TECH_GROUP_MILITARY = {
	TECH_LIGHT_INFANTRY = {
		modifier = {
			archers_offensive = 0.3
			light_infantry_offensive = 0.3
			light_infantry_defensive = 0.3
			archers_defensive = 0.3
		}
		1 = {
			add_building = ca_militia_2
			add_building = ct_militia_2
			add_building = tb_militia_2
			add_building = tp_militia_2
		}
		2 = {}
		3 = {
			add_building = ca_militia_3
			add_building = ct_militia_3
			add_building = tp_militia_3
		}
		4 = {}
		5 = {
			add_building = ca_militia_4
			add_building = ct_militia_4
			add_building = tp_militia_4
		}
		6 = {}
		7 = {
			add_building = ca_militia_5
			add_building = ct_militia_5
			add_building = tp_militia_5
		}
	}
	TECH_HEAVY_INFANTRY = {
		modifier = {
			pikemen_offensive = 0.3
			heavy_infantry_offensive = 0.3
			heavy_infantry_defensive = 0.3
			pikemen_defensive = 0.3
		}
		1 = {
			add_building = ca_barracks_1
			add_building = ca_barracks_2
		}
		2 = {}
		3 = {
			add_building = ca_barracks_3
		}
		4 = {}
		5 = {
			add_building = ca_barracks_4
		}
		6 = {}
		7 = {
			add_building = ca_barracks_5
		}
	}
	TECH_CAVALRY = {
		modifier = {
			light_cavalry_offensive  = 0.3
			knights_offensive = 0.3
			horse_archers_offensive = 0.3
			camel_cavalry_offensive = 0.3
			light_cavalry_defensive = 0.3
			war_elephants_offensive = 0.3
			knights_defensive = 0.3
			horse_archers_defensive = 0.3
			camel_cavalry_defensive = 0.3
			war_elephants_defensive = 0.3
		}
		1 = {
			add_building = ca_stable_1
			add_building = ca_stable_2
			add_building = ca_desert_stable_1
			add_building = ca_desert_stable_2
			add_building = ca_steppe_stable_1
			add_building = ca_steppe_stable_2
			add_building = ct_stable_1
			add_building = ct_stable_2
			add_building = ct_desert_stable_1
			add_building = ct_desert_stable_2
			add_building = ct_steppe_stable_1
			add_building = ct_steppe_stable_2
			add_building = tb_stable_1
			add_building = tb_stable_2
			add_building = tb_desert_stable_1
			add_building = tb_desert_stable_2
			add_building = tb_steppe_stable_1
			add_building = tb_steppe_stable_2
			add_building = tp_stable_1
			add_building = tp_stable_2
			add_building = tp_desert_stable_1
			add_building = tp_desert_stable_2
			add_building = tp_steppe_stable_1
			add_building = tp_steppe_stable_2
		}
		2 = {}
		3 = {
			add_building = ca_stable_3
			add_building = ca_desert_stable_3
			add_building = ca_steppe_stable_3
			add_building = ct_stable_3
			add_building = ct_desert_stable_3
			add_building = ct_steppe_stable_3
			add_building = tp_stable_3
			add_building = tp_desert_stable_3
			add_building = tp_steppe_stable_3
		}
		4 = {}
		5 = {
			add_building = ca_stable_4
			add_building = ca_desert_stable_4
			add_building = ca_steppe_stable_4
			add_building = ct_stable_4
			add_building = ct_desert_stable_4
			add_building = ct_steppe_stable_4
			add_building = tp_stable_4
			add_building = tp_desert_stable_4
			add_building = tp_steppe_stable_4
		}
		6 = {}
		7 = {
			add_building = ca_stable_5
			add_building = ca_desert_stable_5
			add_building = ca_steppe_stable_5
			add_building = ct_stable_5
			add_building = ct_desert_stable_5
			add_building = ct_steppe_stable_5
			add_building = tp_stable_5
			add_building = tp_desert_stable_5
			add_building = tp_steppe_stable_5
		}
	}
	TECH_SIEGE_EQUIPMENT = {
		modifier = {
			siege_speed = 1.0
			siege_defence = 1.0
		}
	}
	TECH_NAVAL = {
		modifier = {
			galleys_perc = 0.8
		}
		1 = {
			add_building = ca_shipyard_1
			add_building = ct_shipyard_1
