#Forts (Castles)

castle = {
	#Keeps
	ca_keep_0a = {
		desc = ca_keep_0a_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }		
		
		gold_cost = 150
		build_time = 270
		
		levy_size = 0.025
		garrison_size = 0.025		

		ai_creation_factor = 100

		extra_tech_building_start = 0.01
	}

	ca_keep_0b = {
		desc = ca_keep_0b_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		upgrades_from = ca_keep_0a
		
		gold_cost = 150
		build_time = 720
		
		levy_size = 0.025
		garrison_size = 0.025		

		ai_creation_factor = 80

		extra_tech_building_start = 0.95
	}

	ca_keep_1 = {
		desc = ca_keep_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		upgrades_from = ca_keep_0b
		
		gold_cost = 150
		build_time = 1080
		
		levy_size = 0.05
		garrison_size = 0.05			

		ai_creation_factor = 80

		extra_tech_building_start = 0.95
	}

	ca_keep_2 = {
		desc = ca_keep_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		upgrades_from = ca_keep_1
		
		gold_cost = 300
		build_time = 1440
		
		levy_size = 0.05
		garrison_size = 0.05				

		ai_creation_factor = 80

		extra_tech_building_start = 0.95
	}
	
	ca_keep_3 = {
		desc = ca_keep_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
		upgrades_from = ca_keep_2
		
		gold_cost = 300
		build_time =  1800
		
		levy_size = 0.10
		garrison_size = 0.10			
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.95
	}
	
	ca_keep_4 = {
		desc = ca_keep_4_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
		upgrades_from = ca_keep_3
		
		gold_cost = 300
		build_time =  2160
		
		levy_size = 0.10
		garrison_size = 0.10				
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.95
	}	
	
	ca_keep_5 = {
		desc = ca_keep_5_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 }
		upgrades_from = ca_keep_4
		
		gold_cost = 400
		build_time =  2520
		
		levy_size = 0.10
		garrison_size = 0.10				
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.95
	}
	
	ca_keep_6 = {
		desc = ca_keep_6_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6 }
		upgrades_from = ca_keep_5
		
		gold_cost = 400
		build_time = 2880
		
		levy_size = 0.10
		garrison_size = 0.10				
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 0.95
	}
	
	ca_keep_7 = {
		desc = ca_keep_7_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7 }
		upgrades_from = ca_keep_6
		
		gold_cost = 400
		build_time =  3240

		levy_size = 0.10
		garrison_size = 0.10				
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 0.95
	}	
	
	ca_keep_8 = {
		desc = ca_keep_8_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 }
		upgrades_from = ca_keep_7
		
		gold_cost = 400
		build_time =  3600
		
		levy_size = 0.10
		garrison_size = 0.10		
		
		ai_creation_factor = 30
		
		extra_tech_building_start = 0.95
	}
	
	#Barracks
	ca_barracks_0 = {
		desc = ca_barracks_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_keep_0a }
		
		gold_cost = 100
		build_time = 360
	
		levy_size = 0.05
		garrison_size = 0.05
	
		archers = 25
		heavy_infantry = 25
		light_infantry = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_barracks_1 = {
		desc = ca_barracks_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		upgrades_from = ca_barracks_0
		
		gold_cost = 300
		build_time = 540
		
		levy_size = 0.10
		garrison_size = 0.10
		
		archers = 25
		heavy_infantry = 25
		light_infantry = 25		
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 0.9
	}	
	
	#Guard Quarters
	ca_guardquart_0 = {
		desc = ca_guardquart_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_barracks_0 }
		
		gold_cost = 100
		build_time = 360
		
		garrison_size = 0.10
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.9
	}	
	
	ca_guardquart_1 = {
		desc = ca_guardquart_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_guardquart_0
		
		gold_cost = 225
		build_time = 540
		
		garrison_size = 0.10
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.8
	}	

	ca_guardquart_2 = {
		desc = ca_guardquart_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }	
		upgrades_from = ca_guardquart_1
		
		gold_cost = 200
		build_time = 720
		
		garrison_size = 0.10
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.8
	}	

	ca_guardquart_3 = {
		desc = ca_guardquart_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		#prerequisites = { ca_keep_6 }
		upgrades_from = ca_guardquart_2
		
		gold_cost = 300
		build_time = 720
		
		garrison_size = 0.10
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.8
	}	
	
	#Healer and Hospital
	ca_healer_0 = {
		desc = ca_healer_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_keep_0a }
		
		gold_cost = 100
		build_time = 180
		
		levy_reinforce_rate = 0.10
		#garrison_growth = 0.20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.5
	}
	
	ca_healer_1 = {
		desc = ca_healer_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_keep_0b }		
		upgrades_from = ca_healer_0
		
		gold_cost = 100
		build_time = 360
		
		levy_reinforce_rate = 0.05
		#garrison_growth = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.5
	}

	ca_healer_2 = {
		desc = ca_healer_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		prerequisites = { ca_keep_2 }			
		upgrades_from = ca_healer_1
		
		gold_cost = 225
		build_time = 540
		
		levy_reinforce_rate = 0.05
		#garrison_growth = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.3
	}
	
	ca_healer_3 = {
		desc = ca_healer_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }			
		upgrades_from = ca_healer_2
		
		gold_cost = 200
		build_time = 720
		
		levy_reinforce_rate = 0.05
		#garrison_growth = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.5
	}
	
	ca_healer_4 = {
		desc = ca_healer_4_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_healer_3
		
		gold_cost = 300
		build_time = 720
		
		levy_reinforce_rate = 0.05
		#garrison_growth = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.5
	}
	
	#Traninggrounds
	ca_trainingground_0 = {
		desc = ca_trainingground_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_barracks_0 ca_keep_0b }
		
		gold_cost = 100
		build_time = 360
		
		levy_reinforce_rate = 0.05
		#garrison_growth = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.5
	}	
	
	ca_trainingground_1 = {
		desc = ca_trainingground_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		upgrades_from = ca_trainingground_0
		
		gold_cost = 225
		build_time = 540
		
		land_morale = 0.05		
		levy_reinforce_rate = 0.05
		retinuesize = 10
		#garrison_growth = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.3
	}	

	ca_trainingground_2 = {
		desc = ca_trainingground_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		upgrades_from = ca_trainingground_1
		
		gold_cost = 200
		build_time = 720
		
		land_morale = 0.05		
		levy_reinforce_rate = 0.05
		retinuesize = 10
		#garrison_growth = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.3
	}	

	ca_trainingground_3 = {
		desc = ca_trainingground_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		upgrades_from = ca_trainingground_2
		
		gold_cost = 300
		build_time = 720
		
		land_morale = 0.05		
		levy_reinforce_rate = 0.05
		retinuesize = 10
		#garrison_growth = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.3
	}
	
	#Local Military Organization Line (Levy size)
	ca_MilitaryOrga_0 = {
		desc = ca_MilitaryOrga_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RECRUITMENT  = 6}
		prerequisites = { ca_keep_5 }
		#upgrades_from = ca_trainingground_2
		
		gold_cost = 200
		build_time = 720
		
		levy_reinforce_rate = 0.05
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 0.4
	}
	
	ca_MilitaryOrga_1 = {
		desc = ca_MilitaryOrga_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RECRUITMENT  = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_MilitaryOrga_0
		
		gold_cost = 300
		build_time = 720
		
		levy_reinforce_rate = 0.05
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 0.2
	}

	ca_MilitaryOrga_2 = {
		desc = ca_MilitaryOrga_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RECRUITMENT  = 8}
		upgrades_from = ca_MilitaryOrga_1
		
		gold_cost = 300
		build_time = 720
		
		levy_reinforce_rate = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.2
	}
	
	#Mustering Area
	ca_musterarea_0 = {
		desc = ca_musterarea_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 2}
		#upgrades_from = ca_musterarea_0
		prerequisites = { ca_barracks_0 ca_keep_1}
		
		gold_cost = 100
		build_time = 450
		
		levy_reinforce_rate = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.4
	}
	
	ca_musterarea_1 = {
		desc = ca_musterarea_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 4}
		prerequisites = { ca_keep_3 }	
		upgrades_from = ca_musterarea_0
		
		gold_cost = 150
		build_time = 630
		
		levy_reinforce_rate = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.2
	}

	ca_musterarea_2 = {
		desc = ca_musterarea_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 6}
		prerequisites = { ca_keep_5 }	
		upgrades_from = ca_musterarea_1
		
		gold_cost = 200
		build_time = 720
		
		levy_reinforce_rate = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.2
	}

	ca_musterarea_3 = {
		desc = ca_musterarea_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 8}
		prerequisites = { ca_keep_7 }
		upgrades_from = ca_musterarea_2
		
		gold_cost = 300
		build_time = 720
		
		levy_reinforce_rate = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 0.2
	}	
	
	#Global Military Organization Line (Retinues)
	ca_RetinueOrga_0 = {
		desc = ca_RetinueOrga_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RECRUITMENT  = 2}
		prerequisites = { ca_keep_1 }
		#upgrades_from = ca_RetinueOrga_0
		
		gold_cost = 100
		build_time = 450
		
		retinuesize = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.6
	}
	
	ca_RetinueOrga_1 = {
		desc = ca_RetinueOrga_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RECRUITMENT  = 4}
		prerequisites = { ca_keep_3 }
		upgrades_from = ca_RetinueOrga_0
		
		gold_cost = 150
		build_time = 630
		
		retinuesize = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.4
	}

	ca_RetinueOrga_2 = {
		desc = ca_RetinueOrga_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RECRUITMENT  = 6}
		prerequisites = { ca_keep_5 }
		upgrades_from = ca_RetinueOrga_1
		
		gold_cost = 200
		build_time = 720
		
		retinuesize = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.4
	}

	ca_RetinueOrga_3 = {
		desc = ca_RetinueOrga_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RECRUITMENT  = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_RetinueOrga_2
		
		gold_cost = 300
		build_time = 720
		
		retinuesize = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.4
	}

	ca_RetinueOrga_4 = {
		desc = ca_RetinueOrga_4_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RECRUITMENT  = 8}
		prerequisites = { ca_keep_7 }
		upgrades_from = ca_RetinueOrga_3
		
		gold_cost = 300
		build_time = 720
		
		retinuesize = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.4
	}
	
	#Hunters Lodge (Base Tax)
	ca_HunterLodge_0 = {
		desc = ca_HunterLodge_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_NOBLE_CUSTOMS   = 0}
		#upgrades_from = ca_HunterLodge_0
		
		gold_cost = 100
		build_time = 360
		
		tax_income = 1.0
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.1
	}
	
	ca_HunterLodge_1 = {
		desc = ca_HunterLodge_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_NOBLE_CUSTOMS   = 4}
		upgrades_from = ca_HunterLodge_0
		
		gold_cost = 200
		build_time = 630
		
		tax_income = 1.5
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.3
	}	
	
	#Farms (Base Tax)
	ca_Farm_0 = {
		desc = ca_Farm_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CONSTRUCTION = 0}
		#upgrades_from = ca_Farm_0
		
		gold_cost = 50
		build_time = 180
		
		tax_income = 0.50
		
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.01
	}	
	
	ca_Farm_1 = {
		desc = ca_Farm_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CONSTRUCTION = 5}
		upgrades_from = ca_Farm_0
		
		gold_cost = 200
		build_time = 720
		
		tax_income = 1.5
		
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.01
	}	

	ca_Farm_2 = {
		desc = ca_Farm_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CONSTRUCTION = 6}
		upgrades_from = ca_Farm_1
		
		gold_cost = 200
		build_time = 720
		
		tax_income = 1.5
		
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.01
	}	
	
	#Trade Buildings (Base Tax)	
	ca_trade_0 = {
		desc = ca_trade_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = {
			TECH_TRADE_PRACTICES = 0
			OR = {
				has_province_modifier = infrastructure_1
				has_province_modifier = infrastructure_2
				has_province_modifier = infrastructure_3
				has_province_modifier = infrastructure_4
			}
		}
		prerequisites = {ca_keep_0a }
		#upgrades_from = ca_trade_0
		
		gold_cost = 100
		build_time = 360
		
		tax_income = 1
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.85
	}	
	
	ca_trade_1 = {
		desc = ca_trade_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = {
			TECH_TRADE_PRACTICES = 2
			OR = {
				has_province_modifier = infrastructure_2
				has_province_modifier = infrastructure_3
				has_province_modifier = infrastructure_4
			}
		}
		prerequisites = {ca_keep_2 }
		upgrades_from = ca_trade_0
		
		gold_cost = 150
		build_time = 540
		
		tax_income = 1.5
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.3
	}	

	ca_trade_2 = {
		desc = ca_trade_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = {
			TECH_TRADE_PRACTICES = 4
			OR = {
				has_province_modifier = infrastructure_3
				has_province_modifier = infrastructure_4
			}
		}
		prerequisites = {ca_keep_4 }	
		upgrades_from = ca_trade_1
		
		gold_cost = 200
		build_time = 720
		
		tax_income = 2.0
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.3
	}	
	
	#Generic Smithy (miltechspread)
	ca_smithy_0 = {
		desc = ca_smithy_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION  = 0}
		prerequisites = { ca_barracks_0 }	
		#upgrades_from = ca_smithy_0
			
		gold_cost = 100
		build_time = 180
		
		tech_growth_modifier_military = 0.15
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 0.5
	}
	
	ca_smithy_1 = {
		desc = ca_smithy_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION  = 2}
		prerequisites = {ca_keep_1 }	
		upgrades_from = ca_smithy_0	
		
		gold_cost = 100
		build_time = 450
		
		tech_growth_modifier_military = 0.15		
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 0.8
	}

	ca_smithy_2 = {
		desc = ca_smithy_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION  = 4}
		prerequisites = {ca_keep_3 }	
		upgrades_from = ca_smithy_1
		
		gold_cost = 150
		build_time = 630
		
		tech_growth_modifier_military = 0.15
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 0.6
	}

	ca_smithy_3 = {
		desc = ca_smithy_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION  = 6}
		prerequisites = {ca_keep_5 }	
		upgrades_from = ca_smithy_2	
		
		gold_cost = 200
		build_time = 720
		
		tech_growth_modifier_military = 0.15
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 0.6
	}
	
