
		upgrades_from = no_gathering_hall_2
		gold_cost = 80
		build_time = 730
		ai_creation_factor = 97
		extra_tech_building_start = 1

		clan_sentiment = 2

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_gathering_hall_4 = {
		desc = no_gathering_hall_desc
		upgrades_from = no_gathering_hall_3
		gold_cost = 110
		build_time = 803
		ai_creation_factor = 97
		extra_tech_building_start = 1

		clan_sentiment = 2

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_gathering_hall_5 = {
		desc = no_gathering_hall_desc
		upgrades_from = no_gathering_hall_4
		gold_cost = 150
		build_time = 876
		ai_creation_factor = 97
		extra_tech_building_start = 1

		clan_sentiment = 2

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_gathering_hall_6 = {
		desc = no_gathering_hall_desc
		upgrades_from = no_gathering_hall_5
		gold_cost = 200
		build_time = 949
		ai_creation_factor = 97
		extra_tech_building_start = 1

		clan_sentiment = 3

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_gathering_hall_7 = {
		desc = no_gathering_hall_desc
		upgrades_from = no_gathering_hall_6
		gold_cost = 250
		build_time = 1022
		ai_creation_factor = 97
		extra_tech_building_start = 1

		clan_sentiment = 3

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_gathering_hall_8 = {
		desc = no_gathering_hall_desc
		upgrades_from = no_gathering_hall_7
		gold_cost = 350
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 2

		clan_sentiment = 3

		trigger = {
			FROM = { TECH_CITY_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	# Minter
	no_minter_1 = {
		desc = no_minter_desc
		gold_cost = 80
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_trade_route_wealth = 2
		global_trade_route_value = 0.5
		global_tradevalue = 5

		trigger = {
			has_trade_post = yes
			FROM = { TECH_TRADE_PRACTICES >= 1 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			has_trade_post = yes
		}
	}

	no_minter_2 = {
		desc = no_minter_desc
		upgrades_from = no_minter_1
		gold_cost = 110
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_trade_route_wealth = 3
		global_trade_route_value = 0.5
		global_tradevalue = 6

		trigger = {
			has_trade_post = yes
			FROM = { TECH_TRADE_PRACTICES >= 1 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			has_trade_post = yes
		}
	}

	no_minter_3 = {
		desc = no_minter_desc
		upgrades_from = no_minter_2
		gold_cost = 150
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_trade_route_wealth = 3
		global_trade_route_value = 0.5
		global_tradevalue = 8

		trigger = {
			has_trade_post = yes
			FROM = { TECH_TRADE_PRACTICES >= 2  }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			has_trade_post = yes
		}
	}

	no_minter_4 = {
		desc = no_minter_desc
		upgrades_from = no_minter_3
		gold_cost = 200
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_trade_route_wealth = 3
		global_trade_route_value = 0.5
		global_tradevalue = 10

		trigger = {
			has_trade_post = yes
			FROM = { TECH_TRADE_PRACTICES >= 2 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			has_trade_post = yes
		}
	}

	no_minter_5 = {
		desc = no_minter_desc
		upgrades_from = no_minter_4
		gold_cost = 250
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_trade_route_wealth = 4
		global_trade_route_value = 1
		global_tradevalue = 12

		trigger = {
			has_trade_post = yes
			FROM = { TECH_TRADE_PRACTICES >= 3 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			has_trade_post = yes
		}
	}

	no_minter_6 = {
		desc = no_minter_desc
		upgrades_from = no_minter_5
		gold_cost = 350
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_trade_route_wealth = 5
		global_trade_route_value = 1
		global_tradevalue = 14

		trigger = {
			has_trade_post = yes
			FROM = { TECH_TRADE_PRACTICES >= 4 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			has_trade_post = yes
		}
	}

	no_minter_7 = {
		desc = no_minter_desc
		upgrades_from = no_minter_6
		gold_cost = 500
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_trade_route_wealth = 7
		global_trade_route_value = 2
		global_tradevalue = 20

		trigger = {
			has_trade_post = yes
			FROM = { TECH_TRADE_PRACTICES >= 5 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			has_trade_post = yes
		}
	}

	no_minter_8 = {
		desc = no_minter_desc
		upgrades_from = no_minter_7
		gold_cost = 650
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		global_trade_route_wealth = 9
		global_trade_route_value = 2
		global_tradevalue = 30

