#Cities

city = {
	#Townhall (Tax Income) (Gating Building)
	ct_townhall_0a = {
		desc = ct_townhall_0a_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }	
		#prerequisites = { }
		#upgrades_from = ct_townhall_0a
		
		gold_cost = 150
		build_time = 360
		
		tax_income = 0.5

		ai_creation_factor = 100

		extra_tech_building_start = 0.01
	}
	
	ct_townhall_0b = {
		desc = ct_townhall_0b_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }	
		#prerequisites = { }
		upgrades_from = ct_townhall_0a
		
		gold_cost = 150
		build_time = 720
		
		tax_income = 0.5	

		ai_creation_factor = 95

		extra_tech_building_start = 1.1
	}
	
	ct_townhall_1 = {
		desc = ct_townhall_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 1 }	
		#prerequisites = { }
		upgrades_from = ct_townhall_0b
		
		gold_cost = 250
		build_time = 720
		
		tax_income = 0.5

		ai_creation_factor = 90

		extra_tech_building_start = 1.1
	}
	
	ct_townhall_2 = {
		desc = ct_townhall_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		#prerequisites = { }
		upgrades_from = ct_townhall_1
		
		gold_cost = 200
		build_time = 1080
		
		tax_income = 0.5

		ai_creation_factor = 90

		extra_tech_building_start = 1.1
	}
	
	ct_townhall_3 = {
		desc = ct_townhall_3_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		#prerequisites = { }
		upgrades_from = ct_townhall_2
		
		gold_cost = 200
		build_time = 1440
		
		tax_income = 0.5

		ai_creation_factor = 85

		extra_tech_building_start = 1.1
	}	

	ct_townhall_4 = {
		desc = ct_townhall_4_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		#prerequisites = { }
		upgrades_from = ct_townhall_3
		
		gold_cost = 300
		build_time = 1800
		
		tax_income = 0.5

		ai_creation_factor = 85

		extra_tech_building_start = 1.1
	}	

	ct_townhall_5 = {
		desc = ct_townhall_5_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		#prerequisites = { }
		upgrades_from = ct_townhall_4
		
		gold_cost = 300
		build_time = 2160
		
		tax_income = 0.5

		ai_creation_factor = 85

		extra_tech_building_start = 1.1
	}	

	ct_townhall_6 = {
		desc = ct_townhall_6_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		#prerequisites = { }
		upgrades_from = ct_townhall_5
		
		gold_cost = 300
		build_time = 2340
		
		tax_income = 0.5

		ai_creation_factor = 85

		extra_tech_building_start = 1.1
	}	

	ct_townhall_7 = {
		desc = ct_townhall_7_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		#prerequisites = { }
		upgrades_from = ct_townhall_6
		
		gold_cost = 400
		build_time = 2520
		
		tax_income = 0.5

		ai_creation_factor = 85

		extra_tech_building_start = 1.1
	}	

	ct_townhall_8 = {
		desc = ct_townhall_8_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		#prerequisites = { }
		upgrades_from = ct_townhall_7
		
		gold_cost = 400
		build_time = 3600
		
		tax_income = 1	

		ai_creation_factor = 60

		extra_tech_building_start = 1.1
	}
	
	#Public Education (Eco Tech Spread)
	ct_publicschool_0 = {
		desc = ct_publicschool_0_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 1 }
		prerequisites = { ct_townhall_0b }
		#upgrades_from = ct_publicschool_0
		
		gold_cost = 150
		build_time = 360
		
		tech_growth_modifier_economy = 0.15

		ai_creation_factor = 65

		extra_tech_building_start = 1.1
	}
	
	ct_publicschool_1 = {
		desc = ct_publicschool_1_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 3 }
		prerequisites = { ct_townhall_2 }
		upgrades_from = ct_publicschool_0
		
		gold_cost = 150
		build_time = 360
		
		tech_growth_modifier_economy = 0.15

		ai_creation_factor = 65

		extra_tech_building_start = 1.1
	}

	ct_publicschool_2 = {
		desc = ct_publicschool_2_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 5 }
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_publicschool_1
		