	#Tempel (Landmorale)
	ca_tempel_0 = {
		desc = ca_tempel_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0}
		prerequisites = {ca_keep_0a }	
		#upgrades_from = ca_tempel_0
		
		gold_cost = 50
		build_time = 90
		
		land_morale = 0.05
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.95
	}
	
	ca_tempel_1 = {
		desc = ca_tempel_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 2}
		prerequisites = {ca_keep_1 }	
		upgrades_from = ca_tempel_0
		
		gold_cost = 100
		build_time = 450
		
		land_morale = 0.05
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.95
	}

	ca_tempel_2 = {
		desc = ca_tempel_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 4}
		prerequisites = {ca_keep_3 }	
		upgrades_from = ca_tempel_1
		
		gold_cost = 150
		build_time = 630
		
		land_morale = 0.05
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.95
	}

	ca_tempel_3 = {
		desc = ca_tempel_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 6}
		prerequisites = {ca_keep_5 }	
		upgrades_from = ca_tempel_2
		
		gold_cost = 200
		build_time = 720
		
		land_morale = 0.05
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.9
	}

	ca_tempel_4 = {
		desc = ca_tempel_4_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 8}
		prerequisites = {ca_keep_7 }	
		upgrades_from = ca_tempel_3
		
		gold_cost = 300
		build_time = 720
		
		land_morale = 0.05
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.9
	}	
	
	#Bathhouse (Morale Gain)
	ca_bath_0 = {
		desc = ca_bath_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 0}
		prerequisites = {ca_keep_0a }	
		#upgrades_from = ca_bath_0
		
		gold_cost = 50
		build_time = 90
		
		land_organisation = 0.01
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 0.5
	}
	
	ca_bath_1 = {
		desc = ca_bath_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 2}
		prerequisites = {ca_keep_1 }	
		upgrades_from = ca_bath_0
		
		gold_cost = 100
		build_time = 450
		
		land_organisation = 0.01
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.95
	}	

	ca_bath_2 = {
		desc = ca_bath_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 4}
		prerequisites = {ca_keep_3 }	
		upgrades_from = ca_bath_1
		
		gold_cost = 150
		build_time = 630
		
		land_organisation = 0.01
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.95
	}	
	
	ca_bath_3 = {
		desc = ca_bath_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 6}
		prerequisites = {ca_keep_5 }	
		upgrades_from = ca_bath_2
		
		gold_cost = 200
		build_time = 720
		
		land_organisation = 0.01
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.95
	}	

	ca_bath_4 = {
		desc = ca_bath_4_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 7}
		prerequisites = {ca_keep_6 }	
		upgrades_from = ca_bath_3
		
		gold_cost = 300
		build_time = 720
		
		land_organisation = 0.01
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.95
	}

	#Tavern (Morale and Morale Gain)
	ca_tavern_0 = {
		desc = ca_tavern_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 0}
		prerequisites = {ca_keep_0a }	
		#upgrades_from = ca_tavern_0
		
		gold_cost = 50
		build_time = 90
		
		land_morale = 0.025		
		land_organisation = 0.005
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 0.4
	}	
	
	ca_tavern_1 = {
		desc = ca_tavern_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 1}
		prerequisites = {ca_keep_0b }	
		upgrades_from = ca_tavern_0
		
		gold_cost = 100
		build_time = 360
		
		land_morale = 0.025		
		land_organisation = 0.005
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 0.85
	}	

	ca_tavern_2 = {
		desc = ca_tavern_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 3}
		prerequisites = {ca_keep_2 }	
		upgrades_from = ca_tavern_1
		
		gold_cost = 225
		build_time = 540
		
		land_morale = 0.025		
		land_organisation = 0.005
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 0.85
	}	

	ca_tavern_3 = {
		desc = ca_tavern_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 5}
		prerequisites = {ca_keep_4 }	
		upgrades_from = ca_tavern_2
		
		gold_cost = 200
		build_time = 720
		
		land_morale = 0.025		
		land_organisation = 0.005
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 0.85
	}	

	ca_tavern_4 = {
		desc = ca_tavern_4_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 7}
		prerequisites = {ca_keep_6 }	
		upgrades_from = ca_tavern_3
		
		gold_cost = 200
		build_time = 720
		
		land_morale = 0.05		
		#land_organisation = 0.01
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 0.85
	}

	#Gambling Den (Landmorale and Moralegain)
	ca_gambling_0 = {
		desc = ca_gambling_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 0}
		prerequisites = {ca_keep_0a }	
		#upgrades_from = ca_tavern_0
		
		gold_cost = 50
		build_time = 90
		
		land_morale = 0.025		
		land_organisation = 0.005
		
		ai_creation_factor = 68
		
		extra_tech_building_start = 0.44
	}	
	
	ca_gambling_1 = {
		desc = ca_gambling_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 1}
		prerequisites = {ca_keep_0b }	
		upgrades_from = ca_gambling_0
		
		gold_cost = 100
		build_time = 360
		
		land_morale = 0.025		
		land_organisation = 0.005
		
		ai_creation_factor = 38
		
		extra_tech_building_start = 0.87
	}	

	ca_gambling_2 = {
		desc = ca_gambling_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 3}
		prerequisites = {ca_keep_2 }	
		upgrades_from = ca_gambling_1
		
		gold_cost = 225
		build_time = 540
		
		land_morale = 0.025		
		land_organisation = 0.005
		
		ai_creation_factor = 38
		
		extra_tech_building_start = 0.87
	}	

	ca_gambling_3 = {
		desc = ca_gambling_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 5}
		prerequisites = {ca_keep_4 }	
		upgrades_from = ca_gambling_2
		
		gold_cost = 200
		build_time = 720
		
		land_morale = 0.025		
		land_organisation = 0.005
		
		ai_creation_factor = 38
		
		extra_tech_building_start = 0.87
	}	

	ca_gambling_4 = {
		desc = ca_gambling_4_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_POPULAR_CUSTOMS = 8}
		prerequisites = {ca_keep_7 }	
		upgrades_from = ca_gambling_3
		
		gold_cost = 300
		build_time = 720
		
		#land_morale = 0.05	
		land_organisation = 0.01
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 0.90
	}
	
	#Walls (Fort Level)
	
	ca_walls_0 = {
		desc = ca_walls_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0}
		prerequisites = {ca_keep_0a }
		#upgrades_from = ca_walls_0
		
		gold_cost = 50
		build_time = 180
		
		fort_level = 0.75
		levy_size = 0.025		
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.01
	}
	
	ca_walls_1 = {
		desc = ca_walls_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0}
		prerequisites = {ca_keep_0a }
		upgrades_from = ca_walls_0
		
		gold_cost = 100
		build_time = 180
		
		fort_level = 1.5
		levy_size = 0.025		
		
		ai_creation_factor = 68
		
		extra_tech_building_start = 0.35
	}

	ca_walls_2 = {
		desc = ca_walls_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0}
		prerequisites = {ca_keep_0a }
		upgrades_from = ca_walls_1
		
		gold_cost = 150
		build_time = 270
		
		fort_level = 0.75
		levy_size = 0.025		
		
		ai_creation_factor = 68
		
		extra_tech_building_start = 0.6
	}

	ca_walls_3 = {
		desc = ca_walls_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1}
		prerequisites = {ca_keep_0a }
		upgrades_from = ca_walls_2
		
		gold_cost = 200
		build_time = 360
		
		fort_level = 1.0
		levy_size = 0.025		
		
		ai_creation_factor = 68
		
		extra_tech_building_start = 0.80
	}

	ca_walls_4 = {
		desc = ca_walls_4_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2}
		prerequisites = {ca_keep_0a }
		upgrades_from = ca_walls_3
		
		gold_cost = 300
		build_time = 450
		
		fort_level = 1.0
		levy_size = 0.05		
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 0.60
	}

	ca_walls_5 = {
		desc = ca_walls_5_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3}
		prerequisites = {ca_keep_0a }
		upgrades_from = ca_walls_4
		
		gold_cost = 400
		build_time = 720
		
		fort_level = 1.0
		levy_size = 0.1		
		
		ai_creation_factor = 65
		
		extra_tech_building_start = 0.95
	}

	ca_walls_6 = {
		desc = ca_walls_6_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 TECH_RELIGIOUS_CUSTOMS = 4}
		prerequisites = { ca_mageupgrade_0 }
		upgrades_from = ca_walls_5
		
		gold_cost = 400
		build_time = 720
		
		fort_level = 1.0
		levy_size = 0.1		
		
		ai_creation_factor = 50
		
		extra_tech_building_start = 0.50
	}	
	
	# Moats (Fort Level)
	ca_moat_0 = {
		desc = ca_moat_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0}
		#prerequisites = {ca_keep_7 }
		#upgrades_from = ca_moat_0
		
		gold_cost = 50
		build_time = 180
		
		fort_level = 0.25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.25
	}	
	
	ca_moat_1 = {
		desc = ca_moat_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0}
		prerequisites = {ca_bridge_0 }
		upgrades_from = ca_moat_0
		
		gold_cost = 100
		build_time = 180
		
		fort_level = 0.25
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 0.60
	}	

	ca_moat_2 = {
		desc = ca_moat_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0}
		#prerequisites = {ca_keep_7 }
		upgrades_from = ca_moat_1
		
		gold_cost = 150
		build_time = 360
		
		fort_level = 0.50
		
		ai_creation_factor = 65
		
		extra_tech_building_start = 0.95
	}		
	
	#Bridge (Fort Level)
	ca_bridge_0 = {
		desc = ca_bridge_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0}
		#prerequisites = {ca_keep_7 }
		#upgrades_from = ca_bridge_0
		
		gold_cost = 100
		build_time = 180
		
		fort_level = 0.25
		
		ai_creation_factor = 78
		
		extra_tech_building_start = 0.55
	}
	
	ca_bridge_1 = {
		desc = ca_bridge_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6}
		prerequisites = {ca_gate_2 }
		upgrades_from = ca_bridge_0
		
		gold_cost = 300
		build_time = 720
		
		fort_level = 1.0
		
		ai_creation_factor = 65
		
		extra_tech_building_start = 0.75
	}
	
	#Gates (Fort Level)
	ca_gate_0 = {
		desc = ca_gate_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0}
		prerequisites = {ca_walls_1 }
		#upgrades_from = ca_gate_0
		
		gold_cost = 150
		build_time = 360
		
		fort_level = 0.50
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 0.85
	}
	
	ca_gate_1 = {
		desc = ca_gate_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0}
		#prerequisites = {ca_keep_7 }
		upgrades_from = ca_gate_0
		
		gold_cost = 100
		build_time = 180
		
		fort_level = 0.25
		
		ai_creation_factor = 68
		
		extra_tech_building_start = 0.95	
	}
	
	ca_gate_2 = {
		desc = ca_gate_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4}
		prerequisites = {ca_walls_4 }
		upgrades_from = ca_gate_1
		
		gold_cost = 150
		build_time = 360
		
		fort_level = 0.50
		
		ai_creation_factor = 65
		
		extra_tech_building_start = 0.7
	}
	
	#Secondarie Walls (Fort Level)
	ca_curtain_0 = {
		desc = ca_curtain_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2}
		prerequisites = {ca_keep_2 }
		#upgrades_from = ca_curtain_0
		
		gold_cost = 150
		build_time = 450
		
		fort_level = 0.50
		
		ai_creation_factor = 45
		
		extra_tech_building_start = 0.75		
	}
	
	ca_curtain_1 = {
		desc = ca_curtain_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8}
		#prerequisites = {ca_keep_7 }
		upgrades_from = ca_curtain_0
		
		gold_cost = 300
		build_time = 720
		
		fort_level = 1.0
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 0.95
	}	
	
	
	#Additional Fortifications (Fort Level)
	ca_fortImprove_0 = {
		desc = ca_fortImprove_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2}
		prerequisites = {ca_walls_4 }
		#upgrades_from = ca_fortImprove_0
		
		gold_cost = 150
		build_time = 450
		
		fort_level = 0.50
		
		ai_creation_factor = 45
		
		extra_tech_building_start = 0.75		
	}
	
	ca_fortImprove_1 = {
		desc = ca_fortImprove_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4}
		#prerequisites = {ca_walls_4 }
		upgrades_from = ca_fortImprove_0
		
		gold_cost = 150
		build_time = 630
		
		fort_level = 0.50
		
		ai_creation_factor = 45
		
		extra_tech_building_start = 0.65		
	}

	ca_fortImprove_2 = {
		desc = ca_fortImprove_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6}
		#prerequisites = {ca_walls_4 }
		upgrades_from = ca_fortImprove_1
		
		gold_cost = 300
		build_time = 720
		
		fort_level = 1.0
		
		ai_creation_factor = 45
		
		extra_tech_building_start = 0.65		
	}

	ca_fortImprove_3 = {
		desc = ca_fortImprove_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 TECH_SIEGE_EQUIPMENT = 7}
		#prerequisites = {ca_walls_4 }
		upgrades_from = ca_fortImprove_2
		
		gold_cost = 300
		build_time = 720
		
		fort_level = 1.0
		
		ai_creation_factor = 45
		
		extra_tech_building_start = 0.75		
	}

	#Archer Quarters (Archers)
	ca_quart_arch_0 = {
		desc = ca_quart_arch_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_quart_arch_0
		
		gold_cost = 50
		build_time = 180
		
		archers = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.25
	}
	
	ca_quart_arch_1 = {
		desc = ca_quart_arch_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_quart_arch_0
		
		gold_cost = 100
		build_time = 540
		
		archers = 50
		
		ai_creation_factor = 86
		
		extra_tech_building_start = 0.75
	}
	
	ca_quart_arch_2 = {
		desc = ca_quart_arch_2_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = colovian } 
			NOT = { culture = imperial } 
			NOT = { culture = nibenean } 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_quart_arch_1
		
		gold_cost = 100
		build_time = 720
		
		archers = 50
		
		ai_creation_factor = 86
		
		extra_tech_building_start = 0.95
	}
	
	#Archer Range (Archers)
	ca_archrange_0 = {
		desc = ca_archrange_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_SKIRMISH  = 0}
		prerequisites = { ca_quart_arch_0 }
		#upgrades_from = ca_archrange_0		
		
		gold_cost = 100
		build_time = 180
		
		archers = 50
		
		ai_creation_factor = 86
		
		extra_tech_building_start = 0.75
	}
	
	ca_archrange_1 = {
		desc = ca_archrange_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = colovian } 
			NOT = { culture = imperial } 
			NOT = { culture = nibenean } 
		}
		trigger = { TECH_SKIRMISH  = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_archrange_0		
		
		gold_cost = 100
		build_time = 720
		
		archers = 50
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 0.25	
	}	
	
	#Bowyer (Archers)
	ca_archbowyer_0 = {
		desc = ca_archbowyer_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_SKIRMISH  = 0}
		prerequisites = { ca_quart_arch_0 }
		#upgrades_from = ca_archbowyer_0		
		
		gold_cost = 50
		build_time = 90
		
		archers = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.35	
	}
	
	ca_archbowyer_1 = {
		desc = ca_archbowyer_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = colovian } 
			NOT = { culture = imperial } 
			NOT = { culture = nibenean } 
		}
		trigger = { TECH_SKIRMISH  = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_archbowyer_0		
		
		gold_cost = 100
		build_time = 360
		
		archers = 50
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 0.75
	}		
	
	#Heave Infantry Quarters (Heavy Infantry)
	ca_quart_Inf_0 = {
		desc = ca_quart_Inf_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_quart_Inf_0
		