		trigger = {
			has_trade_post = yes
			FROM = { TECH_TRADE_PRACTICES >= 6 }
			ai_can_build_trigger = yes
		}

		is_active_trigger = {
			has_trade_post = yes
		}
	}

	# Camp Fortifications
	no_camp_fortifications_1 = {
		desc = no_camp_fortifications_desc
		gold_cost = 40
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		fort_level = 0.3
		garrison_size = 0.6

		trigger = {
			FROM = { TECH_FORTIFICATIONS_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_camp_fortifications_2 = {
		desc = no_camp_fortifications_desc
		upgrades_from = no_camp_fortifications_1
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		fort_level = 0.3
		garrison_size = 0.6

		trigger = {
			FROM = { TECH_FORTIFICATIONS_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_camp_fortifications_3 = {
		desc = no_camp_fortifications_desc
		upgrades_from = no_camp_fortifications_2
		gold_cost = 90
		build_time = 475
		ai_creation_factor = 97
		extra_tech_building_start = 1

		fort_level = 0.4
		garrison_size = 0.8

		trigger = {
			FROM = { TECH_FORTIFICATIONS_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_camp_fortifications_4 = {
		desc = no_camp_fortifications_desc
		upgrades_from = no_camp_fortifications_3
		convert_to_tribal = tb_wall_2
		gold_cost = 120
		build_time = 475
		ai_creation_factor = 97
		extra_tech_building_start = 2

		fort_level = 0.5
		garrison_size = 0.8

		trigger = {
			FROM = { TECH_FORTIFICATIONS_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_camp_fortifications_5 = {
		desc = no_camp_fortifications_desc
		upgrades_from = no_camp_fortifications_4
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 97
		extra_tech_building_start = 2

		fort_level = 0.5
		garrison_size = 1.3

		trigger = {
			FROM = { TECH_FORTIFICATIONS_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_camp_fortifications_6 = {
		desc = no_camp_fortifications_desc
		upgrades_from = no_camp_fortifications_5
		gold_cost = 200
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 2

		fort_level = 0.5
		garrison_size = 1.3

		trigger = {
			FROM = { TECH_FORTIFICATIONS_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_camp_fortifications_7 = {
		desc = no_camp_fortifications_desc
		upgrades_from = no_camp_fortifications_6
		gold_cost = 300
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 2

		fort_level = 0.8
		garrison_size = 1.8

		trigger = {
			FROM = { TECH_FORTIFICATIONS_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_camp_fortifications_8 = {
		desc = no_camp_fortifications_desc
		upgrades_from = no_camp_fortifications_7
		convert_to_tribal = tb_wall_2
		gold_cost = 400
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 2

		fort_level = 1.2
		garrison_size = 1.8

		trigger = {
			FROM = { TECH_FORTIFICATIONS_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	# Camel Breeder
	no_camel_breeder_1 = {
		desc = no_camel_breeder_desc
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		camel_cavalry_defensive = 0.1

		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_camel_breeder_2 = {
		desc = no_camel_breeder_desc
		upgrades_from = no_camel_breeder_1
		gold_cost = 90
		build_time = 485
		ai_creation_factor = 97
		extra_tech_building_start = 1

		camel_cavalry_defensive = 0.1

		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1  }
			ai_can_build_trigger = yes
		}
	}

	no_camel_breeder_3 = {
		desc = no_camel_breeder_desc
		upgrades_from = no_camel_breeder_2
		gold_cost = 120
		build_time = 605
		ai_creation_factor = 97
		extra_tech_building_start = 1

		camel_cavalry_defensive = 0.1

		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_camel_breeder_4 = {
		desc = no_camel_breeder_desc
		upgrades_from = no_camel_breeder_3
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 97
		extra_tech_building_start = 1

		camel_cavalry_defensive = 0.1

		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_camel_breeder_5 = {
		desc = no_camel_breeder_desc
		upgrades_from = no_camel_breeder_4
		gold_cost = 190
		build_time = 803
		ai_creation_factor = 97
		extra_tech_building_start = 1

		camel_cavalry_defensive = 0.1

		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_camel_breeder_6 = {
		desc = no_camel_breeder_desc
		upgrades_from = no_camel_breeder_5
		gold_cost = 230
		build_time = 876
		ai_creation_factor = 97
		extra_tech_building_start = 1