		gold_cost = 150
		build_time = 360
		
		tech_growth_modifier_economy = 0.15

		ai_creation_factor = 65

		extra_tech_building_start = 1.1
	}
	
	ct_publicschool_3 = {
		desc = ct_publicschool_3_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 7 }
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_publicschool_2
		
		gold_cost = 150
		build_time = 360
		
		tech_growth_modifier_economy = 0.15

		ai_creation_factor = 65

		extra_tech_building_start = 1.1
	}	
	
	#Fine Arts Schools (Culture Tech Growth)
	ct_fineartsschool_0 = {
		desc = ct_fineartsschool_0_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 1 }
		prerequisites = { ct_townhall_0b }
		#upgrades_from = ct_fineartsschool_0
		
		gold_cost = 150
		build_time = 360
		
		tech_growth_modifier_culture = 0.15

		ai_creation_factor = 65

		extra_tech_building_start = 1.1
	}
	
	ct_fineartsschool_1 = {
		desc = ct_fineartsschool_1_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 3 }
		prerequisites = { ct_townhall_2 }
		upgrades_from = ct_fineartsschool_0
		
		gold_cost = 150
		build_time = 360
		
		tech_growth_modifier_culture = 0.15

		ai_creation_factor = 65

		extra_tech_building_start = 1.1
	}

	ct_fineartsschool_2 = {
		desc = ct_fineartsschool_2_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 5 }
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_fineartsschool_1
		
		gold_cost = 150
		build_time = 360
		
		tech_growth_modifier_culture = 0.15

		ai_creation_factor = 65

		extra_tech_building_start = 1.1
	}
	
	ct_fineartsschool_3 = {
		desc = ct_fineartsschool_3_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 7 }
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_fineartsschool_2
		
		gold_cost = 150
		build_time = 360
		
		tech_growth_modifier_culture = 0.15

		ai_creation_factor = 65

		extra_tech_building_start = 1.1
	}	
	
	#City Guard (Garrison Size)
	ct_cityguard_0 ={
		desc = ct_cityguard_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_cityguard_0
		
		gold_cost = 100
		build_time = 90
		
		garrison_size = 0.20
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 1.1		
	}

	ct_cityguard_1 ={
		desc = ct_cityguard_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		prerequisites = { ct_townhall_1 }
		upgrades_from = ct_cityguard_0
		
		gold_cost = 150
		build_time = 540
		
		garrison_size = 0.15
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 1.1		
	}

	ct_cityguard_2 ={
		desc = ct_cityguard_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		prerequisites = { ct_townhall_3 }
		upgrades_from = ct_cityguard_1
		
		gold_cost = 200
		build_time = 720
		
		garrison_size = 0.15
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 1.1		
	}

	ct_cityguard_3 ={
		desc = ct_cityguard_3_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		prerequisites = { ct_townhall_5 }
		upgrades_from = ct_cityguard_2
		
		gold_cost = 300
		build_time = 1440
		
		garrison_size = 0.15
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 1.1		
	}

	ct_cityguard_4 ={
		desc = ct_cityguard_4_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		prerequisites = { ct_townhall_7 }
		upgrades_from = ct_cityguard_3
		
		gold_cost = 300
		build_time = 1440
		
		garrison_size = 0.15
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 1.1		
	}
	
	#Nightwatch (Garrison Size)
	ct_nightwatch_0 ={
		desc = ct_nightwatch_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		prerequisites = { ct_townhall_1 ct_cityguard_1}
		#upgrades_from = ct_nightwatch_0
		
		gold_cost = 100
		build_time = 180
		
		garrison_size = 0.05
		
		ai_creation_factor = 57
		
		extra_tech_building_start = 1.1		
	}
	
	ct_nightwatch_1 ={
		desc = ct_nightwatch_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		prerequisites = { ct_townhall_3 ct_cityguard_2}
		upgrades_from = ct_nightwatch_0
		
		gold_cost = 150
		build_time = 360
		
		garrison_size = 0.05
		
		ai_creation_factor = 57
		
		extra_tech_building_start = 1.1		
	}

	ct_nightwatch_2 ={
		desc = ct_nightwatch_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		prerequisites = { ct_townhall_5 ct_cityguard_3}
		upgrades_from = ct_nightwatch_1
		