		gold_cost = 50
		build_time = 180
		
		heavy_infantry = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.22
	}
	
	ca_quart_Inf_1 = {
		desc = ca_quart_Inf_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = breton }
			NOT = { culture = dunmer }
			NOT = { culture = ashlander }
			NOT = { culture = chimer }
			NOT = { culture = falmer }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 0}
		prerequisites = { ca_barracks_0 }
		upgrades_from = ca_quart_Inf_0
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 50
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.66
	}

	ca_quart_Inf_2 = {
		desc = ca_quart_Inf_2_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = altmer }
			NOT = { culture = breton }
			NOT = { culture = dunmer }
			NOT = { culture = ashlander }
			NOT = { culture = chimer }
			NOT = { culture = falmer }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_quart_Inf_1
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 50
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.75
	}

	ca_quart_Inf_3 = {
		desc = ca_quart_Inf_3_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = altmer }
			NOT = { culture = breton }
			NOT = { culture = dunmer }
			NOT = { culture = ashlander }
			NOT = { culture = chimer }
			NOT = { culture = potun }
			NOT = { culture = falmer }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_quart_Inf_2
		
		gold_cost = 200
		build_time = 540
		
		heavy_infantry = 50
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}

	ca_quart_Inf_4 = {
		desc = ca_quart_Inf_0_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = ayleid }
			NOT = { culture = breton }
			NOT = { culture = dunmer }
			NOT = { culture = ashlander }
			NOT = { culture = chimer }
			NOT = { culture = altmer }
			NOT = { culture = colovian }
			NOT = { culture = imperial }
			NOT = { culture = nibenean }
			NOT = { culture = potun }
			NOT = { culture = falmer }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_quart_Inf_3
		
		gold_cost = 200
		build_time = 720
		
		heavy_infantry = 50
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}

	ca_quart_Inf_5 = {
		desc = ca_quart_Inf_0_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = ayleid }
			NOT = { culture = breton }
			NOT = { culture = dunmer }
			NOT = { culture = ashlander }
			NOT = { culture = chimer }
			NOT = { culture = altmer }
			NOT = { culture = colovian }
			NOT = { culture = imperial }
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = potun }
			NOT = { culture = falmer }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_quart_Inf_4
		
		gold_cost = 200
		build_time = 720
		
		heavy_infantry = 50
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}	
	
	#Weapon Smith (Heavy Infantry)
	ca_weap_smith_0 = {
		desc = ca_weap_smith_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_MELEE = 0}
		prerequisites = { ca_smithy_0 ca_quart_Inf_0 }
		#upgrades_from = ca_weap_smith_0
		
		gold_cost = 50
		build_time = 180
		
		heavy_infantry = 25
		
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.40
	}
	
	ca_weap_smith_1 = {
		desc = ca_weap_smith_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_MELEE = 0}
		#prerequisites = { ca_keep_0 ca_smithy_0 }
		upgrades_from = ca_weap_smith_0
		
		gold_cost = 100
		build_time = 180
		
		heavy_infantry = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.93
	}

	ca_weap_smith_2 = {
		desc = ca_weap_smith_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_MELEE = 3}
		prerequisites = { ca_keep_2 ca_smithy_1 }
		upgrades_from = ca_weap_smith_1
		
		gold_cost = 200
		build_time = 540
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.2
	}

	ca_weap_smith_3 = {
		desc = ca_weap_smith_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_MELEE = 7}
		prerequisites = { ca_keep_6 ca_smithy_3 }
		upgrades_from = ca_weap_smith_2
		
		gold_cost = 200
		build_time = 720
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.2
	}	
	
	#Armour Smith (Heavy Infantry)
	ca_armor_smith_0 = {
		desc = ca_armor_smith_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_MELEE = 0}
		prerequisites = { ca_keep_1 ca_smithy_0 }
		#upgrades_from = ca_armor_smith_0
		
		gold_cost = 50
		build_time = 180
		
		heavy_infantry = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.60
	}
	
	ca_armor_smith_1 = {
		desc = ca_armor_smith_1_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_MELEE = 0}
		#prerequisites = { ca_quart_Inf_0 ca_smithy_0 }
		upgrades_from = ca_armor_smith_0
		
		gold_cost = 100
		build_time = 180
		
		heavy_infantry = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.97
	}

	ca_armor_smith_2 = {
		desc = ca_armor_smith_2_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_MELEE = 5}
		prerequisites = { ca_keep_4 ca_smithy_2 }
		upgrades_from = ca_armor_smith_1
		
		gold_cost = 200
		build_time = 720
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.40
	}	
	
	ca_armor_smith_3 = {
		desc = ca_armor_smith_3_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_MELEE  = 8}
		prerequisites = { ca_keep_7 ca_armor_smith_1 ca_smithy_3 }
		#upgrades_from = ca_armor_smith_2
		
		gold_cost = 300
		build_time = 720
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.45
	}
	
	#Exercising Area (Heavy Infantry)
	ca_exercise_0 = {
		desc = ca_exercise_0_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = altmer }
		}
		trigger = { TECH_MELEE = 0}
		prerequisites = { ca_keep_0a ca_smithy_0 }
		#upgrades_from = ca_exercise_0
		
		gold_cost = 50
		build_time = 90
		
		heavy_infantry = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.27
	}
	
	ca_exercise_1 = {
		desc = ca_exercise_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = altmer }
			NOT = { culture = reachmen }
		}
		trigger = { TECH_MELEE = 0}
		#prerequisites = { ca_keep_0 ca_smithy_0 }
		upgrades_from = ca_exercise_0
		
		gold_cost = 200
		build_time = 180
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.91
	}

	ca_exercise_2 = {
		desc = ca_exercise_2
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = altmer }
			NOT = { culture = reachmen }
		}
		trigger = { TECH_MELEE = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_exercise_1
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.50
	}
	
	#Riders Quarters (Cavalry)
	ca_quart_rider_0 = {
		desc = ca_quart_rider_0_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = bosmer }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_quart_rider_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_quart_rider_1 = {
		desc = ca_quart_rider_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = bosmer }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_quart_rider_0
		
		gold_cost = 200
		build_time = 360
		
		light_cavalry = 50
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_quart_rider_2 = {
		desc = ca_quart_rider_2_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = akaviri }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_quart_rider_1
		
		gold_cost = 300
		build_time = 540
		
		light_cavalry = 25
		knights = 25		
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}

	ca_quart_rider_3 = {
		desc = ca_quart_rider_3_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = akaviri }
			NOT = { culture = kamal }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_quart_rider_2
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.31
	}

	ca_quart_rider_4 = {
		desc = ca_quart_rider_4_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = akaviri }
			NOT = { culture = kamal }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_quart_rider_3
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.32
	}

	#Riding Grounds (Cavalry)
	ca_riding_0 = {
		desc = ca_riding_0_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = bosmer }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_quart_rider_0 }
		#upgrades_from = ca_riding_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_riding_1 = {
		desc = ca_riding_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = bosmer }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_CAVALRY = 0}
		#prerequisites = { ca_quart_rider_0 }
		upgrades_from = ca_riding_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_riding_2 = {
		desc = ca_riding_2_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = akaviri }
			NOT = { culture = kamal }
			NOT = { culture = quey }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
			NOT = { culture_group = undead }
		}
		trigger = { TECH_CAVALRY = 3}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_riding_1
		
		gold_cost = 300
		build_time = 540
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	#Paddock (Cavalry)
	ca_paddock_0 = {
		desc = ca_paddock_0_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
			NOT = { culture_group = undead }
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_quart_rider_0 }
		#upgrades_from = ca_paddock_0
		
		gold_cost = 50
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	
	ca_paddock_1 = {
		desc = ca_paddock_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = kamal }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
			NOT = { culture_group = undead }
		}
		trigger = { TECH_CAVALRY = 0}
		#prerequisites = { ca_quart_rider_0 }
		upgrades_from = ca_paddock_0
		
		gold_cost = 200
		build_time = 180
		
		light_cavalry = 50
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.98		
	}	

	ca_paddock_2 = {
		desc = ca_paddock_2_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = akaviri }
			NOT = { culture = kamal }
			NOT = { culture = quey }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
			NOT = { culture_group = undead }
		}
		trigger = { TECH_CAVALRY = 7}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_paddock_1
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.48	
	}
	
	#Saddler (Cavalry)
	ca_saddler_0 = {
		desc = ca_saddler_0_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = kamal }
			NOT = { culture = quey }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_quart_rider_0 }
		#upgrades_from = ca_saddler_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_saddler_1 = {
		desc = ca_saddler_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = kamal }
			NOT = { culture = quey }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
			NOT = { culture_group = undead }
		}
		trigger = { TECH_CAVALRY = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_saddler_0
		
		gold_cost = 200
		build_time = 360
		
		light_cavalry = 50
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}	

	#Spearmaker (Cavalry)
	ca_spearmake_0 = {
		desc = ca_spearmake_0_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = kamal }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_quart_rider_0 }
		#upgrades_from = ca_spearmake_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_spearmake_1 = {
		desc = ca_spearmake_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = dwemer }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial}
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = kamal }
			NOT = { culture = tangmo }
			NOT = { culture_group = yokudan_group }
			NOT = { culture_group = undead }
		}
		trigger = { TECH_CAVALRY = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_spearmake_0
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}

	#Magetower (Mages)
	ca_magetower_0 = {
		desc = ca_magetower_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 6}
		prerequisites = { ca_keep_5 }
		#upgrades_from = ca_magetower_0
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.78		
	}
	
	ca_magetower_1 = {
		desc = ca_magetower_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = colovian }
			NOT = { culture = imperial }
			NOT = { culture = nibenean }
			NOT = { culture = orsimer }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS  = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_magetower_0
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.78		
	}

	ca_magetower_2 = {
		desc = ca_magetower_2_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = colovian }
			NOT = { culture = imperial }
			NOT = { culture = nibenean }
			NOT = { culture = nord }
			NOT = { culture = atmoran }
			NOT = { culture = skaal }
			NOT = { culture = orsimer }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS  = 8}
		prerequisites = { ca_keep_7 }
		upgrades_from = ca_magetower_1
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.78		
	}	
	
	#Magetower Addon (Mages)
	ca_mageupgrade_0 = {
		desc = ca_mageupgrade_0_desc
		
		potential = {
			building_holding_is_tower = no
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS  = 7}
		prerequisites = { ca_keep_6 ca_magetower_0 }
		#upgrades_from = ca_mageupgrade_0
		
		gold_cost = 100
		build_time = 720
		
		battlemages = 10
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 0.75		
	}
	
	ca_mageupgrade_1 = {
		desc = ca_mageupgrade_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = colovian }
			NOT = { culture = nord }
			NOT = { culture = atmoran }
			NOT = { culture = skaal }
			NOT = { culture = orsimer }
			NOT = { culture_group = yokudan_group }
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS  = 8}
		prerequisites = { ca_keep_7 }
		upgrades_from = ca_mageupgrade_0
		
		gold_cost = 300
		build_time = 720
		
		battlemages = 30
		
		ai_creation_factor = 81
		
		extra_tech_building_start = 0.85	
	}	
	
	#Wharf and Docks (Ships)
	ca_dock_0 = {
		desc = ca_dock_0_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = maormer }
			NOT = { culture = quey }
		}
		trigger = { TECH_NAVAL = 0 }
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_dock_0
		port = yes		
		
		gold_cost = 100
		build_time = 360
		
		galleys = 4
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0
	}
	
	ca_dock_1 = {
		desc = ca_dock_1_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = maormer }
			NOT = { culture = quey }
		}
		trigger = { TECH_NAVAL = 2 }
		prerequisites = { ca_keep_1 }
		upgrades_from = ca_dock_0
		port = yes		
		
		gold_cost = 100
		build_time = 450
		
		galleys = 6
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.98
	}

	ca_dock_2 = {
		desc = ca_dock_2_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = maormer }
			NOT = { culture = quey }
		}
		trigger = { TECH_NAVAL = 3 }
		#prerequisites = { ca_keep_0b }
		upgrades_from = ca_dock_1
		port = yes		
		
		gold_cost = 225
		build_time = 540
		
		galleys = 8
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}

	ca_dock_3 = {
		desc = ca_dock_3_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = maormer }
			NOT = { culture = quey }
		}
		trigger = { TECH_NAVAL = 4 }
		prerequisites = { ca_keep_3 }
		upgrades_from = ca_dock_2
		port = yes		
		
		gold_cost = 225
		build_time = 630
		
		galleys = 8
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}

	ca_dock_4 = {
		desc = ca_dock_4_desc
		
		potential = {
			building_holding_is_tower = no
			NOT = { culture = maormer }
			NOT = { culture = quey }
		}
		trigger = { TECH_NAVAL = 5 }
		#prerequisites = { ca_keep_0b }
		upgrades_from = ca_dock_3
		port = yes		
		
		gold_cost = 200
		build_time = 720
		
		galleys = 10
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}
#Maormer Serpent Mounts
	ca_serpent_0 = {
		desc = ca_serpent_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_NAVAL = 0 }
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_dock_0
		port = yes		
		
		gold_cost = 100
		build_time = 200
		
		galleys = 5
		knights = 5
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0
	}
	
	ca_serpent_1 = {
		desc = ca_serpent_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_NAVAL = 1 }
		prerequisites = { ca_keep_1 }
		upgrades_from = ca_serpent_0
		port = yes		
		
		gold_cost = 100
		build_time = 250
		
		galleys = 5
		knights = 5
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.98
	}

	ca_serpent_2 = {
		desc = ca_serpent_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_NAVAL = 2 }
		#prerequisites = { ca_keep_0b }
		upgrades_from = ca_serpent_1
		port = yes		
		
		gold_cost = 100
		build_time = 340
		
		galleys = 5
		knights = 5
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}

	ca_serpent_3 = {
		desc = ca_serpent_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_NAVAL = 3 }
		prerequisites = { ca_keep_3 }
		upgrades_from = ca_serpent_2
		port = yes		
		
		gold_cost = 100
		build_time = 430
		
		galleys = 10
		knights = 10
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}

	ca_serpent_4 = {
		desc = ca_serpent_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_NAVAL = 4 }
		#prerequisites = { ca_keep_0b }
		upgrades_from = ca_serpent_3
		port = yes		
		
		gold_cost = 200
		build_time = 520
		
		galleys = 10
		knights = 10
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}
	ca_serpent_5 = {
		desc = ca_serpent_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_NAVAL = 5 }
		#prerequisites = { ca_keep_0b }
		upgrades_from = ca_serpent_4
		port = yes		
		
		gold_cost = 200
		build_time = 720
		
		galleys = 10
		knights = 20
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}
	