			add_building = tb_shipyard_1
			add_building = tp_shipyard_1
			add_building = no_harbor_2
			add_building = ca_port_1
			add_building = ct_port_1
			add_building = tb_port_1
			add_building = tp_port_1
		}
		2 = {
			add_building = ca_shipyard_2
			add_building = ct_shipyard_2
			add_building = tb_shipyard_2
			add_building = tp_shipyard_2
			add_building = no_harbor_3
		}
		3 = {
			add_building = ca_shipyard_3
			add_building = ct_shipyard_3
			add_building = tp_shipyard_3
			add_building = no_harbor_4
		}
		4 = {
			add_building = ca_shipyard_4
			add_building = ct_shipyard_4
			add_building = tp_shipyard_4
			add_building = no_harbor_5
		}
		5 = {
			add_building = ca_shipyard_5
			add_building = ct_shipyard_5
			add_building = tp_shipyard_5
			add_building = no_harbor_6
		}
		6 = {
			add_building = no_harbor_7
		}
		7 = {
			add_building = no_harbor_8
		}
	}
	TECH_RECRUITMENT = {
		modifier = {
			global_supply_limit = 1.0
			land_morale = 0.5
		}
	}
}

TECH_GROUP_ECONOMY = {
	TECH_CASTLE_CONSTRUCTION = { #castle buildings
		modifier = {}
		1 = {
			add_building = tb_basic_keep_1
			add_building = tb_basic_keep_2
			add_building = tb_basic_keep_3
			add_building = tb_basic_keep_4
			add_building = tb_basic_keep_5
			add_building = ca_town_market_2
			add_building = ca_housing_2
			add_building = tb_housing_2
			add_building = "<CULTURE>2"
			add_building = no_riding_contests_2
			add_building = no_riding_contests_3
			add_building = no_horse_breeder_3
			add_building = no_horse_breeder_4
			add_building = no_wrestling_2
			add_building = no_hunting_parties_3
			add_building = no_hunting_parties_4
			add_building = no_composite_bow_crafter_1
			add_building = no_lamellar_armor_crafter_2
			add_building = no_lamellar_armor_crafter_3
			add_building = no_camel_breeder_2
			add_building = no_camel_breeder_3
			add_building = no_elephant_camp_2
			add_building = no_elephant_camp_3
		}
		2 = {
			add_building = "<CULTURE>3"
			add_building = ca_estate_1
			add_building = no_horse_breeder_5
			add_building = no_horse_breeder_6
			add_building = no_riding_contests_4
			add_building = no_riding_contests_5
			add_building = no_wrestling_3
			add_building = no_wrestling_4
			add_building = no_hunting_parties_5
			add_building = no_hunting_parties_6
			add_building = no_composite_bow_crafter_2
			add_building = no_lamellar_armor_crafter_4
			add_building = no_camel_breeder_4
			add_building = no_elephant_camp_4
		}
		3 = {
			add_building = ca_training_grounds_2
			add_building = ca_study_1
			add_building = ca_town_market_2
			add_building = ca_housing_3
			add_building = no_horse_breeder_7
			add_building = no_horse_breeder_8
			add_building = no_riding_contests_6
			add_building = no_wrestling_5
			add_building = no_hunting_parties_7
			add_building = no_hunting_parties_8
			add_building = no_composite_bow_crafter_3
			add_building = no_lamellar_armor_crafter_5
			add_building = no_camel_breeder_5
			add_building = no_elephant_camp_5
		}
		4 = {
			add_building = "<CULTURE>4"
			add_building = ca_estate_2
			add_building = no_riding_contests_7
			add_building = no_wrestling_6
			add_building = no_composite_bow_crafter_4
			add_building = no_composite_bow_crafter_5
			add_building = no_lamellar_armor_crafter_6
			add_building = no_camel_breeder_6
			add_building = no_elephant_camp_6
		}
		5 = {
			add_building = ca_town_market_4
			add_building = ca_housing_4
			add_building = ca_militia_3
			add_building = no_riding_contests_8