		gold_cost = 200
		build_time = 630
		
		garrison_size = 0.05
		
		ai_creation_factor = 57
		
		extra_tech_building_start = 1.1		
	}

	ct_nightwatch_3 ={
		desc = ct_nightwatch_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		prerequisites = { ct_townhall_7 ct_cityguard_4}
		upgrades_from = ct_nightwatch_2
		
		gold_cost = 300
		build_time = 720
		
		garrison_size = 0.05
		
		ai_creation_factor = 57
		
		extra_tech_building_start = 1.1		
	}	
	
	#Milita Barracks (Levy Size, Levy Growth)
	ct_militiabarracks_0 ={
		desc = ct_militiabarracks_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_militiabarracks_0
		
		gold_cost = 100
		build_time = 90
		
		levy_size = 0.025
		
		ai_creation_factor = 79
		
		extra_tech_building_start = 1.1		
	}

	ct_militiabarracks_1 ={
		desc = ct_militiabarracks_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		prerequisites = { ct_townhall_0b }
		upgrades_from = ct_militiabarracks_0
		
		gold_cost = 150
		build_time = 180
		
		levy_size = 0.025
		
		ai_creation_factor = 79
		
		extra_tech_building_start = 1.1		
	}

	ct_militiabarracks_2 ={
		desc = ct_militiabarracks_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		prerequisites = { ct_townhall_2 }
		upgrades_from = ct_militiabarracks_1
		
		gold_cost = 150
		build_time = 360
		
		levy_size = 0.05
		
		ai_creation_factor = 79
		
		extra_tech_building_start = 1.1		
	}

	ct_militiabarracks_3 ={
		desc = ct_militiabarracks_3_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_militiabarracks_2
		
		gold_cost = 200
		build_time = 540
		
		levy_size = 0.05
		
		ai_creation_factor = 79
		
		extra_tech_building_start = 1.1		
	}

	ct_militiabarracks_4 ={
		desc = ct_militiabarracks_4_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_militiabarracks_3
		
		gold_cost = 300
		build_time = 1080
		
		levy_size = 0.10
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 79
		
		extra_tech_building_start = 1.1		
	}
	
	#Militia Recruiting (Levy Size, Levy Growth)
	ct_militiarecruiting_0 ={
		desc = ct_militiarecruiting_0_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 1 }
		prerequisites = { ct_townhall_0b ct_militiabarracks_1}
		#upgrades_from = ct_militiarecruiting_0
		
		gold_cost = 150
		build_time = 180
		
		levy_size = 0.05
		
		ai_creation_factor = 79
		
		extra_tech_building_start = 1.1		
	}

	ct_militiarecruiting_1 ={
		desc = ct_militiarecruiting_1_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 3 }
		prerequisites = { ct_townhall_2 ct_militiabarracks_2 }
		upgrades_from = ct_militiarecruiting_0
		
		gold_cost = 250
		build_time = 360
		
		levy_size = 0.05
		
		ai_creation_factor = 79
		
		extra_tech_building_start = 1.1		
	}

	ct_militiarecruiting_2 ={
		desc = ct_militiarecruiting_2_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 5 }
		prerequisites = { ct_townhall_4 ct_militiabarracks_3}
		upgrades_from = ct_militiarecruiting_1
		
		gold_cost = 200
		build_time = 540
		
		levy_size = 0.05
		
		ai_creation_factor = 79
		
		extra_tech_building_start = 1.1		
	}

	ct_militiarecruiting_3 ={
		desc = ct_militiarecruiting_3_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 7 }
		prerequisites = { ct_townhall_6 ct_militiabarracks_4}
		upgrades_from = ct_militiarecruiting_2
		
		gold_cost = 200
		build_time = 1080
		
		levy_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 79
		
		extra_tech_building_start = 1.1		
	}
	
	#Militia Musteringgrounds (Levy Growth)
	ct_musteringground_0 ={
		desc = ct_musteringground_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION  = 1 }
		prerequisites = { ct_townhall_0b ct_militiabarracks_0 ct_militiarecruiting_0}
		#upgrades_from = ct_musteringground_0
		