	#### Khajiit - Khajiit has wares...IF you have coin! ####
	
	#Riders Quarters (Cavalry)
	ca_khajiitcavalrybarracks_0 = {
		desc = ca_khajiitcavalrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_khajiitcavalrybarracks_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_khajiitcavalrybarracks_1 = {
		desc = ca_khajiitcavalrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_khajiitcavalrybarracks_0
		
		gold_cost = 200
		build_time = 360
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_khajiitcavalrybarracks_2 = {
		desc = ca_khajiitcavalrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_khajiitcavalrybarracks_1
		
		gold_cost = 300
		build_time = 540
		
		light_cavalry = 15
		knights = 15		
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}

	ca_khajiitcavalrybarracks_3 = {
		desc = ca_khajiitcavalrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_khajiitcavalrybarracks_2
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 20
		knights = 20
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.31
	}

	ca_khajiitcavalrybarracks_4 = {
		desc = ca_khajiitcavalrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_khajiitcavalrybarracks_3
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.32
	}

	#Pahmar Training grounds (Cavalry)
	ca_khajiitpahmartraininggrounds_0 = {
		desc = ca_khajiitpahmartraininggrounds_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_khajiitcavalrybarracks_0 }
		#upgrades_from = ca_khajiitpahmartraininggrounds_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_khajiitpahmartraininggrounds_1 = {
		desc = ca_khajiitpahmartraininggrounds_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 0}
		#prerequisites = { ca_khajiitcavalrybarracks_0 }
		upgrades_from = ca_khajiitpahmartraininggrounds_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_khajiitpahmartraininggrounds_2 = {
		desc = ca_khajiitpahmartraininggrounds_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 3}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_khajiitpahmartraininggrounds_1
		
		gold_cost = 200
		build_time = 540
		
		light_cavalry = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	#Senche Training grounds (Cavalry)
	ca_khajiitsenchetraininggrounds_0 = {
		desc = ca_khajiitsenchetraininggrounds_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_khajiitcavalrybarracks_0 }
		#upgrades_from = ca_khajiitsenchetraininggrounds_0
		
		gold_cost = 150
		build_time = 180
		
		#light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	
	ca_khajiitsenchetraininggrounds_1 = {
		desc = ca_khajiitsenchetraininggrounds_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 0}
		#prerequisites = { ca_khajiitcavalrybarracks_0 }
		upgrades_from = ca_khajiitsenchetraininggrounds_0
		
		gold_cost = 150
		build_time = 180
		
		#light_cavalry = 50
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.98		
	}	

	ca_khajiitsenchetraininggrounds_2 = {
		desc = ca_khajiitsenchetraininggrounds_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 7}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_khajiitsenchetraininggrounds_1
		
		gold_cost = 300
		build_time = 540
		
		#light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.48	
	}
	
	#Saddler (Cavalry)
	ca_khajiitcavalryarmourer_0 = {
		desc = ca_khajiitcavalryarmourer_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_khajiitcavalrybarracks_0 }
		#upgrades_from = ca_khajiitcavalryarmourer_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_khajiitcavalryarmourer_1 = {
		desc = ca_khajiitcavalryarmourer_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_khajiitcavalryarmourer_0
		
		gold_cost = 200
		build_time = 360
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}	

	#Spearmaker (Cavalry)
	ca_khajiitcavalryweaponsmith_0 = {
		desc = ca_khajiitcavalryweaponsmith_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_khajiitcavalrybarracks_0 }
		#upgrades_from = ca_khajiitcavalryweaponsmith_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_khajiitcavalryweaponsmith_1 = {
		desc = ca_khajiitcavalryweaponsmith_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = khajiit
		}
		trigger = { TECH_CAVALRY = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_khajiitcavalryweaponsmith_0
		
		gold_cost = 200
		build_time = 360
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}
	
	#### Altmer - You are but a dog, and I am your master! ####
	
	ca_altmercastlemages_0 = {
		desc = ca_altmercastlemages_desc
		
		potential = {
			building_holding_is_tower = no
			culture = altmer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0 }
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_altmercastlemages_0
		
		gold_cost = 100
		build_time = 180
		
		battlemages = 15
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.22
	}
	
	ca_altmercastlemages_1 = {
		desc = ca_altmercastlemages_desc
		
		potential = {
			building_holding_is_tower = no
			culture = altmer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 2 }
		prerequisites = { ca_barracks_0 }
		upgrades_from = ca_altmercastlemages_0
		
		gold_cost = 200
		build_time = 360
		
		battlemages = 50
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.66
	}

	ca_altmercastlemages_2 = {
		desc = ca_altmercastlemages_desc
		
		potential = {
			building_holding_is_tower = no
			culture = altmer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 3 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_altmercastlemages_1
		
		gold_cost = 200
		build_time = 360
		
		battlemages = 50
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.75
	}

	ca_altmercastlemages_3 = {
		desc = ca_altmercastlemages_desc
		
		potential = {
			building_holding_is_tower = no
			culture = altmer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS   = 5 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_altmercastlemages_2
		
		gold_cost = 300
		build_time = 540
		
		battlemages = 50
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}
	
	#School of the Arts
	
	ca_altmerartschool_0 = {
		desc = ca_altmerartschool_desc
		
		potential = {
			building_holding_is_tower = no
			culture = altmer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_altmerartschool_0
		
		gold_cost = 100
		build_time = 180
		
		battlemages = 10
		tech_growth_modifier_culture = 0.15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.22
	}
	ca_altmerartschool_1 = {
		desc = ca_altmerartschool_desc
		
		potential = {
			building_holding_is_tower = no
			culture = altmer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_altmerartschool_0
		
		gold_cost = 150
		build_time = 180
		
		battlemages = 15
		tech_growth_modifier_culture = 0.15
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.22
	}
	
	#### Bretons - You picked a BAD time to get lost, friend! ####
	
	ca_bretoninfantryquarters_0 = {
		desc = ca_bretoninfantryquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_bretoninfantryquarters_0
		
		gold_cost = 100
		build_time = 180
		
		battlemages = 30
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.22
	}
	
	ca_bretoninfantryquarters_1 = {
		desc = ca_bretoninfantryquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 0}
		prerequisites = { ca_barracks_0 }
		upgrades_from = ca_bretoninfantryquarters_0
		
		gold_cost = 200
		build_time = 360
		
		battlemages = 30
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.66
	}

	ca_bretoninfantryquarters_2 = {
		desc = ca_bretoninfantryquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_bretoninfantryquarters_1
		
		gold_cost = 200
		build_time = 360
		
		battlemages = 30
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.75
	}

	ca_bretoninfantryquarters_3 = {
		desc = ca_bretoninfantryquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_bretoninfantryquarters_2
		
		gold_cost = 200
		build_time = 540
		
		battlemages = 30
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.5
	}
	
	ca_bretoninfantryquarters_4 = {
		desc = ca_bretoninfantryquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 5 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_bretoninfantryquarters_3
		
		gold_cost = 200
		build_time = 540
		
		battlemages = 30
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.9
	}
	
	ca_bretoninfantryquarters_5 = {
		desc = ca_bretoninfantryquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 7 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_bretoninfantryquarters_4
		
		gold_cost = 200
		build_time = 540
		
		battlemages = 30
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 2.5
	}
	
	ca_bretoncavalry0 = { #Ev made this! 
		desc = ca_bretoncavalry0_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CAVALRY = 1 }
		prerequisites = { ca_barracks_0 }
		
		gold_cost = 50
		build_time = 90
		
		light_cavalry = 25 #Low-ish cost and low build time with a low initial return to help diversify armies, and Bretons have -tons- of Knights.
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.15
	}
	ca_bretoncavalry1 = {
		desc = ca_bretoncavalry0_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CAVALRY = 2 }
		upgrades_from = ca_bretoncavalry0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 35
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 0.35
	}
	ca_bretoncavalry2 = {
		desc = ca_bretoncavalry0_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CAVALRY = 3 }
		upgrades_from = ca_bretoncavalry1
		
		gold_cost = 100
		build_time = 270
		
		light_cavalry = 20
		knights = 10
		
		ai_creation_factor = 50
		
		extra_tech_building_start = 0.66
	}
	ca_bretoncavalry3 = {
		desc = ca_bretoncavalry0_desc
		
		potential = {
			building_holding_is_tower = no
			culture = breton
		}
		trigger = { TECH_CAVALRY = 4 }
		upgrades_from = ca_bretoncavalry2
		
		gold_cost = 225
		build_time = 365
		
		knights = 30
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 1
	}
	
	
	#### Argonians - Prey Approaches! ####
	
	#War Quarters
	ca_argonianwarquarters_0 = {
		desc = ca_argonianwarquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_argonianwarquarters_0
		
		gold_cost = 100
		build_time = 180
		
		light_infantry = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_argonianwarquarters_1 = {
		desc = ca_argonianwarquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_argonianwarquarters_0
		
		gold_cost = 200
		build_time = 360
		
		light_infantry = 50
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_argonianwarquarters_2 = {
		desc = ca_argonianwarquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_argonianwarquarters_1
		
		gold_cost = 300
		build_time = 540
		
		light_infantry = 50
		battlemages = 15
		pikemen = 15
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}

	ca_argonianwarquarters_3 = {
		desc = ca_argonianwarquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_argonianwarquarters_2
		
		gold_cost = 300
		build_time = 720
		
		light_infantry = 50
		battlemages = 25
		pikemen = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.31
	}

	ca_argonianwarquarters_4 = {
		desc = ca_argonianwarquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_argonianwarquarters_3
		
		gold_cost = 300
		build_time = 720
		
		light_infantry = 50
		battlemages = 25
		pikemen = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.32
	}

	#Riding Grounds (Cavalry)
	ca_argonianpracticerange_0 = {
		desc = ca_argonianpracticerange_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_SKIRMISH = 0}
		prerequisites = { ca_argonianwarquarters_0 }
		#upgrades_from = ca_argonianpracticerange_0
		
		gold_cost = 100
		build_time = 180
		
		archers = 25
		battlemages = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_argonianpracticerange_1 = {
		desc = ca_argonianpracticerange_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_SKIRMISH = 0}
		#prerequisites = { ca_argonianwarquarters_0 }
		upgrades_from = ca_argonianpracticerange_0
		
		gold_cost = 100
		build_time = 180
		
		archers = 25
		battlemages = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_argonianpracticerange_2 = {
		desc = ca_argonianpracticerange_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_SKIRMISH = 3}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_argonianpracticerange_1
		
		gold_cost = 300
		build_time = 540
		
		archers = 25
		battlemages = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	#Paddock (Cavalry)
	ca_argonianspeardrillyard_0 = {
		desc = ca_argonianspeardrillyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_MELEE = 0}
		prerequisites = { ca_argonianwarquarters_0 }
		#upgrades_from = ca_argonianspeardrillyard_0
		
		gold_cost = 50
		build_time = 180
		
		pikemen = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	
	ca_argonianspeardrillyard_1 = {
		desc = ca_argonianspeardrillyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_MELEE = 0}
		#prerequisites = { ca_argonianwarquarters_0 }
		upgrades_from = ca_argonianspeardrillyard_0
		
		gold_cost = 100
		build_time = 360
		
		pikemen = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.98		
	}	

	ca_argonianspeardrillyard_2 = {
		desc = ca_argonianspeardrillyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_MELEE = 7}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_argonianspeardrillyard_1
		
		gold_cost = 200
		build_time = 720
		
		pikemen = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.48	
	}
	
	#Saddler (Cavalry)
	ca_argonianelitebarracks_0 = {
		desc = ca_argonianelitebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_MELEE = 0 }
		prerequisites = { ca_argonianwarquarters_0 }
		#upgrades_from = ca_argonianelitebarracks_0
		
		gold_cost = 100
		build_time = 180
		
		heavy_infantry = 25
		battlemages = 15
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_argonianelitebarracks_1 = {
		desc = ca_argonianelitebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_MELEE = 2 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_argonianelitebarracks_0
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 50
		battlemages = 35
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 2.76	
	}	

	#Argonian Outposts - Defensive Buildings
	ca_argonianoutposts_0 = {
		desc = ca_argonianoutposts_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_argonianwarquarters_0 }
		#upgrades_from = ca_argonianoutposts_0
		
		gold_cost = 100
		build_time = 180
		
		levy_size = 0.10
		fort_level = 1.0
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_argonianoutposts_1 = {
		desc = ca_argonianoutposts_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = argonian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_argonianoutposts_0
		
		gold_cost = 300
		build_time = 720
		
		levy_size = 0.10
		fort_level = 1.0
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}
	
	#### Ayleids - *insert Ancient Aliens meme here* ####
	
	ca_ayleidguardianbarracks_0 = {
		desc = ca_ayleidguardianbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = ayleid
		}
		trigger = { TECH_SKIRMISH = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_ayleidguardianbarracks_0
		
		gold_cost = 200
		build_time = 180
		
		archers = 25
		battlemages = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_ayleidguardianbarracks_1 = {
		desc = ca_ayleidguardianbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = ayleid
		}
		trigger = { TECH_SKIRMISH = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_ayleidguardianbarracks_0
		
		gold_cost = 300
		build_time = 360
		
		archers = 50
		battlemages = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_ayleidguardianbarracks_2 = {
		desc = ca_ayleidguardianbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = ayleid
		}
		trigger = { TECH_SKIRMISH = 2 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_ayleidguardianbarracks_1
		
		gold_cost = 300
		build_time = 540
		
		archers = 50
		battlemages = 25		
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}
	
	ca_ayleidguardianbarracks_3 = {
		desc = ca_ayleidguardianbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = ayleid
		}
		trigger = { TECH_SKIRMISH = 5 }
		prerequisites = { ca_keep_3 }
		upgrades_from = ca_ayleidguardianbarracks_2
		
		gold_cost = 300
		build_time = 540
		
		archers = 50
		battlemages = 25		
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}
	
	#School of the Arts
	
	ca_ayleidmeteorforge_0 = {
		desc = ca_ayleidmeteorforge_desc
		
		potential = {
			building_holding_is_tower = no
			culture = ayleid
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_ayleidmeteorforge_0
		
		gold_cost = 200
		build_time = 180
		
		battlemages = 10
		tech_growth_modifier_military = 0.20
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.22
	}
	ca_ayleidmeteorforge_1 = {
		desc = ca_ayleidmeteorforge_desc
		
		potential = {
			building_holding_is_tower = no
			culture = ayleid
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_ayleidmeteorforge_0
		
		gold_cost = 200
		build_time = 180
		
		battlemages = 10
		tech_growth_modifier_military = 0.20
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.22
	}
	