		camel_cavalry_offensive = 0.1
		camel_cavalry_defensive = 0.1

		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_camel_breeder_7 = {
		desc = no_camel_breeder_desc
		upgrades_from = no_camel_breeder_6
		gold_cost = 280
		build_time = 949
		ai_creation_factor = 97
		extra_tech_building_start = 1

		camel_cavalry_offensive = 0.1
		camel_cavalry_defensive = 0.1

		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	no_camel_breeder_8 = {
		desc = no_camel_breeder_desc
		upgrades_from = no_camel_breeder_7
		gold_cost = 350
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 1

		camel_cavalry_offensive = 0.1
		camel_cavalry_defensive = 0.1

		trigger = {
			terrain = desert
			FROM = { TECH_CASTLE_CONSTRUCTION >= 6 }
			ai_can_build_trigger = yes
		}
	}

	# Elephant Camp
	no_elephant_camp_1 = {
		desc = no_elephant_camp_desc
		gold_cost = 60
		build_time = 365
		ai_creation_factor = 97
		extra_tech_building_start = 1

		war_elephants_defensive = 0.1

		trigger = {
			terrain = jungle
			FROM = { TECH_CASTLE_CONSTRUCTION >= 0 }
			ai_can_build_trigger = yes
		}
	}

	no_elephant_camp_2 = {
		desc = no_elephant_camp_desc
		upgrades_from = no_elephant_camp_1
		gold_cost = 90
		build_time = 485
		ai_creation_factor = 97
		extra_tech_building_start = 1

		war_elephants_defensive = 0.1

		trigger = {
			terrain = jungle
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_elephant_camp_3 = {
		desc = no_elephant_camp_desc
		upgrades_from = no_elephant_camp_2
		gold_cost = 120
		build_time = 605
		ai_creation_factor = 97
		extra_tech_building_start = 1

		war_elephants_defensive = 0.1

		trigger = {
			terrain = jungle
			FROM = { TECH_CASTLE_CONSTRUCTION >= 1 }
			ai_can_build_trigger = yes
		}
	}

	no_elephant_camp_4 = {
		desc = no_elephant_camp_desc
		upgrades_from = no_elephant_camp_3
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 97
		extra_tech_building_start = 1

		war_elephants_defensive = 0.1

		trigger = {
			terrain = jungle
			FROM = { TECH_CASTLE_CONSTRUCTION >= 2 }
			ai_can_build_trigger = yes
		}
	}

	no_elephant_camp_5 = {
		desc = no_elephant_camp_desc
		upgrades_from = no_elephant_camp_4
		gold_cost = 190
		build_time = 803
		ai_creation_factor = 97
		extra_tech_building_start = 1

		war_elephants_defensive = 0.1

		trigger = {
			terrain = jungle
			FROM = { TECH_CASTLE_CONSTRUCTION >= 3 }
			ai_can_build_trigger = yes
		}
	}

	no_elephant_camp_6 = {
		desc = no_elephant_camp_desc
		upgrades_from = no_elephant_camp_5
		gold_cost = 230
		build_time = 876
		ai_creation_factor = 97
		extra_tech_building_start = 1

		war_elephants_defensive = 0.1
		war_elephants_offensive = 0.1

		trigger = {
			terrain = jungle
			FROM = { TECH_CASTLE_CONSTRUCTION >= 4 }
			ai_can_build_trigger = yes
		}
	}

	no_elephant_camp_7 = {
		desc = no_elephant_camp_desc
		upgrades_from = no_elephant_camp_6
		gold_cost = 280
		build_time = 949
		ai_creation_factor = 97
		extra_tech_building_start = 1

		war_elephants_defensive = 0.1
		war_elephants_offensive = 0.1

		trigger = {
			terrain = jungle
			FROM = { TECH_CASTLE_CONSTRUCTION >= 5 }
			ai_can_build_trigger = yes
		}
	}

	no_elephant_camp_8 = {
		desc = no_elephant_camp_desc
		upgrades_from = no_elephant_camp_7
		gold_cost = 350
		build_time = 1095
		ai_creation_factor = 97
		extra_tech_building_start = 1

		war_elephants_defensive = 0.1
		war_elephants_offensive = 0.1

		trigger = {
			terrain = jungle
			FROM = { TECH_CASTLE_CONSTRUCTION >= 6 }
			ai_can_build_trigger = yes
		}
	}
}