		gold_cost = 150
		build_time = 180
		
		levy_reinforce_rate = 0.05
		
		ai_creation_factor = 83
		
		extra_tech_building_start = 1.1		
	}

	ct_musteringground_1 ={
		desc = ct_musteringground_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION  = 3 }
		prerequisites = { ct_townhall_2 ct_militiarecruiting_1}
		upgrades_from = ct_musteringground_0
		
		gold_cost = 250
		build_time = 360
		
		levy_reinforce_rate = 0.05
		
		ai_creation_factor = 83
		
		extra_tech_building_start = 1.1		
	}

	ct_musteringground_2 ={
		desc = ct_musteringground_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION  = 5}
		prerequisites = { ct_townhall_4  ct_militiabarracks_2 ct_militiarecruiting_2}
		upgrades_from = ct_musteringground_1
		
		gold_cost = 350
		build_time = 540
		
		levy_reinforce_rate = 0.05
		
		ai_creation_factor = 83
		
		extra_tech_building_start = 1.1		
	}	
	
	## Tax Income
	#Farms
	ct_farms_0 = {
		desc = ct_farms_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		#prerequisites = { }
		#upgrades_from = ct_farms_0
		
		gold_cost = 20
		build_time = 90
		
		tax_income = 0.1
		
		ai_creation_factor = 105
		
		extra_tech_building_start = 0.01
	}
	
	ct_farms_1 = {
		desc = ct_farms_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		#prerequisites = { }
		upgrades_from = ct_farms_0
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_farms_2 = {
		desc = ct_farms_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		prerequisites = { ct_farminfra_1 }
		upgrades_from = ct_farms_1
		
		gold_cost = 100
		build_time = 360
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_farms_3 = {
		desc = ct_farms_3_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		prerequisites = { ct_farminfra_2 }
		upgrades_from = ct_farms_2
		
		gold_cost = 100
		build_time = 720
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	#Farm Infrastructure
	ct_farminfra_0 = {
		desc = ct_farminfra_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_farms_0 }
		#upgrades_from = ct_farminfra_0
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.01
	}
	
	ct_farminfra_1 = {
		desc = ct_farminfra_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_farminfra_0
		
		gold_cost = 100
		build_time = 270
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_farminfra_2 = {
		desc = ct_farminfra_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		prerequisites = { ct_townhall_4 ct_farms_2}
		upgrades_from = ct_farminfra_1
		
		gold_cost = 100
		build_time = 540
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	#Roads
	ct_roads_0 = {
		desc = ct_roads_0_desc
		
		trigger = { TECH_TRADE_PRACTICES = 0 }
		#prerequisites = { }
		#upgrades_from = ct_roads_0
		
		gold_cost = 20
		build_time = 90
		
		tax_income = 0.1
		
		ai_creation_factor = 105
		
		extra_tech_building_start = 0.01
	}
	
	ct_roads_1 = {
		desc = ct_roads_1_desc
		
		trigger = { TECH_TRADE_PRACTICES = 0 }
		#prerequisites = { }
		upgrades_from = ct_roads_0
		
		gold_cost = 50
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_roads_2 = {
		desc = ct_roads_2_desc
		
		trigger = { TECH_TRADE_PRACTICES = 2 }
		prerequisites = { ct_patrolpost_1 }
		upgrades_from = ct_roads_1
		
		gold_cost = 100
		build_time = 270
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_roads_3 = {
		desc = ct_roads_3_desc
		
		trigger = { TECH_TRADE_PRACTICES = 4 }
		prerequisites = { ct_bridgeguard_2 }
		upgrades_from = ct_roads_2
		
		gold_cost = 100
		build_time = 450
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}	
	
	#Road Infrastructure	
	ct_roadinfra_0 = {
		desc = ct_roadinfra_0_desc
		
		trigger = {
			TECH_LEGALISM = 0
			OR = {
				has_province_modifier = infrastructure_1
				has_province_modifier = infrastructure_2
				has_province_modifier = infrastructure_3
				has_province_modifier = infrastructure_4
			}
		}
		prerequisites = { ct_roads_1 }
		#upgrades_from = ct_roadinfra_0
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_roadinfra_1 = {
		desc = ct_roadinfra_1_desc
		