	#### Bosmer - Why must you always pick on the SHORT ones?!? ####
	
	#Jaqspurs Quarters (Archers)
	ca_bosmerjaqspursquarters_0 = {
		desc = ca_bosmerjaqspursquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_bosmerjaqspursquarters_0
		
		gold_cost = 100
		build_time = 180
		
		archers = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_bosmerjaqspursquarters_1 = {
		desc = ca_bosmerjaqspursquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_bosmerjaqspursquarters_0
		
		gold_cost = 200
		build_time = 360
		
		archers = 75
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_bosmerjaqspursquarters_2 = {
		desc = ca_bosmerjaqspursquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 2 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_bosmerjaqspursquarters_1
		
		gold_cost = 300
		build_time = 540
		
		archers = 75		
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}

	ca_bosmerjaqspursquarters_3 = {
		desc = ca_bosmerjaqspursquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 4 }
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_bosmerjaqspursquarters_2
		
		gold_cost = 300
		build_time = 720
		
		archers = 75
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.31
	}

	ca_bosmerjaqspursquarters_4 = {
		desc = ca_bosmerjaqspursquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 6 }
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_bosmerjaqspursquarters_3
		
		gold_cost = 300
		build_time = 720
		
		archers = 75
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.32
	}

	#Scout Barracks
	ca_bosmerscoutbarracks_0 = {
		desc = ca_bosmerscoutbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 0}
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_bosmerscoutbarracks_0
		
		gold_cost = 100
		build_time = 180
		
		light_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_bosmerscoutbarracks_1 = {
		desc = ca_bosmerscoutbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 1 }
		#prerequisites = { ca_bosmerjaqspursquarters_0 }
		upgrades_from = ca_bosmerscoutbarracks_0
		
		gold_cost = 100
		build_time = 180
		
		light_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_bosmerscoutbarracks_2 = {
		desc = ca_bosmerscoutbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 3 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_bosmerscoutbarracks_1
		
		gold_cost = 100
		build_time = 540
		
		light_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	#Hunters Collective
	ca_bosmerspearquarters_0 = {
		desc = ca_bosmerspearquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_MELEE = 0}
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_bosmerspearquarters_0
		
		gold_cost = 50
		build_time = 180
		
		pikemen = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	
	ca_bosmerspearquarters_1 = {
		desc = ca_bosmerspearquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_MELEE = 0}
		#prerequisites = { ca_bosmerjaqspursquarters_0 }
		upgrades_from = ca_bosmerspearquarters_0
		
		gold_cost = 100
		build_time = 360
		
		pikemen = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.98		
	}	

	ca_bosmerspearquarters_2 = {
		desc = ca_bosmerspearquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_MELEE = 4 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_bosmerspearquarters_1
		
		gold_cost = 300
		build_time = 720
		
		pikemen = 75
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.2	
	}
	
	ca_bosmerspearquarters_3 = {
		desc = ca_bosmerspearquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_MELEE = 7}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_bosmerspearquarters_2
		
		gold_cost = 300
		build_time = 720
		
		pikemen = 75
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.5	
	}
	
	#Saddler (Cavalry)
	ca_bosmerfletcher_0 = {
		desc = ca_bosmerfletcher_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 0}
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_bosmerfletcher_0
		
		gold_cost = 50
		build_time = 120
		
		archers = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_bosmerfletcher_1 = {
		desc = ca_bosmerfletcher_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_SKIRMISH = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_bosmerfletcher_0
		
		gold_cost = 150
		build_time = 360
		
		archers = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}	

	#Spearmaker (Cavalry)
	ca_bosmergreenspeakers_0 = {
		desc = ca_bosmergreenspeakers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_bosmergreenspeakers_0
		
		gold_cost = 100
		build_time = 180
		
		battlemages = 5
		fort_level = 0.50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_bosmergreenspeakers_1 = {
		desc = ca_bosmergreenspeakers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = bosmer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_bosmergreenspeakers_0
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 5
		fort_level = 0.50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}
	
	#### Colovians - The Cavalry-Focused Imperials ####
	
	#Riders Quarters (Cavalry)
	ca_colovianquartriders_0 = {
		desc = ca_colovianquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_colovianquartriders_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		knights = 5
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_colovianquartriders_1 = {
		desc = ca_colovianquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_colovianquartriders_0
		
		gold_cost = 150
		build_time = 360
		
		light_cavalry = 25
		knights = 10
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_colovianquartriders_2 = {
		desc = ca_colovianquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_colovianquartriders_1
		
		gold_cost = 300
		build_time = 540
		
		light_cavalry = 30
		knights = 30		
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}

	ca_colovianquartriders_3 = {
		desc = ca_colovianquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_colovianquartriders_2
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 30
		knights = 30
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.31
	}

	ca_colovianquartriders_4 = {
		desc = ca_colovianquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_colovianquartriders_3
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 30
		knights = 30
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.32
	}

	#Riding Grounds (Cavalry)
	ca_colovianknightstables_0 = {
		desc = ca_colovianknightstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 0 }
		prerequisites = { ca_colovianquartriders_0 }
		#upgrades_from = ca_colovianknightstables_0
		
		gold_cost = 200
		build_time = 180
		
		knights = 40
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_colovianknightstables_1 = {
		desc = ca_colovianknightstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 1 }
		#prerequisites = { ca_colovianquartriders_0 }
		upgrades_from = ca_colovianknightstables_0
		
		gold_cost = 200
		build_time = 360
		
		knights = 40
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_colovianknightstables_2 = {
		desc = ca_colovianknightstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 3 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_colovianknightstables_1
		
		gold_cost = 200
		build_time = 540
		
		knights = 40
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	#Paddock (Cavalry)
	ca_colovianpaddock_0 = {
		desc = ca_colovianpaddock_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_colovianquartriders_0 }
		#upgrades_from = ca_colovianpaddock_0
		
		gold_cost = 50
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	
	ca_colovianpaddock_1 = {
		desc = ca_colovianpaddock_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 0}
		#prerequisites = { ca_colovianquartriders_0 }
		upgrades_from = ca_colovianpaddock_0
		
		gold_cost = 200
		build_time = 180
		
		light_cavalry = 50
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.98		
	}	

	ca_colovianpaddock_2 = {
		desc = ca_colovianpaddock_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 4 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_colovianpaddock_1
		
		gold_cost = 200
		build_time = 720
		
		light_cavalry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.48	
	}
	
	#Saddler (Cavalry)
	ca_colovianbarding_0 = {
		desc = ca_colovianbarding_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_colovianquartriders_0 }
		#upgrades_from = ca_colovianbarding_0
		
		gold_cost = 200
		build_time = 180
		
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_colovianbarding_1 = {
		desc = ca_colovianbarding_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_colovianbarding_0
		
		gold_cost = 300
		build_time = 360
		
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}	

	#Spearmaker (Cavalry)
	ca_colovianridingschool_0 = {
		desc = ca_colovianridingschool_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_colovianquartriders_0 }
		#upgrades_from = ca_colovianridingschool_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_colovianridingschool_1 = {
		desc = ca_colovianridingschool_desc
		
		potential = {
			building_holding_is_tower = no
			culture = colovian
		}
		trigger = { TECH_CAVALRY = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_colovianridingschool_0
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}
	
	
	#### Imperial and Nibenean Cavalry buildings ####
	
	#Riders Quarters (Cavalry)
	ca_imperialquartrider_0 = {
		desc = ca_imperialquartrider_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_imperialquartrider_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_imperialquartrider_1 = {
		desc = ca_imperialquartrider_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_imperialquartrider_0
		
		gold_cost = 200
		build_time = 360
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_imperialquartrider_2 = {
		desc = ca_imperialquartrider_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_imperialquartrider_1
		
		gold_cost = 300
		build_time = 540
		
		light_cavalry = 25
		knights = 25		
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}

	ca_imperialquartrider_3 = {
		desc = ca_imperialquartrider_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_imperialquartrider_2
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.31
	}

	ca_imperialquartrider_4 = {
		desc = ca_imperialquartrider_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_imperialquartrider_3
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.32
	}

	#Riding Grounds (Cavalry)
	ca_imperialscoutstables_0 = {
		desc = ca_imperialscoutstables_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_imperialquartrider_0 }
		#upgrades_from = ca_imperialscoutstables_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_imperialscoutstables_1 = {
		desc = ca_imperialscoutstables_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 2 }
		#prerequisites = { ca_imperialquartrider_0 }
		upgrades_from = ca_imperialscoutstables_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_imperialscoutstables_2 = {
		desc = ca_imperialscoutstables_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 4 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_imperialscoutstables_1
		
		gold_cost = 300
		build_time = 540
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.4	
	}
	
	#Paddock (Cavalry)
	ca_imperialpaddock_0 = {
		desc = ca_imperialpaddock_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_imperialquartrider_0 }
		#upgrades_from = ca_imperialpaddock_0
		
		gold_cost = 50
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	
	ca_imperialpaddock_1 = {
		desc = ca_imperialpaddock_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 2 }
		#prerequisites = { ca_imperialquartrider_0 }
		upgrades_from = ca_imperialpaddock_0
		
		gold_cost = 200
		build_time = 180
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.98		
	}	

	ca_imperialpaddock_2 = {
		desc = ca_imperialpaddock_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 5 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_imperialpaddock_1
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.48	
	}
	
	#Saddler (Cavalry)
	ca_imperialsaddler_0 = {
		desc = ca_imperialsaddler_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 1}
		prerequisites = { ca_imperialquartrider_0 }
		#upgrades_from = ca_imperialsaddler_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_imperialsaddler_1 = {
		desc = ca_imperialsaddler_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_imperialsaddler_0
		
		gold_cost = 200
		build_time = 360
		
		light_cavalry = 50
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}	

	#Spearmaker (Cavalry)
	ca_imperialspearmaker_0 = {
		desc = ca_imperialspearmaker_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_imperialquartrider_0 }
		#upgrades_from = ca_imperialspearmaker_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 25
		#knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_imperialspearmaker_1 = {
		desc = ca_imperialspearmaker_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = nibenean
			}
		}
		trigger = { TECH_CAVALRY = 2 }
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_imperialspearmaker_0
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}
	
	#Legion Barracks for Imperials
	
	ca_imperialbarracks_0 = {
		desc = ca_imperialbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = colovian
			culture = nibenean
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 200
		build_time = 180
		
		heavy_infantry = 30
		light_infantry = 30
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_imperialbarracks_1 = {
		desc = ca_imperialbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			culture = colovian
			culture = nibenean
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		upgrades_from = ca_imperialbarracks_0
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 30
		light_infantry = 30
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_imperialbarracks_2 = {
		desc = ca_imperialbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = imperial
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = ca_imperialbarracks_1
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 30
		light_infantry = 30
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.5
	}
	
	ca_imperialbarracks_3 = {
		desc = ca_imperialbarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = imperial
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = ca_imperialbarracks_2
		
		gold_cost = 200
		build_time = 540
		
		heavy_infantry = 30
		light_infantry = 30
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.9
	}
	
	#Magetower for Imperials and Colovians
	ca_imperialmagebarracks_0 = {
		desc = ca_imperialmagebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = colovian
			culture = imperial
			}
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 3 }
		prerequisites = { ca_magetower_0 }
		#upgrades_from = ca_imperialmagebarracks_0
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.78		
	}
	
	ca_imperialmagebarracks_1 = {
		desc = ca_imperialmagebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = imperial
			}
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS  = 7}
		prerequisites = { ca_magetower_0 }
		upgrades_from = ca_imperialmagebarracks_0
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.78		
	}
	
	#Magetower for Nibenese
	ca_nibeneanmagebarracks_0 = {
		desc = ca_nibeneanmagebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = nibenean
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0 }
		prerequisites = { ca_magetower_0 }
		#upgrades_from = ca_nibeneanmagebarracks_0
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.78		
	}
	
	ca_nibeneanmagebarracks_1 = {
		desc = ca_nibeneanmagebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = nibenean
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS  = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_nibeneanmagebarracks_0
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.78		
	}

	ca_nibeneanmagebarracks_2 = {
		desc = ca_nibeneanmagebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = nibenean
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS  = 8}
		prerequisites = { ca_keep_7 }
		upgrades_from = ca_nibeneanmagebarracks_1
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.78		
	}
	
	
	#### Dunmer, Ashlander and Chimer - This is the END OF YOU, S'WIT! ####
	
	#Velothi Infantry Quarters
	
	ca_dunmerinfquarters_0 = {
		desc = ca_dunmerinfquarters_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_dunmerinfquarters_0
		
		gold_cost = 100
		build_time = 180
		
		heavy_infantry = 10
		pikemen = 10
		battlemages = 10
		archers = 10
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.22
	}
	
	ca_dunmerinfquarters_1 = {
		desc = ca_dunmerinfquarters_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 0}
		prerequisites = { ca_barracks_0 }
		upgrades_from = ca_dunmerinfquarters_0
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 15
		pikemen = 15
		battlemages = 15
		archers = 15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.66
	}

	ca_dunmerinfquarters_2 = {
		desc = ca_dunmerinfquarters_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 2 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_dunmerinfquarters_1
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 15
		pikemen = 15
		battlemages = 15
		archers = 15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.75
	}

	ca_dunmerinfquarters_3 = {
		desc = ca_dunmerinfquarters_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 4 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_dunmerinfquarters_2
		
		gold_cost = 200
		build_time = 540
		
		heavy_infantry = 15
		pikemen = 15
		battlemages = 15
		archers = 15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}

	ca_dunmerinfquarters_4 = {
		desc = ca_dunmerinfquarters_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION   = 6 }
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_dunmerinfquarters_3
		
		gold_cost = 200
		build_time = 720
		
		heavy_infantry = 15
		pikemen = 15
		battlemages = 15
		archers = 15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}
	
	#### Maormer - They use Snake Magic! ####
	
	ca_maormersnakemagic_0 = {
		desc = ca_maormersnakemagic_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_maormersnakemagic_0
		
		gold_cost = 150
		build_time = 180
		
		battlemages = 15
		knights = 15
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_maormersnakemagic_1 = {
		desc = ca_maormersnakemagic_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_maormersnakemagic_0
		
		gold_cost = 200
		build_time = 360
		
		battlemages = 15
		knights = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_maormersnakemagic_2 = {
		desc = ca_maormersnakemagic_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 2 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_maormersnakemagic_1
		
		gold_cost = 300
		build_time = 540
		
		battlemages = 15
		knights = 25		
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}

	ca_maormersnakemagic_3 = {
		desc = ca_maormersnakemagic_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_maormersnakemagic_2
		
		gold_cost = 300
		build_time = 720
		
		battlemages = 15
		knights = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.31
	}

	ca_maormersnakemagic_4 = {
		desc = ca_maormersnakemagic_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 7 }
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_maormersnakemagic_3
		
		gold_cost = 300
		build_time = 720
		
		battlemages = 20
		knights = 30
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.32
	}