			add_building = no_wrestling_7
			add_building = no_composite_bow_crafter_6
			add_building = no_lamellar_armor_crafter_7
			add_building = no_camel_breeder_7
			add_building = no_elephant_camp_7
		}
		6 = {
			add_building = ca_training_grounds_3
			add_building = ca_study_2
			add_building = ca_estate_3
			add_building = no_wrestling_8
			add_building = no_composite_bow_crafter_7
			add_building = no_lamellar_armor_crafter_8
			add_building = no_camel_breeder_8
			add_building = no_elephant_camp_8
		}
		7 = {
			add_building = ca_town_market_5
			add_building = ca_housing_4
			add_building = ca_militia_4
			add_building = no_composite_bow_crafter_8
		}
		8 = {}
	}
	TECH_CITY_CONSTRUCTION = { #city buildings
		modifier = {
		}
		1 = {
			add_building = ct_town_market_2
			add_building = ct_housing_2
			add_building = tb_town_hall_1
			add_building = tb_town_hall_2
			add_building = tb_town_hall_3
			add_building = tb_town_hall_4
			add_building = tb_town_hall_5
			add_building = tb_housing_2
			add_building = no_airag_producer_1
			add_building = no_airag_producer_2
			add_building = no_cattle_pens_3
			add_building = no_cattle_pens_4
			add_building = no_ox_wagon_3
			add_building = no_meat_preserver_1
			add_building = no_meat_preserver_2
			add_building = no_sheep_3
			add_building = no_sheep_4
			add_building = no_felt_crafter_2
			add_building = no_felt_crafter_3
			add_building = no_ger_crafter_1
			add_building = no_fishing_village_3
			add_building = no_fishing_village_4
			add_building = no_gathering_hall_3
			add_building = no_gathering_hall_4
		}
		2 = {
			add_building = no_airag_producer_3
			add_building = no_airag_producer_4
			add_building = no_cattle_pens_5
			add_building = no_cattle_pens_6
			add_building = no_ox_wagon_4
			add_building = no_ox_wagon_5
			add_building = no_meat_preserver_3
			add_building = no_meat_preserver_4
			add_building = no_sheep_5
			add_building = no_sheep_6
			add_building = no_felt_crafter_4
			add_building = no_ger_crafter_2
			add_building = no_ger_crafter_3
			add_building = no_fishing_village_5
			add_building = no_fishing_village_6
			add_building = no_gathering_hall_5
			add_building = no_gathering_hall_6
		}
		3 = {
			add_building = ct_merchant_guild_2
			add_building = ct_training_grounds_2
			add_building = ct_town_market_3
			add_building = ct_housing_3
			add_building = ct_university_1
			add_building = no_airag_producer_5
			add_building = no_cattle_pens_7
			add_building = no_cattle_pens_8
			add_building = no_ox_wagon_6
			add_building = no_meat_preserver_5
			add_building = no_meat_preserver_6
			add_building = no_sheep_7
			add_building = no_sheep_8
			add_building = no_felt_crafter_5
			add_building = no_ger_crafter_4
			add_building = no_fishing_village_7
			add_building = no_fishing_village_8
			add_building = no_gathering_hall_7
		}
		4 = {
			add_building = ct_city_guard_2
			add_building = ct_rep_arsenal_2
			add_building = no_airag_producer_6
			add_building = no_ox_wagon_7
			add_building = no_ox_wagon_8
			add_building = no_meat_preserver_7
			add_building = no_felt_crafter_6
			add_building = no_ger_crafter_5
			add_building = no_ger_crafter_6
			add_building = no_gathering_hall_8
		}
		5 = {
			add_building = ct_town_market_4
			add_building = ct_housing_4
			add_building = no_airag_producer_7
			add_building = no_meat_preserver_8
			add_building = no_felt_crafter_7
			add_building = no_ger_crafter_7
		}
		6 = {
			add_building = ct_merchant_guild_3
			add_building = ct_training_grounds_3