		trigger = {
			TECH_LEGALISM = 1
			OR = {
				has_province_modifier = infrastructure_2
				has_province_modifier = infrastructure_3
				has_province_modifier = infrastructure_4
			}
		}
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_roadinfra_0
		
		gold_cost = 100
		build_time = 270
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_roadinfra_2 = {
		desc = ct_roadinfra_2_desc
		
		trigger = {
			TECH_LEGALISM = 2
			OR = {
				has_province_modifier = infrastructure_3
				has_province_modifier = infrastructure_4
			}
		}
		prerequisites = { ct_roads_2 ct_patrolpost_2 ct_townhall_5 }
		upgrades_from = ct_roadinfra_1
		
		gold_cost = 100
		build_time = 630
		
		tax_income = 0.75
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}	
	
	#Temple
	ct_temple_0 = {
		desc = ct_temple_0_desc
		
		trigger = { TECH_CONSTRUCTION = 0 }
		#prerequisites = {  ct_townhall_5 }
		#upgrades_from = ct_temple_0
		
		gold_cost = 20
		build_time = 90
		
		tax_income = 0.1
		
		ai_creation_factor = 105
		
		extra_tech_building_start = 1.1
	}
	
	ct_temple_1 = {
		desc = ct_temple_1_desc
		
		trigger = { TECH_CONSTRUCTION = 0 }
		prerequisites = {  ct_townhall_0a }
		upgrades_from = ct_temple_0
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_temple_2 = {
		desc = ct_temple_2_desc
		
		trigger = { TECH_CONSTRUCTION = 3 }
		prerequisites = {  ct_townhall_2 }
		upgrades_from = ct_temple_1
		
		gold_cost = 100
		build_time = 360
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_temple_3 = {
		desc = ct_temple_3_desc
		
		trigger = { TECH_CONSTRUCTION = 6 }
		prerequisites = {  ct_townhall_5 }
		upgrades_from = ct_temple_2
		
		gold_cost = 100
		build_time = 630
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	#Hospital
	ct_hospital_0 = {
		desc = ct_hospital_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		#prerequisites = {  ct_townhall_5 }
		#upgrades_from = ct_hospital_0
		
		gold_cost = 20
		build_time = 90
		
		tax_income = 0.1
		
		ai_creation_factor = 105
		
		extra_tech_building_start = 1.1
	}
	
	ct_hospital_1 = {
		desc = ct_hospital_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = {  ct_townhall_0a }
		upgrades_from = ct_hospital_0
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_hospital_2 = {
		desc = ct_hospital_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		prerequisites = {  ct_townhall_2 }
		upgrades_from = ct_hospital_1
		
		gold_cost = 100
		build_time = 360
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_hospital_3 = {
		desc = ct_hospital_3_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		prerequisites = {  ct_townhall_6 }
		upgrades_from = ct_hospital_2
		
		gold_cost = 100
		build_time = 720
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	#Entertainment
	ct_entertainment_0 = {
		desc = ct_entertainment_0_desc
		
		trigger = { TECH_POPULAR_CUSTOMS  = 0 }
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_entertainment_0
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 105
		
		extra_tech_building_start = 1.1
	}
	
	ct_entertainment_1 = {
		desc = ct_entertainment_1_desc
		
		trigger = { TECH_POPULAR_CUSTOMS  = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_entertainment_0
		
		gold_cost = 100
		build_time = 270
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_entertainment_2 = {
		desc = ct_entertainment_2_desc
		
		trigger = { TECH_POPULAR_CUSTOMS  = 4 }
		prerequisites = { ct_townhall_3 }
		upgrades_from = ct_entertainment_1
		
		gold_cost = 100
		build_time = 450
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_entertainment_3 = {
		desc = ct_entertainment_3_desc
		
		trigger = { TECH_POPULAR_CUSTOMS  = 8 }
		prerequisites = { ct_townhall_7 }
		upgrades_from = ct_entertainment_2
		
		gold_cost = 100
		build_time = 720
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	#Tax Assessor
	ct_assessors_0 = {
		desc = ct_assessors_0_desc
		
		trigger = { TECH_POPULAR_CUSTOMS  = 0 }
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_assessors_0
		
		gold_cost = 150
		build_time = 270
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_assessors_1 = {
		desc = ct_assessors_1_desc
		