	#Island Warriors - Light Infantry and Archers
	ca_maormerislandwarriors_0 = {
		desc = ca_maormerislandwarriors_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_SKIRMISH = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_maormerislandwarriors_0
		
		gold_cost = 50
		build_time = 90
		
		light_infantry = 25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.87	
	}
	
	ca_maormerislandwarriors_1 = {
		desc = ca_maormerislandwarriors_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_SKIRMISH = 0}
		#prerequisites = { ca_maormersnakemagic_0 }
		upgrades_from = ca_maormerislandwarriors_0
		
		gold_cost = 100
		build_time = 180
		
		light_infantry = 25
		archers = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_maormerislandwarriors_2 = {
		desc = ca_maormerislandwarriors_desc
		
		potential = {
			building_holding_is_tower = no
			culture = maormer
		}
		trigger = { TECH_SKIRMISH = 3}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_maormerislandwarriors_1
		
		gold_cost = 100
		build_time = 180
		
		light_infantry = 25
		archers = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	#### Nords - Skyrim belongs to the Nords! ####
	
	ca_nordmeadhall_0 = {
		desc = ca_nordmeadhall_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_nordmeadhall_0
		
		gold_cost = 100
		build_time = 180
		
		heavy_infantry = 40
		light_infantry = 20
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.22
	}
	
	ca_nordmeadhall_1 = {
		desc = ca_nordmeadhall_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { ca_barracks_0 }
		upgrades_from = ca_nordmeadhall_0
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 40
		light_infantry = 20
		land_morale = 0.05
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.66
	}

	ca_nordmeadhall_2 = {
		desc = ca_nordmeadhall_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_nordmeadhall_1
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 40
		light_infantry = 20
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.75
	}

	ca_nordmeadhall_3 = {
		desc = ca_nordmeadhall_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		prerequisites = { ca_keep_3 }
		upgrades_from = ca_nordmeadhall_2
		
		gold_cost = 200
		build_time = 540
		
		heavy_infantry = 40
		light_infantry = 20
		land_morale = 0.05
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}

	ca_nordmeadhall_4 = {
		desc = ca_nordmeadhall_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 6 }
		prerequisites = { ca_keep_5 }
		upgrades_from = ca_nordmeadhall_3
		
		gold_cost = 200
		build_time = 720
		
		heavy_infantry = 40
		light_infantry = 20
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}

	ca_nordlonghouse_0 = {
		desc = ca_nordlonghouse_desc

		potential = {
			building_holding_is_tower = no
			OR = {
				culture = nord
				culture = atmoran
				culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_barracks_0 }

		gold_cost = 100
		build_time = 180

		archers = 40
		heavy_infantry = 20

		ai_creation_factor = 100

		extra_tech_building_start = 0.22
	}

	ca_nordlonghouse_1 = {
		desc = ca_nordlonghouse_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				culture = nord
				culture = atmoran
				culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { ca_barracks_0 }
		upgrades_from = ca_nordlonghouse_0
		
		gold_cost = 150
		build_time = 240
		
		archers = 40
		heavy_infantry = 20
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.66
	}

	ca_nordlonghouse_2 = {
		desc = ca_nordlonghouse_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				culture = nord
				culture = atmoran
				culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_nordlonghouse_1
		
		gold_cost = 150
		build_time = 300
		
		archers = 40
		heavy_infantry = 20
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.75
	}

	ca_nordlonghouse_3 = {
		desc = ca_nordlonghouse_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				culture = nord
				culture = atmoran
				culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		prerequisites = { ca_keep_3 }
		upgrades_from = ca_nordlonghouse_2
		
		gold_cost = 150
		build_time = 360
		
		archers = 40
		heavy_infantry = 20
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}
	
	
	#### ORCS! NOBODY BESTS AN ORC! ####
	
	#Riders Quarters (Cavalry)
	ca_orcstables_0 = {
		desc = ca_orcstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_orcstables_0
		
		gold_cost = 225
		build_time = 180
		
		light_cavalry = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_orcstables_1 = {
		desc = ca_orcstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_orcstables_0
		
		gold_cost = 300
		build_time = 360
		
		light_cavalry = 25
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_orcstables_2 = {
		desc = ca_orcstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_orcstables_1
		
		gold_cost = 300
		build_time = 540
		
		light_cavalry = 25
		knights = 25		
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}
	

	#Hall of Berserkers (Heavy Infantry)
	ca_orcberserkerhall_0 = {
		desc = ca_orcberserkerhall_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_MELEE = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_orcberserkerhall_0
		
		gold_cost = 200
		build_time = 180
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_orcberserkerhall_1 = {
		desc = ca_orcberserkerhall_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_MELEE = 0}
		#prerequisites = { ca_orcstables_0 }
		upgrades_from = ca_orcberserkerhall_0
		
		gold_cost = 200
		build_time = 180
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_orcberserkerhall_2 = {
		desc = ca_orcberserkerhall_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_MELEE = 3}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_orcberserkerhall_1
		
		gold_cost = 200
		build_time = 540
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	ca_orcberserkerhall_3 = {
		desc = ca_orcberserkerhall_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_MELEE = 5 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_orcberserkerhall_2
		
		gold_cost = 200
		build_time = 540
		
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	#Nobles (Spears and Heavy Infantry)
	ca_orcnoblequarters_0 = {
		desc = ca_orcnoblequarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_MELEE = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_orcnoblequarters_0
		
		gold_cost = 50
		build_time = 180
		
		pikemen = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	
	ca_orcnoblequarters_1 = {
		desc = ca_orcnoblequarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_MELEE = 2 }
		#prerequisites = { ca_orcstables_0 }
		upgrades_from = ca_orcnoblequarters_0
		
		gold_cost = 200
		build_time = 180
		
		pikemen = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.98		
	}	

	ca_orcnoblequarters_2 = {
		desc = ca_orcnoblequarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_MELEE = 6 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_orcnoblequarters_1
		
		gold_cost = 300
		build_time = 720
		
		pikemen = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.48	
	}
	
	#Marauder Camp
	ca_orcmaraudercamp_0 = {
		desc = ca_orcmaraudercamp_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_SKIRMISH = 0 }
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_orcmaraudercamp_0
		
		gold_cost = 50
		build_time = 90
		
		light_infantry = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_orcmaraudercamp_1 = {
		desc = ca_orcmaraudercamp_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_SKIRMISH = 3 }
		prerequisites = { ca_barracks_0 }
		upgrades_from = ca_orcmaraudercamp_0
		
		gold_cost = 100
		build_time = 180
		
		light_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}	

	#Champions Hall (Heavy Infantry and spears)
	ca_orcchampionshall_0 = {
		desc = ca_orcchampionshall_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_MELEE = 0 }
		prerequisites = { ca_keep_4 }
		#upgrades_from = ca_orcchampionshall_0
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 25
		pikemen = 25
		land_morale = 0.05
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_orcchampionshall_1 = {
		desc = ca_orcchampionshall_desc
		
		potential = {
			building_holding_is_tower = no
			culture = orsimer
		}
		trigger = { TECH_MELEE = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_orcchampionshall_0
		
		gold_cost = 400
		build_time = 720
		
		heavy_infantry = 25
		pikemen = 25
		land_morale = 0.05
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}
	
	#### Reachman - The Reach belongs to the Forsworn! ####
	
	ca_reachmanredoubt_0 = {
		desc = ca_reachmanredoubt_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_reachmanredoubt_0
		
		gold_cost = 100
		build_time = 90
		
		garrison_size = 0.025
		fort_level = 0.50
		light_infantry = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.27
	}
	
	ca_reachmanredoubt_1 = {
		desc = ca_reachmanredoubt_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		#prerequisites = { ca_keep_0 ca_smithy_0 }
		upgrades_from = ca_reachmanredoubt_0
		
		gold_cost = 200
		build_time = 180
		
		garrison_size = 0.05
		fort_level = 1.0
		light_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.91
	}

	ca_reachmanredoubt_2 = {
		desc = ca_reachmanredoubt_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		prerequisites = { ca_keep_1 }
		upgrades_from = ca_reachmanredoubt_1
		
		gold_cost = 300
		build_time = 360
		
		garrison_size = 0.075
		fort_level = 1.0
		light_infantry = 75
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.50
	}
	
	#Skirmisher Quarters
	
	ca_reachmanskirmquarters_0 = {
		desc = ca_reachmanskirmquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0 }
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_reachmanskirmquarters_0
		
		gold_cost = 100
		build_time = 180
		
		archers = 25
		battlemages = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.22
	}
	
	ca_reachmanskirmquarters_1 = {
		desc = ca_reachmanskirmquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 1 }
		#prerequisites = { ca_orcstables_0 }
		upgrades_from = ca_reachmanskirmquarters_0
		
		gold_cost = 200
		build_time = 180
		
		archers = 50
		battlemages = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.5		
	}	

	ca_reachmanskirmquarters_2 = {
		desc = ca_reachmanskirmquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 4 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_reachmanskirmquarters_1
		
		gold_cost = 200
		build_time = 540
		
		archers = 50
		battlemages = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.2	
	}
	
	ca_reachmanskirmquarters_3 = {
		desc = ca_reachmanskirmquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 6 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_reachmanskirmquarters_2
		
		gold_cost = 200
		build_time = 720
		
		archers = 50
		battlemages = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.5	
	}
	
	#Raider camp
	
	ca_reachmanraidercamp_0 = {
		desc = ca_reachmanraidercamp_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_SKIRMISH = 0 }
		#upgrades_from = ca_reachmanraidercamp_0
		
		gold_cost = 50
		build_time = 270
		
		light_infantry = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.15
	}
	ca_reachmanraidercamp_1 = {
		desc = ca_reachmanraidercamp_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_SKIRMISH = 2 }
		prerequisites = { ca_barracks_0 }
		upgrades_from = ca_reachmanraidercamp_0
		
		gold_cost = 225
		build_time = 270
		
		light_infantry = 75
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	ca_reachmanraidercamp_2 = {
		desc = ca_reachmanraidercamp_desc
		
		potential = {
			building_holding_is_tower = no
			culture = reachmen
		}
		trigger = { TECH_SKIRMISH = 4 }
		prerequisites = { ca_barracks_0 }
		upgrades_from = ca_reachmanraidercamp_1
		
		gold_cost = 225
		build_time = 320
		
		light_infantry = 75
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.5
	}
	
	#### Redguard - Curved swords. CURVED. SWORDS. ####
	
	ca_redguardquartriders_0 = {
		desc = ca_redguardquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_redguardquartriders_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 35
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_redguardquartriders_1 = {
		desc = ca_redguardquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_redguardquartriders_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 35
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_redguardquartriders_2 = {
		desc = ca_redguardquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3}
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_redguardquartriders_1
		
		gold_cost = 300
		build_time = 540
		
		light_cavalry = 50
		knights = 15
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.41
	}

	ca_redguardquartriders_3 = {
		desc = ca_redguardquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5}
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_redguardquartriders_2
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 50
		knights = 15
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.31
	}

	ca_redguardquartriders_4 = {
		desc = ca_redguardquartriders_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_redguardquartriders_3
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 50
		knights = 15
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.32
	}

	#Riding Grounds (Cavalry)
	ca_redguardscoutstables_0 = {
		desc = ca_redguardscoutstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_redguardquartriders_0 }
		#upgrades_from = ca_redguardscoutstables_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_redguardscoutstables_1 = {
		desc = ca_redguardscoutstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 2}
		#prerequisites = { ca_redguardquartriders_0 }
		upgrades_from = ca_redguardscoutstables_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_redguardscoutstables_2 = {
		desc = ca_redguardscoutstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 4 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_redguardscoutstables_1
		
		gold_cost = 200
		build_time = 540
		
		light_cavalry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	#Paddock (Cavalry)
	ca_redguardcavalryswordsmith_0 = {
		desc = ca_redguardcavalryswordsmith_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 1 }
		prerequisites = { ca_redguardquartriders_0 }
		#upgrades_from = ca_redguardcavalryswordsmith_0
		
		gold_cost = 100
		build_time = 180
		
		light_cavalry = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	
	ca_redguardcavalryswordsmith_1 = {
		desc = ca_redguardcavalryswordsmith_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 3 }
		#prerequisites = { ca_redguardquartriders_0 }
		upgrades_from = ca_redguardcavalryswordsmith_0
		
		gold_cost = 150
		build_time = 180
		
		light_cavalry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.98		
	}	

	ca_redguardcavalryswordsmith_2 = {
		desc = ca_redguardcavalryswordsmith_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 6 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_redguardcavalryswordsmith_1
		
		gold_cost = 200
		build_time = 720
		
		light_cavalry = 75
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.48	
	}
	
	#Saddler (Cavalry)
	ca_redguardknightstables_0 = {
		desc = ca_redguardknightstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 1 }
		prerequisites = { ca_redguardquartriders_0 }
		#upgrades_from = ca_redguardknightstables_0
		
		gold_cost = 100
		build_time = 180
		
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_redguardknightstables_1 = {
		desc = ca_redguardknightstables_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 4 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_redguardknightstables_0
		
		gold_cost = 200
		build_time = 360
		
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}	

	#Spearmaker (Cavalry)
	ca_redguardhorsebreeder_0 = {
		desc = ca_redguardhorsebreeder_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 0}
		prerequisites = { ca_redguardquartriders_0 }
		#upgrades_from = ca_redguardhorsebreeder_0
		
		gold_cost = 200
		build_time = 180
		
		light_cavalry = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_redguardhorsebreeder_1 = {
		desc = ca_redguardhorsebreeder_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_CAVALRY = 5 }
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_redguardhorsebreeder_0
		
		gold_cost = 300
		build_time = 720
		
		light_cavalry = 25
		knights = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}
	
	#Redguard Skirmisher Barracks
	ca_redguardadventurerhall_0 = {
		desc = ca_redguardadventurerhall_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_SKIRMISH = 0}
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_redguardadventurerhall_0
		
		gold_cost = 100
		build_time = 180
		
		light_infantry = 25
		archers = 25
		heavy_infantry = 5
		levy_size = 0.05
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_redguardadventurerhall_1 = {
		desc = ca_redguardadventurerhall_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_SKIRMISH = 0}
		#prerequisites = { ca_orcstables_0 }
		upgrades_from = ca_redguardadventurerhall_0
		
		gold_cost = 200
		build_time = 180
		
		light_infantry = 50
		archers = 25
		heavy_infantry = 10
		levy_size = 0.05
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.99
	}	

	ca_redguardadventurerhall_2 = {
		desc = ca_redguardadventurerhall_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = yokudan_group
		}
		trigger = { TECH_SKIRMISH = 3}
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_redguardadventurerhall_1
		
		gold_cost = 300
		build_time = 540
		
		light_infantry = 50
		archers = 25
		heavy_infantry = 10
		levy_size = 0.10
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.47	
	}
	