			add_building = ct_university_2
			add_building = no_airag_producer_8
			add_building = no_felt_crafter_8
			add_building = no_ger_crafter_8
		}
		7 = {
			add_building = ct_rep_arsenal_3
			add_building = ct_town_market_5
			add_building = ct_housing_5
		}
		8 = {
			add_building = ct_city_guard_3
			add_building = ct_university_3
		}
	}
	TECH_TEMPLE_CONSTRUCTION = { #temple buildings
		modifier = {}
		1 = {
			add_building = tp_town_market_2
			add_building = tp_housing_2
			add_building = no_shrine_2
			add_building = no_shrine_3
			add_building = no_minority_shrine_2
			add_building = no_minority_shrine_3
		}
		2 = {
			add_building = tp_temple_2
			add_building = tp_school_1
			add_building = no_shrine_4
			add_building = no_minority_shrine_4
			add_building = no_minority_shrine_5
			add_building = ca_government_monastery_3
		}
		3 = {
			add_building = tp_order_house_1
			add_building = tp_training_grounds_2
			add_building = tp_town_market_3
			add_building = tp_housing_3
			add_building = no_shrine_5
			add_building = no_minority_shrine_6
		}
		4 = {
			add_building = tp_temple_3
			add_building = tp_school_2
			add_building = no_shrine_6
			add_building = no_shrine_7
			add_building = no_minority_shrine_7
			add_building = ca_government_monastery_4
		}
		5 = {
			add_building = tp_order_house_2
			add_building = tp_town_market_4
			add_building = tp_housing_4
			add_building = no_shrine_8
			add_building = no_minority_shrine_8
		}
		6 = {
			add_building = tp_training_grounds_3
			add_building = tp_temple_4
			add_building = tp_school_3
		}
		7 = {
			add_building = tp_town_market_5
			add_building = tp_housing_5
		}
		8 = {
			add_building = tp_temple_5
		}
	}
	TECH_FORTIFICATIONS_CONSTRUCTION = { # walls and levy buildings
		modifier = {
		}
		1 = {
			add_building = ca_wall_1
			add_building = ct_wall_1
			add_building = tb_wall_1
			add_building = tp_wall_1
			add_building = tb_basic_keep_3
			add_building = tb_basic_keep_4
			add_building = tb_basic_keep_5
			add_building = no_baghatur_council_1
			add_building = no_camp_fortifications_3
			add_building = no_camp_fortifications_4
		}
		2 = {
			add_building = ca_wall_2
			add_building = ct_wall_2
			add_building = tb_wall_2
			add_building = tp_wall_2
			add_building = ca_keep_2
			add_building = no_baghatur_council_2
			add_building = no_baghatur_council_3
			add_building = no_camp_fortifications_5
		}
		3 = {
			add_building = no_baghatur_council_4
			add_building = no_baghatur_council_5
			add_building = no_camp_fortifications_6
			add_building = ft_upgrade_2
		}
		4 = {
			add_building = ca_wall_3
			add_building = ct_wall_3
			add_building = tp_wall_3
			add_building = ca_keep_3
			add_building = no_baghatur_council_6
			add_building = no_camp_fortifications_7
		}
		5 = {
			add_building = no_baghatur_council_7
			add_building = no_camp_fortifications_8
		}
		6 = {
			add_building = ca_wall_4
			add_building = ct_wall_4
			add_building = tp_wall_4
			add_building = ca_keep_4
			add_building = no_baghatur_council_8
			add_building = ft_upgrade_3
		}
		7 = {}
		8 = {
			add_building = ca_wall_5
			add_building = ct_wall_5
			add_building = tp_wall_5
			add_building = ca_keep_5
		}
	}
	TECH_TRADE_PRACTICES = {
		modifier = {
			tradevalue_mult = 0.6
		}
		1 = {
			add_building = tb_town_hall_3
			add_building = tb_town_hall_4
			add_building = tb_town_hall_5
			add_building = ca_port_1
			add_building = ct_port_1
			add_building = tb_port_1