		trigger = { TECH_POPULAR_CUSTOMS  = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_assessors_0
		
		gold_cost = 200
		build_time = 360
		
		tax_income = 1.0
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_assessors_2 = {
		desc = ct_assessors_2_desc
		
		trigger = { TECH_POPULAR_CUSTOMS  = 5 }
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_assessors_1
		
		gold_cost = 100
		build_time = 540
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	ct_assessors_3 = {
		desc = ct_assessors_3_desc
		
		trigger = { TECH_POPULAR_CUSTOMS  = 8 }
		prerequisites = { ct_townhall_7 }
		upgrades_from = ct_assessors_2
		
		gold_cost = 150
		build_time = 720
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	#Manufactories	
	ct_manufactories_0 = {
		desc = ct_manufactories_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a ct_mills_0}
		#upgrades_from = ct_manufactories_0
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_manufactories_1 = {
		desc = ct_manufactories_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0b ct_mills_3}
		upgrades_from = ct_manufactories_0
		
		gold_cost = 150
		build_time = 270
		
		tax_income = 0.50
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_manufactories_2 = {
		desc = ct_manufactories_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		prerequisites = { ct_townhall_4 ct_mills_5}
		upgrades_from = ct_manufactories_1
		
		gold_cost = 150
		build_time = 540
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_manufactories_3 = {
		desc = ct_manufactories_3_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		prerequisites = { ct_townhall_7 ct_guilds_2}
		upgrades_from = ct_manufactories_2
		
		gold_cost = 150
		build_time = 720
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	#Guilds
	ct_guilds_0 = {
		desc = ct_guilds_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_guilds_0
		
		gold_cost = 150
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_guilds_1 = {
		desc = ct_guilds_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		prerequisites = { ct_townhall_0b }
		upgrades_from = ct_guilds_0
		
		gold_cost = 150
		build_time = 270
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_guilds_2 = {
		desc = ct_guilds_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_guilds_1
		
		gold_cost = 150
		build_time = 720
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1	
	}	
	
	#Mills
	ct_mills_0 = {
		desc = ct_mills_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		#prerequisites = { ct_townhall_7 }
		#upgrades_from = ct_mills_0
		
		gold_cost = 20
		build_time = 90
		
		tax_income = 0.1
		
		ai_creation_factor = 105
		
		extra_tech_building_start = 1.1		
	}
	
	ct_mills_1 = {
		desc = ct_mills_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		#prerequisites = { ct_townhall_7 }
		upgrades_from = ct_mills_0
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_mills_2 = {
		desc = ct_mills_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_mills_1
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_mills_3 = {
		desc = ct_mills_3_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_mills_2
		
		gold_cost = 150
		build_time = 720
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_mills_4 = {
		desc = ct_mills_4_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		prerequisites = { ct_townhall_0b }
		upgrades_from = ct_mills_3
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_mills_5 = {
		desc = ct_mills_5_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		prerequisites = { ct_townhall_3 }
		upgrades_from = ct_mills_4
		
		gold_cost = 100
		build_time = 450
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_mills_6 = {
		desc = ct_mills_6_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		prerequisites = { ct_townhall_5 }
		upgrades_from = ct_mills_5
		
		gold_cost = 100
		build_time = 630
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_mills_7 = {
		desc = ct_mills_7_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		prerequisites = { ct_townhall_7 ct_guilds_2}
		upgrades_from = ct_mills_6
		
		gold_cost = 100
		build_time = 720
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	#Markets
	ct_markets_0 = {
		desc = ct_markets_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		#prerequisites = { ct_townhall_7 }
		#upgrades_from = ct_markets_0
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 105
		
		extra_tech_building_start = 1.1		
	}
	
	ct_markets_1 = {
		desc = ct_markets_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_markets_0
		
		gold_cost = 150
		build_time = 270
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_markets_2 = {
		desc = ct_markets_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_markets_1
		
		gold_cost = 150
		build_time = 270
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_markets_3 = {
		desc = ct_markets_3_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		prerequisites = { ct_townhall_0b }
		upgrades_from = ct_markets_2
		