	######### Races of Akavir #########
	
	#### Akaviri - The Tsaesci eat them all! or something! ####
	
	ca_akaviridaikatanadrillyard_0 = {
		desc = ca_akaviridaikatanadrillyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture = akaviri
		}
		trigger = { TECH_MELEE = 0 }
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 200
		build_time = 180
		
		heavy_infantry = 50
		land_morale = 0.05
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_akaviridaikatanadrillyard_1 = {
		desc = ca_akaviridaikatanadrillyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture = akaviri
		}
		trigger = { TECH_MELEE = 2 }
		upgrades_from = ca_akaviridaikatanadrillyard_0
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 50
		land_morale = 0.05
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	#Akaviri Fletcher
	
	ca_akavirifletcher_0 = {
		desc = ca_akavirifletcher_desc
		
		potential = {
			building_holding_is_tower = no
			culture = akaviri
		}
		trigger = { TECH_SKIRMISH = 0 }
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 200
		build_time = 180
		
		archers = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_akavirifletcher_1 = {
		desc = ca_akavirifletcher_desc
		
		potential = {
			building_holding_is_tower = no
			culture = akaviri
		}
		trigger = { TECH_SKIRMISH = 2 }
		upgrades_from = ca_akavirifletcher_0
		
		gold_cost = 200
		build_time = 270
		
		archers = 50
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_akavirifletcher_2 = {
		desc = ca_akavirifletcher_desc
		
		potential = {
			building_holding_is_tower = no
			culture = akaviri
		}
		trigger = { TECH_SKIRMISH = 4 }
		upgrades_from = ca_akavirifletcher_1
		
		gold_cost = 200
		build_time = 360
		
		archers = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.4
	}
	
	#Spear Drill Yard
	
	ca_akavirispearyard_0 = {
		desc = ca_akavirispearyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture = akaviri
		}
		trigger = { TECH_MELEE = 0 }
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 200
		build_time = 120
		
		pikemen = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_akavirispearyard_1 = {
		desc = ca_akavirispearyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture = akaviri
		}
		trigger = { TECH_MELEE = 2 }
		upgrades_from = ca_akavirispearyard_0
		
		gold_cost = 200
		build_time = 120
		
		pikemen = 50
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_akavirispearyard_2 = {
		desc = ca_akavirispearyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture = akaviri
		}
		trigger = { TECH_MELEE = 4 }
		upgrades_from = ca_akavirispearyard_1
		
		gold_cost = 200
		build_time = 120
		
		pikemen = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.4
	}
	
	
	#### Kamal - They're as cold as ice! ####
	
	ca_kamalinfantrybarracks_0 = {
		desc = ca_kamalinfantrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = kamal
		}
		trigger = { TECH_MELEE = 0}
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 200
		build_time = 180
		
		heavy_infantry = 25
		pikemen = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_kamalinfantrybarracks_1 = {
		desc = ca_kamalinfantrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = kamal
		}
		trigger = { TECH_MELEE = 0 }
		upgrades_from = ca_kamalinfantrybarracks_0
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 25
		pikemen = 25
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_kamalinfantrybarracks_2 = {
		desc = ca_kamalinfantrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = kamal
		}
		trigger = { TECH_MELEE = 2 }
		upgrades_from = ca_kamalinfantrybarracks_1
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 25
		pikemen = 25
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.5
	}
	
	ca_kamalinfantrybarracks_3 = {
		desc = ca_kamalinfantrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = kamal
		}
		trigger = { TECH_MELEE = 2 }
		upgrades_from = ca_kamalinfantrybarracks_2
		
		gold_cost = 200
		build_time = 540
		
		heavy_infantry = 25
		pikemen = 25
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.9
	}
	
	ca_kamalinfantrybarracks_4 = {
		desc = ca_kamalinfantrybarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = kamal
		}
		trigger = { TECH_MELEE = 5 }
		upgrades_from = ca_kamalinfantrybarracks_3
		
		gold_cost = 200
		build_time = 540
		
		heavy_infantry = 25
		pikemen = 25
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 1.9
	}
	
	#Noble Infantry Barracks
	
	ca_kamalnoblebarracks_0 = {
		desc = ca_kamalnoblebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = kamal
		}
		trigger = { TECH_MELEE = 0}
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 300
		build_time = 180
		
		heavy_infantry = 75
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_kamalnoblebarracks_1 = {
		desc = ca_kamalnoblebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = kamal
		}
		trigger = { TECH_MELEE = 0 }
		upgrades_from = ca_kamalnoblebarracks_0
		
		gold_cost = 300
		build_time = 360
		
		heavy_infantry = 75
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_kamalnoblebarracks_2 = {
		desc = ca_kamalnoblebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = kamal
		}
		trigger = { TECH_MELEE = 0 }
		upgrades_from = ca_kamalnoblebarracks_1
		
		gold_cost = 300
		build_time = 360
		
		heavy_infantry = 75
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	#### Tang Mo - Everything's better with monkeys! ####
	
	ca_tangmosimianslingers_0 = {
		desc = ca_tangmosimianslingers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 0 }
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 100
		build_time = 90
		
		archers = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_tangmosimianslingers_1 = {
		desc = ca_tangmosimianslingers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 0 }
		upgrades_from = ca_tangmosimianslingers_0
		
		gold_cost = 200
		build_time = 180
		
		archers = 50
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_tangmosimianslingers_2 = {
		desc = ca_tangmosimianslingers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 2 }
		upgrades_from = ca_tangmosimianslingers_1
		
		gold_cost = 200
		build_time = 180
		
		archers = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.5
	}
	
	ca_tangmosimianslingers_3 = {
		desc = ca_tangmosimianslingers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 2 }
		upgrades_from = ca_tangmosimianslingers_2
		
		gold_cost = 200
		build_time = 180
		
		archers = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.9
	}
	
	ca_tangmosimianslingers_4 = {
		desc = ca_tangmosimianslingers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 5 }
		upgrades_from = ca_tangmosimianslingers_3
		
		gold_cost = 200
		build_time = 180
		
		archers = 50
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 2.4
	}
	
	ca_tangmosimianslingers_5 = {
		desc = ca_tangmosimianslingers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 7 }
		upgrades_from = ca_tangmosimianslingers_4
		
		gold_cost = 300
		build_time = 180
		
		archers = 75
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 3.1
	}
	
	#Forest Warriors
	
	ca_tangmoforestwarriors_0 = {
		desc = ca_tangmoforestwarriors_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 0 }
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 100
		build_time = 90
		
		garrison_size = 0.025
		light_infantry = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_tangmoforestwarriors_1 = {
		desc = ca_tangmoforestwarriors_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 0 }
		upgrades_from = ca_tangmoforestwarriors_0
		
		gold_cost = 100
		build_time = 180
		
		garrison_size = 0.05
		light_infantry = 50
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_tangmoforestwarriors_2 = {
		desc = ca_tangmoforestwarriors_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 2 }
		upgrades_from = ca_tangmoforestwarriors_1
		
		gold_cost = 150
		build_time = 180
		
		garrison_size = 0.05
		light_infantry = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.5
	}
	
	ca_tangmoforestwarriors_3 = {
		desc = ca_tangmoforestwarriors_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 2 }
		upgrades_from = ca_tangmoforestwarriors_2
		
		gold_cost = 200
		build_time = 180
		
		garrison_size = 0.05
		light_infantry = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.9
	}
	
	ca_tangmoforestwarriors_4 = {
		desc = ca_tangmoforestwarriors_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 5 }
		upgrades_from = ca_tangmoforestwarriors_3
		
		gold_cost = 200
		build_time = 270
		
		garrison_size = 0.05
		light_infantry = 50
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 2.5
	}
	ca_tangmoforestwarriors_5 = {
		desc = ca_tangmoforestwarriors_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_SKIRMISH = 7 }
		upgrades_from = ca_tangmoforestwarriors_4
		
		gold_cost = 200
		build_time = 270
		
		garrison_size = 0.05
		light_infantry = 50
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 2.8
	}
	
	#Tang Mo Skirmish Infantry Barracks
	ca_tangmoskirmishinfantry_0 = {
		desc = ca_tangmoskirmishinfantry_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_MELEE = 0 }
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 100
		build_time = 90
		
		light_infantry = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_tangmoskirmishinfantry_1 = {
		desc = ca_tangmoskirmishinfantry_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_MELEE = 4 }
		upgrades_from = ca_tangmoskirmishinfantry_0
		
		gold_cost = 150
		build_time = 180
		
		light_infantry = 50
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_tangmoskirmishinfantry_2 = {
		desc = ca_tangmoskirmishinfantry_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tangmo
		}
		trigger = { TECH_MELEE = 6 }
		upgrades_from = ca_tangmoskirmishinfantry_1
		
		gold_cost = 150
		build_time = 180
		
		light_infantry = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.5
	}
	
	#### Po Tun - Tiger Dragon Cat Man Men ####
	
		ca_potunmagebarracks_0 = {
		desc = ca_potunmagebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = potun
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0 }
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 150
		build_time = 180
		
		battlemages = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_potunmagebarracks_1 = {
		desc = ca_potunmagebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = potun
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 2 }
		upgrades_from = ca_potunmagebarracks_0
		
		gold_cost = 150
		build_time = 360
		
		battlemages = 25
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_potunmagebarracks_2 = {
		desc = ca_potunmagebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = potun
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 4 }
		upgrades_from = ca_potunmagebarracks_1
		
		gold_cost = 150
		build_time = 360
		
		battlemages = 25
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.4
	}
	
	ca_potunmagebarracks_3 = {
		desc = ca_potunmagebarracks_desc
		
		potential = {
			building_holding_is_tower = no
			culture = potun
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 6 }
		upgrades_from = ca_potunmagebarracks_2
		
		gold_cost = 150
		build_time = 360
		
		battlemages = 25
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.8
	}
	
	#### Quey - War Canoe Maker ####
	
	#Quey Archers
	
	ca_queymarksmenrange_0 = {
		desc = ca_queymarksmenrange_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_SKIRMISH = 0}
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_queymarksmenrange_0
		
		gold_cost = 100
		build_time = 120
		
		archers = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_queymarksmenrange_1 = {
		desc = ca_queymarksmenrange_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_SKIRMISH = 1}
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_queymarksmenrange_0
		
		gold_cost = 200
		build_time = 360
		
		archers = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.76	
	}
	
	ca_queymarksmenrange_2 = {
		desc = ca_queymarksmenrange_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_SKIRMISH = 3 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_queymarksmenrange_1
		
		gold_cost = 200
		build_time = 360
		
		archers = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.1	
	}
	
	ca_queymarksmenrange_3 = {
		desc = ca_queymarksmenrange_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_SKIRMISH = 5 }
		prerequisites = { ca_keep_1 }
		upgrades_from = ca_queymarksmenrange_2
		
		gold_cost = 200
		build_time = 360
		
		archers = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.5	
	}
	
	#Canoes
	
	ca_queywarcanoes_0 = {
		desc = ca_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 0 }
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_dock_0
		port = yes		
		
		gold_cost = 100
		build_time = 200
		
		galleys = 6
		light_infantry = 12
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0
	}
	
	ca_queywarcanoes_1 = {
		desc = ca_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 1 }
		prerequisites = { ca_keep_1 }
		upgrades_from = ca_queywarcanoes_0
		port = yes		
		
		gold_cost = 100
		build_time = 250
		
		galleys = 8
		light_infantry = 16
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.98
	}

	ca_queywarcanoes_2 = {
		desc = ca_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 2 }
		#prerequisites = { ca_keep_0b }
		upgrades_from = ca_queywarcanoes_1
		port = yes		
		
		gold_cost = 100
		build_time = 340
		
		galleys = 8
		light_infantry = 16
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}

	ca_queywarcanoes_3 = {
		desc = ca_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 3 }
		prerequisites = { ca_keep_3 }
		upgrades_from = ca_queywarcanoes_2
		port = yes		
		
		gold_cost = 100
		build_time = 430
		
		galleys = 8
		light_infantry = 16
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}

	ca_queywarcanoes_4 = {
		desc = ca_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 4 }
		#prerequisites = { ca_keep_0b }
		upgrades_from = ca_queywarcanoes_3
		port = yes		
		
		gold_cost = 200
		build_time = 520
		
		galleys = 10
		light_infantry = 20
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}
	ca_queywarcanoes_5 = {
		desc = ca_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 5 }
		#prerequisites = { ca_keep_0b }
		upgrades_from = ca_queywarcanoes_4
		port = yes		
		
		gold_cost = 200
		build_time = 720
		
		galleys = 12
		light_infantry = 24
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}
	
	#### Tsaesci - Sneaky Snakes! ####
	
		ca_tsaescidaikatanadrillyard_0 = {
		desc = ca_tsaescidaikatanadrillyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tsaesci
		}
		trigger = { TECH_MELEE = 0 }
		prerequisites = { ca_keep_0a ca_barracks_0 }
		
		gold_cost = 200
		build_time = 180
		
		heavy_infantry = 50
		land_morale = 0.05
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.01
	}
	
	ca_tsaescidaikatanadrillyard_1 = {
		desc = ca_tsaescidaikatanadrillyard_desc
		
		potential = {
			building_holding_is_tower = no
			culture = tsaesci
		}
		trigger = { TECH_MELEE = 2 }
		upgrades_from = ca_tsaescidaikatanadrillyard_0
		
		gold_cost = 200
		build_time = 360
		
		heavy_infantry = 50
		land_morale = 0.05
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	###### Extinct Cultures ######
	
	#### Dwemer - Machines! Machines everywhere! ####
	
	#Spear Quarters
	ca_dwemerspearquarters_0 = {
		desc = ca_dwemerspearquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_MELEE = 0 }
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_dwemerspearquarters_0
		
		gold_cost = 100
		build_time = 180
		
		pikemen = 25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_dwemerspearquarters_1 = {
		desc = ca_dwemerspearquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_MELEE = 1 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_dwemerspearquarters_0
		
		gold_cost = 200
		build_time = 360
		
		pikemen = 50
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_dwemerspearquarters_2 = {
		desc = ca_dwemerspearquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_MELEE = 3 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_dwemerspearquarters_1
		
		gold_cost = 200
		build_time = 540
		
		pikemen = 50	
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.76
	}

	ca_dwemerspearquarters_3 = {
		desc = ca_dwemerspearquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_MELEE = 5 }
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_dwemerspearquarters_2
		
		gold_cost = 200
		build_time = 720
		
		pikemen = 50
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.9
	}
	
	ca_dwemerspearquarters_4 = {
		desc = ca_dwemerspearquarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_dwemerspearquarters_3
		
		gold_cost = 200
		build_time = 720
		
		pikemen = 50
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 1.3
	}
	
	#Mage Quarters
	ca_dwemermagequarters_0 = {
		desc = ca_dwemermagequarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0 }
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_dwemermagequarters_0
		
		gold_cost = 100
		build_time = 180
		
		battlemages = 30
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_dwemermagequarters_1 = {
		desc = ca_dwemermagequarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 3 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_dwemermagequarters_0
		
		gold_cost = 200
		build_time = 360
		
		battlemages = 30
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_dwemermagequarters_2 = {
		desc = ca_dwemermagequarters_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_RELIGIOUS_CUSTOMS = 5 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_dwemermagequarters_1
		
		gold_cost = 300
		build_time = 540
		
		battlemages = 30	
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.89
	}

	#Animonculory (required for Spheres, Spiders, Ballistae)
	ca_dwemeranimonculory_0 = {
		desc = ca_dwemeranimonculory_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		prerequisites = { ca_dwemermagequarters_0 }
		#upgrades_from = ca_dwemeranimonculory_0
		
		gold_cost = 300
		build_time = 180
		
		levy_reinforce_rate = 0.05
		light_infantry = 25
		heavy_infantry = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.87	
	}
	
	ca_dwemeranimonculory_1 = {
		desc = ca_dwemeranimonculory_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		#prerequisites = { ca_dwemermagequarters_0 }
		upgrades_from = ca_dwemeranimonculory_0
		
		gold_cost = 300
		build_time = 360
		
		levy_reinforce_rate = 0.10
		light_infantry = 25
		heavy_infantry = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.2
	}	

	ca_dwemeranimonculory_2 = {
		desc = ca_dwemeranimonculory_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 8 }
		#prerequisites = { ca_keep_2 }
		upgrades_from = ca_dwemeranimonculory_1
		
		gold_cost = 400
		build_time = 720
		
		levy_reinforce_rate = 0.10
		light_infantry = 25
		heavy_infantry = 25
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.4	
	}
	
