## Regular holdings
# Triggers start in province scope
# ROOT is the province
# FROM is the settlement holder (character)
# FROMFROM is the settlement holding (title)

## Special holdings (trade post, fort, hospital)
# Triggers start in province scope
# ROOT is the province
# FROM is the holder (character)

# <tag> = {
#	desc = description used in the tooltip of the building
#	trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
#	gold_cost = cost to build the building
#	build_time = time to build, in days
#
#	ai_creation_factor = weight that the AI uses to determine what building to build
#	extra_tech_building_start = when starting a new game this building will be pre-built if the province has higher tech than the requirement + this + random 0-1
# }

# Regular example:

# 	ca_wall_q_1 = {
#		desc = ca_wall_q_1_desc
#		gold_cost = 50
#		build_time = 182
#		ai_creation_factor = 80
#		extra_tech_building_start = 1.2
#
#		fort_level = 0.5
#
#		trigger = {
#			TECH_FORTIFICATIONS_CONSTRUCTION >= 0
#			ai_can_build_trigger = yes
#		}
#	}

# Culture example:

#	ca_culture_saxon_english_1 = {
#		desc = ca_culture_saxon_english_1_desc
#		prerequisites = { ca_wall_2 }
#		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 = {
#			OR = {
#				culture = english
#				culture = welsh
#			}
#
#			TECH_CASTLE_CONSTRUCTION >= 0
#			NOT = { has_province_modifier = recent_culture_change }
#			ai_can_build_trigger = yes
#		}
#	}