		gold_cost = 200
		build_time = 360
		
		tax_income = 1.0
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_markets_4 = {
		desc = ct_markets_4_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		prerequisites = { ct_townhall_1 }
		upgrades_from = ct_markets_3
		
		gold_cost = 50
		build_time = 270
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_markets_5 = {
		desc = ct_markets_5_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		prerequisites = { ct_townhall_3 }
		upgrades_from = ct_markets_4
		
		gold_cost = 50
		build_time = 450
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_markets_6 = {
		desc = ct_markets_6_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		prerequisites = { ct_townhall_5 }
		upgrades_from = ct_markets_5
		
		gold_cost = 50
		build_time = 630
		
		tax_income = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}

	ct_markets_7 = {
		desc = ct_markets_7_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		prerequisites = { ct_townhall_7 }
		upgrades_from = ct_markets_6
		
		gold_cost = 150
		build_time = 720
		
		tax_income = 0.5
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	#Merchant Harbour
	ct_harbour_0 = {
		desc = ct_harbour_0_desc
		
		trigger = { TECH_TRADE_PRACTICES = 0 }
		#prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_harbour_0
		port = yes
		
		gold_cost = 100
		build_time = 90
		
		tax_income = 0.25
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}
	
	ct_harbour_1 = {
		desc = ct_harbour_1_desc
		
		trigger = { TECH_TRADE_PRACTICES = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_harbour_0
		port = yes
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbour_2 = {
		desc = ct_harbour_2_desc
		
		trigger = { TECH_TRADE_PRACTICES = 2 }
		prerequisites = { ct_townhall_1 }
		upgrades_from = ct_harbour_1
		port = yes
		
		gold_cost = 150
		build_time = 360
		
		tax_income = 0.5
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbour_3 = {
		desc = ct_harbour_3_desc
		
		trigger = { TECH_TRADE_PRACTICES = 4 }
		prerequisites = { ct_townhall_3 }
		upgrades_from = ct_harbour_2
		port = yes
		
		gold_cost = 150
		build_time = 720
		
		tax_income = 0.5
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbour_4 = {
		desc = ct_harbour_4_desc
		
		trigger = { TECH_TRADE_PRACTICES = 6 }
		prerequisites = { ct_townhall_5 }
		upgrades_from = ct_harbour_3
		port = yes
		
		gold_cost = 200
		build_time = 1440
		
		tax_income = 1.0
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbour_5 = {
		desc = ct_harbour_5_desc
		
		trigger = { TECH_TRADE_PRACTICES = 8 }
		prerequisites = { ct_townhall_7 }
		upgrades_from = ct_harbour_4
		port = yes
		
		gold_cost = 200
		build_time = 1440
		
		tax_income = 1.0
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}
	
	#Merchant Harbour Infrastructure
	ct_harbourinfra_0 = {
		desc = ct_harbourinfra_0_desc
		
		trigger = { TECH_TRADE_PRACTICES = 0 }
		prerequisites = { ct_harbour_0 }
		#upgrades_from = ct_harbourinfra_0
		port = yes
		
		gold_cost = 100
		build_time = 90
		
		tax_income = 0.25
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}
	
	ct_harbourinfra_1 = {
		desc = ct_harbourinfra_1_desc
		
		trigger = { TECH_TRADE_PRACTICES = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_harbourinfra_0
		port = yes
		
		gold_cost = 150
		build_time = 360
		
		tax_income = 0.5
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbourinfra_2 = {
		desc = ct_harbourinfra_2_desc
		
		trigger = { TECH_TRADE_PRACTICES = 2 }
		prerequisites = { ct_townhall_1 ct_harbour_2 }
		upgrades_from = ct_harbourinfra_1
		port = yes
		
		gold_cost = 150
		build_time = 360
		
		tax_income = 0.5
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbourinfra_3 = {
		desc = ct_harbourinfra_3_desc
		
		trigger = { TECH_TRADE_PRACTICES = 6 }
		prerequisites = { ct_townhall_5 }
		upgrades_from = ct_harbourinfra_2
		port = yes
		
		gold_cost = 200
		build_time = 1440
		
		tax_income = 1.0
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbourinfra_4 = {
		desc = ct_harbourinfra_4_desc
		