	#Sphere Storage
	ca_dwemerspherestorage_0 = {
		desc = ca_dwemerspherestorage_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_MELEE = 1 }
		prerequisites = { ca_dwemeranimonculory_0 }
		#upgrades_from = ca_dwemerspherestorage_0
		
		gold_cost = 200
		build_time = 180
		
		garrison_size = 0.05
		heavy_infantry = 50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.85
	}
	
	ca_dwemerspherestorage_1 = {
		desc = ca_dwemerspherestorage_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_MELEE = 2 }
		#prerequisites = { ca_dwemermagequarters_0 }
		upgrades_from = ca_dwemerspherestorage_0
		
		gold_cost = 200
		build_time = 180
		
		garrison_size = 0.05
		heavy_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.5		
	}	
	
	#Spider Storage
	ca_dwemerspiderstorage_0 = {
		desc = ca_dwemerspiderstorage_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_SKIRMISH = 1 }
		prerequisites = { ca_dwemeranimonculory_0 }
		#upgrades_from = ca_dwemerspiderstorage_0
		
		gold_cost = 100
		build_time = 180
		
		garrison_size = 0.05
		light_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	
	
	ca_dwemerspiderstorage_1 = {
		desc = ca_dwemerspiderstorage_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_SKIRMISH = 1 }
		prerequisites = { ca_dwemeranimonculory_0 }
		upgrades_from = ca_dwemerspiderstorage_0
		
		gold_cost = 200
		build_time = 180
		
		garrison_size = 0.05
		light_infantry = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.5	
	}	
	
	#Ballista Storage
	ca_dwemerballistastorage_0 = {
		desc = ca_dwemerballistastorage_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_SKIRMISH = 1 }
		prerequisites = { ca_dwemeranimonculory_0 }
		#upgrades_from = ca_dwemerballistastorage_0
		
		gold_cost = 200
		build_time = 180
		
		garrison_size = 0.05
		archers = 50
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.57	
	}	

	#Defensive Traps - They make attacking things very painful!
	
	ca_dwemerdefensivetraps_0 = {
		desc = ca_dwemerdefensivetraps_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_dwemerdefensivetraps_0
		
		gold_cost = 100
		build_time = 270
		
		fort_level = 1.0
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_dwemerdefensivetraps_1 = {
		desc = ca_dwemerdefensivetraps_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		prerequisites = { ca_keep_1 }
		upgrades_from = ca_dwemerdefensivetraps_0
		
		gold_cost = 200
		build_time = 270
		
		fort_level = 1.0
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.5	
	}
	
	ca_dwemerdefensivetraps_2 = {
		desc = ca_dwemerdefensivetraps_desc
		
		potential = {
			building_holding_is_tower = no
			culture = dwemer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7 }
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_dwemerdefensivetraps_0
		
		gold_cost = 300
		build_time = 270
		
		fort_level = 1.0
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 4.5	
	}
	
	#### Falmer - Actually are SNOW ELVES! ####
	
	#Falmer Noble Archers
	
	ca_falmernoblearchers_0 = {
		desc = ca_falmernoblearchers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = falmer
		}
		trigger = { TECH_SKIRMISH = 0 }
		prerequisites = { ca_barracks_0 }
		
		gold_cost = 100
		build_time = 180
		
		archers = 50
		land_morale = 0.025
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	ca_falmernoblearchers_1 = {
		desc = ca_falmernoblearchers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = falmer
		}
		trigger = { TECH_SKIRMISH = 2 }
		#prerequisites = { ca_barracks_0 }
		upgrades_from = ca_falmernoblearchers_0
		
		gold_cost = 200
		build_time = 180
		
		archers = 50
		land_morale = 0.025
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.2
	}
	
	ca_falmernoblearchers_2 = {
		desc = ca_falmernoblearchers_desc
		
		potential = {
			building_holding_is_tower = no
			culture = falmer
		}
		trigger = { TECH_SKIRMISH = 4 }
		#prerequisites = { ca_barracks_0 }
		upgrades_from = ca_falmernoblearchers_1
		
		gold_cost = 300
		build_time = 270
		
		archers = 50
		land_morale = 0.05
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.4
	}
	
	#Falmer Spear Barracks
	
	ca_falmernoblespears_0 = {
		desc = ca_falmernoblespears_desc
		
		potential = {
			building_holding_is_tower = no
			culture = falmer
		}
		trigger = { TECH_MELEE = 0 }
		prerequisites = { ca_barracks_0 }
		
		gold_cost = 100
		build_time = 180
		
		pikemen = 50
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	ca_falmernoblespears_1 = {
		desc = ca_falmernoblespears_desc
		
		potential = {
			building_holding_is_tower = no
			culture = falmer
		}
		trigger = { TECH_MELEE = 4 }
		#prerequisites = { ca_barracks_0 }
		upgrades_from = ca_falmernoblespears_0
		
		gold_cost = 200
		build_time = 270
		
		pikemen = 50
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 0.9
	}
	
	
	#Paragon Gates - Defensive
	
	ca_falmerparagongates_0 = {
		desc = ca_falmerparagongates_desc
		
		potential = {
			building_holding_is_tower = no
			culture = falmer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		prerequisites = { ca_keep_0a }
		#upgrades_from = ca_falmerparagongates_0
		
		gold_cost = 100
		build_time = 270
		
		levy_reinforce_rate = 0.05
		fort_level = 0.5
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.67	
	}	
	
	ca_falmerparagongates_1 = {
		desc = ca_falmerparagongates_desc
		
		potential = {
			building_holding_is_tower = no
			culture = falmer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { ca_keep_1 }
		upgrades_from = ca_falmerparagongates_0
		
		gold_cost = 150
		build_time = 270
		
		levy_reinforce_rate = 0.075
		fort_level = 0.75
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.5	
	}
	
	ca_falmerparagongates_2 = {
		desc = ca_falmerparagongates_desc
		
		potential = {
			building_holding_is_tower = no
			culture = falmer
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_falmerparagongates_0
		
		gold_cost = 100
		build_time = 270
		
		levy_reinforce_rate = 0.10
		fort_level = 1.0
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 4.5	
	}
	
	#### Undead - They are dead. ####
	
	ca_undeadcrypt_0 = {
		desc = ca_undeadcrypt_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = undead
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_undeadcrypt_0
		
		gold_cost = 100
		build_time = 180
		
		light_infantry = 10
		archers = 10
		pikemen = 10
		heavy_infantry = 10
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_undeadcrypt_1 = {
		desc = ca_undeadcrypt_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = undead
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_undeadcrypt_0
		
		gold_cost = 300
		build_time = 360
		
		light_infantry = 20
		archers = 20
		pikemen = 10
		heavy_infantry = 10
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_undeadcrypt_2 = {
		desc = ca_undeadcrypt_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = undead
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_undeadcrypt_1
		
		gold_cost = 300
		build_time = 540
		
		light_infantry = 20
		archers = 20
		pikemen = 10
		heavy_infantry = 10	
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.76
	}

	ca_undeadcrypt_3 = {
		desc = ca_undeadcrypt_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = undead
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		prerequisites = { ca_keep_4 }
		upgrades_from = ca_undeadcrypt_2
		
		gold_cost = 300
		build_time = 720
		
		light_infantry = 20
		archers = 20
		pikemen = 10
		heavy_infantry = 10
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.9
	}
	
	ca_undeadcrypt_4 = {
		desc = ca_undeadcrypt_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = undead
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7}
		prerequisites = { ca_keep_6 }
		upgrades_from = ca_undeadcrypt_3
		
		gold_cost = 300
		build_time = 720
		
		light_infantry = 20
		archers = 20
		pikemen = 10
		heavy_infantry = 10
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 1.3
	}
	
	#Necropolis for Heavy Infantry (actually undead, Ev was here)
	
	ca_necropolis_0 = {
		desc = ca_necropolis_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = undead
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		#prerequisites = { ca_barracks_0 }
		#upgrades_from = ca_necropolis_0
		
		gold_cost = 10 #Made this cheap so AI undead will actually get some undead troops. Did not touch upgrades.
		build_time = 10 #I'm considering making it so Dremora and Undead cannot build standard Mortal buildings.
		
		undead_troop = 100
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.45
	}
	
	ca_necropolis_1 = {
		desc = ca_necropolis_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = undead
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		prerequisites = { ca_keep_0b }
		upgrades_from = ca_necropolis_0
		
		gold_cost = 200
		build_time = 360
		
		undead_troop = 200
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.55
	}

	ca_necropolis_2 = {
		desc = ca_necropolis_desc
		
		potential = {
			building_holding_is_tower = no
			culture_group = undead
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		prerequisites = { ca_keep_2 }
		upgrades_from = ca_necropolis_1
		
		gold_cost = 200
		build_time = 540
		
		undead_troop = 300	
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 0.76
	}

	#### Society Buildings ####
	
	#Todo: Make buildings reduce chance of the guild's related phenomena to occur in provinces they're in with a trigger
	#Make buildings influence society related events? Greybeard Hermitages make characters more likely to learn Thu'um?
	#Moth Priests, Scenarists, Criminal guilds kinda suck compared to the others to be honest.
	#Criminal Guilds +Light Infantry and tax modifier? How could I even make 'guildhall' buildings for them make sense?
	
	ca_fightersguild_0 = { #Fighters Guild Chapter
		desc = ca_fightersguild_0_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				FROM = { society_member_of = fighters_guild_tamriel }
				has_building = ca_fightersguild_0
			}
		}
		is_active_trigger = {
			FROM = { society_member_of = fighters_guild_tamriel }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		#upgrades_from = ca_fightersguild_0
		
		gold_cost = 100
		build_time = 120
		
		heavy_infantry = 10
		light_infantry = 20
		pikemen = 20
		archers = 15
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.75
	}
	
	ca_fightersguildakavir_0 = { #Iron Hilt Outpost
		desc = ca_fightersguildakavir_0_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				FROM = { society_member_of = fighters_guild_akavir }
				has_building = ca_fightersguildakavir_0
			}
		}
		is_active_trigger = {
			FROM = { society_member_of = fighters_guild_akavir }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		#upgrades_from = ca_fightersguildakavir_0
		
		gold_cost = 100
		build_time = 120
		
		heavy_infantry = 20
		light_infantry = 20
		archers = 10
		pikemen = 5
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.75
	}
	
	ca_companions_0 = { #Companions' Hall
		desc = ca_companions_0_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				FROM = { society_member_of = companions_tamriel }
				has_building = ca_companions_0
			}
		}
		is_active_trigger = {
			FROM = { society_member_of = companions_tamriel }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		#upgrades_from = ca_companions_0
		
		gold_cost = 100
		build_time = 120
		
		heavy_infantry = 30
		light_infantry = 15
		archers = 5
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.75
	}
	
	ca_magesguild_0 = { #Mages Guild Chapter
		desc = ca_magesguild_0_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				FROM = { society_member_of = mages_guild_tamriel }
				has_building = ca_magesguild_0
			}
		}
		is_active_trigger = {
			FROM = { society_member_of = mages_guild_tamriel }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		#upgrades_from = ca_magesguild_0
		
		gold_cost = 100
		build_time = 120
		
		battlemages = 20
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.75
	}
	
	ca_magesguildakavir_0 = { #Transcendant Tower
		desc = ca_magesguildakavir_0_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				FROM = { society_member_of = mages_guild_akavir }
				has_building = ca_magesguildakavir_0
			}
		}
		is_active_trigger = {
			FROM = { society_member_of = mages_guild_akavir }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		#upgrades_from = ca_magesguildakavir_0
		
		gold_cost = 100
		build_time = 120
		
		battlemages = 20
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.75
	}
	
	ca_mercantileguild_0 = { #Administrative Center
		desc = ca_mercantileguild_0_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				FROM = { OR = { society_member_of = mercantile_guild_tamriel society_member_of = mercantile_guild_akavir society_member_of = elder_council } }
				has_building = ca_mercantileguild_0
			}
		}
		is_active_trigger = {
			FROM = { OR = { society_member_of = mercantile_guild_tamriel society_member_of = mercantile_guild_akavir society_member_of = elder_council } }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		#upgrades_from = ca_mercantileguild_0
		
		gold_cost = 100
		build_time = 120
		
		pikemen = 10 #Guild Guards
		tax_income = 1.0
		local_tax_modifier = 0.1
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.75
	}
	
	ca_scenaristguild_0 = { #Local Embassy
		desc = ca_scenaristguild_0_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				FROM = { OR = { society_member_of = scenarist_guild_tamriel society_member_of = scenarist_guild_akavir } }
				has_building = ca_scenaristguild_0
			}
		}
		is_active_trigger = {
			FROM = { OR = { society_member_of = scenarist_guild_tamriel society_member_of = scenarist_guild_akavir } }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		#upgrades_from = ca_scenaristguild_0
		
		gold_cost = 100
		build_time = 120
		
		pikemen = 10 #Embassy Guards
		liege_prestige = 0.30
		culture_techpoints = 0.01
		garrison_size	= 0.05
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.75
	}
	
	ca_greybeards_0 = { #Greybeard Hermitage - now sucks less.
		desc = ca_greybeards_0_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				FROM = { society_member_of = greybeards_tamriel }
				has_building = ca_greybeards_0
			}
		}
		is_active_trigger = {
			FROM = { society_member_of = greybeards_tamriel }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		#upgrades_from = ca_greybeards_0
		
		gold_cost = 100
		build_time = 120
		
		#tongues = 6 #Tongue special troops moved to retinue.
		pikemen = 10 #Hermitage Guards
		garrison_size = 0.05
		liege_piety = 0.15
		retinuesize = 25
		allows_tongue_retinue = 1
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.75
	}

	ca_eldercouncil_guards_0 = { # Elder Council Guards
		desc = ca_eldercouncil_guards_0_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				FROM = { society_member_of = elder_council }
				has_building = ca_eldercouncil_guards_0
			}
		}
		is_active_trigger = {
			FROM = { society_member_of = elder_council }
			OR = {
				has_global_flag = ec_funding_guards_full
				has_global_flag = ec_funding_guards_light
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0}
		
		gold_cost = 100
		build_time = 120
		
		heavy_infantry = 10
		pikemen = 20
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.75
	}
	
	#Todo: Mothpriests, Assassins, Syndicates.
	
}