			add_building = tp_port_1
			add_building = no_yam_3
			add_building = no_yam_4
			add_building = no_minter_1
			add_building = no_minter_2
		}
		2 = {
			add_building = no_yam_5
			add_building = no_yam_6
			add_building = no_minter_3
			add_building = no_minter_4
		}
		3 = {
			add_building = ca_port_2
			add_building = ct_port_2
			add_building = tb_port_2
			add_building = tp_port_2
			add_building = no_yam_7
			add_building = no_minter_5
		}
		4 = {
			add_building = no_yam_8
			add_building = no_minter_6
		}
		5 = {
			add_building = ca_port_3
			add_building = ct_port_3
			add_building = tp_port_3
			add_building = no_minter_7
		}
		6 = {
			add_building = ca_port_4
			add_building = ct_port_4
			add_building = tp_port_4
			add_building = no_minter_8
		}
		7 = {
			add_building = ca_port_5
			add_building = ct_port_5
			add_building = tp_port_5
		}
	}
	TECH_CONSTRUCTION = { #improved construction of all buildings
		modifier = {
			local_build_time_modifier = -0.25
			local_build_cost_modifier = -0.25
			wonder_build_time_modifier = -0.2
			wonder_build_cost_modifier = -0.15
		}
		1= {

		}
		2 = {
			add_building = hospital_building_1
			add_building = leper_colony_1
			add_building = soup_kitchen_1
		}
		3 = {
			add_building = hospital_building_2
			add_building = chapel_1
			add_building = translation_house_1
			add_building = pilgrims_inn_1
			add_building = library_1

		}
		4 = {
			add_building = hospital_building_3
			add_building = pharmacology_laboratory_1
			add_building = medical_academy_1
			add_building = observatory_1
		}
		5 = {
			add_building = hospital_building_4
		}
		6 = {
			add_building = hospital_building_5
		}
	}
}

TECH_GROUP_CULTURE = {
	TECH_NOBLE_CUSTOMS = {
		modifier = {
			castle_tax_modifier = 0.5
		}
		1 = {}
		2 = {}
		3 = {}
	}
	TECH_POPULAR_CUSTOMS = {
		modifier = {
			city_tax_modifier = 0.5
		}
	}
	TECH_RELIGIOUS_CUSTOMS = {
		modifier = {
			temple_tax_modifier = 0.5
		}
		1 = {
			add_building = ca_shrine_1
		}
		2 = {}
		3 = {
			add_building = ca_shrine_2
		}
	}
	TECH_MAJESTY = {
		modifier = {
			add_prestige_modifier = 0.5
			add_piety_modifier = 0.5
			short_reign_length = -5
		}
		1 = {
			add_decision = form_new_kingdom
		}
		2 = {
			add_decision = form_new_empire
		}
		3 = {}
		4 = {}
		5 = {
			add_decision = imperial_administration
		}
	}
	TECH_CULTURE_FLEX = {
		modifier = {
			culture_flex = -0.5
			religion_flex = -0.5
		}
	}
	TECH_LEGALISM = {
		modifier = {
		}
		1 = {
			add_decision = crown_authority_1
			add_decision = feudal_obligations_1
			add_decision = temple_obligations_1
			add_decision = city_obligations_1
			add_decision = revoke_title_law_1
		}
		2 = {
			add_decision = crown_authority_2
			add_decision = iqta_obligations_1
			add_decision = revoke_title_law_2
		}
		3 = {
			add_decision = crown_authority_3
			add_decision = feudal_obligations_2
			add_decision = temple_obligations_2
			add_decision = city_obligations_2
			add_decision = out_of_realm_inheritance_law_1
		}
		4 = {
			add_decision = vice_royalty_1
			add_decision = iqta_obligations_2
		}
		5 = {
			add_decision = crown_authority_4
			add_decision = feudal_obligations_3
			add_decision = temple_obligations_3
			add_decision = city_obligations_3
		}
		6 = {
			add_decision = iqta_obligations_3
		}
		7 = {
			add_decision = feudal_obligations_4
			add_decision = temple_obligations_4
			add_decision = city_obligations_4
		}
		8 = {
			add_decision = vice_royalty_2
			add_decision = iqta_obligations_4
		}
	}
}