		trigger = { TECH_TRADE_PRACTICES = 7 }
		prerequisites = { ct_townhall_6 ct_harbour_4 }
		upgrades_from = ct_harbourinfra_3
		port = yes
		
		gold_cost = 200
		build_time = 1440
		
		tax_income = 1.0
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbourinfra_5 = {
		desc = ct_harbourinfra_5_desc
		
		trigger = { TECH_TRADE_PRACTICES = 8 }
		prerequisites = { ct_townhall_7 }
		upgrades_from = ct_harbourinfra_4
		port = yes
		
		gold_cost = 400
		build_time = 1440
		
		tax_income = 1.0
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}
	
	#Merchant Harbour Warehouse
	ct_harbourwarehouse_0 = {
		desc = ct_harbourwarehouse_0_desc
		
		trigger = { TECH_TRADE_PRACTICES = 0 }
		prerequisites = { ct_townhall_0a ct_harbourinfra_0}
		#upgrades_from = ct_harbourwarehouse_0
		port = yes
		
		gold_cost = 100
		build_time = 180
		
		tax_income = 0.25
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}
	
	ct_harbourwarehouse_1 = {
		desc = ct_harbourwarehouse_1_desc
		
		trigger = { TECH_TRADE_PRACTICES = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_harbourwarehouse_0
		port = yes
		
		gold_cost = 250
		build_time = 360
		
		tax_income = 0.5
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbourwarehouse_2 = {
		desc = ct_harbourwarehouse_2_desc
		
		trigger = { TECH_TRADE_PRACTICES = 4 }
		prerequisites = { ct_townhall_3 ct_harbourinfra_2}
		upgrades_from = ct_harbourwarehouse_1
		port = yes
		
		gold_cost = 250
		build_time = 720
		
		tax_income = 0.5
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}

	ct_harbourwarehouse_3 = {
		desc = ct_harbourwarehouse_3_desc
		
		trigger = { TECH_TRADE_PRACTICES = 7 }
		prerequisites = { ct_townhall_6 ct_harbourinfra_4}
		upgrades_from = ct_harbourwarehouse_2
		port = yes
		
		gold_cost = 400
		build_time = 1440
		
		tax_income = 1.0
		
		ai_creation_factor = 97
		
		extra_tech_building_start = 1.1		
	}	

	##Fort Level
	#Moat
	ct_moat_0 = {
		desc = ct_moat_0_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		#prerequisites = { }
		#upgrades_from = ct_moat_0
		
		gold_cost = 250
		build_time = 180
		
		fort_level = 0.25
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 0.3		
	}
	
	ct_moat_1 = {
		desc = ct_moat_1_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		prerequisites = { ct_defbridges_0 }
		upgrades_from = ct_moat_0
		
		gold_cost = 250
		build_time = 360
		
		fort_level = 0.25
		
		ai_creation_factor = 45
		
		extra_tech_building_start = 1.1		
	}

	#Walls
	ct_walls_0 = {
		desc = ct_walls_0_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		#prerequisites = { }
		#upgrades_from = ct_walls_0
		
		gold_cost = 250
		build_time = 360
		
		fort_level = 0.5
		levy_size = 0.025		
		
		ai_creation_factor = 65
		
		extra_tech_building_start = 0.5		
	}	
	
	ct_walls_1 = {
		desc = ct_walls_1_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		#prerequisites = { }
		upgrades_from = ct_walls_0
		
		gold_cost = 300
		build_time = 720
		
		fort_level = 0.5
		levy_size = 0.025		
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 1.1
	}	

	ct_walls_2 = {
		desc = ct_walls_2_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		#prerequisites = { }
		upgrades_from = ct_walls_1
		
		gold_cost = 400
		build_time = 720
		
		fort_level = 1.0
		levy_size = 0.025		
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 1.1
	}
	
	ct_walls_3 = {
		desc = ct_walls_3_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 }
		#prerequisites = { }
		upgrades_from = ct_walls_2
		
		gold_cost = 450
		build_time = 1080
		
		fort_level = 1.0
		levy_size = 0.025		
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 1.1
	}
	
	ct_walls_4 = {
		desc = ct_walls_4_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 TECH_RELIGIOUS_CUSTOMS = 8}
		prerequisites = { ct_townhall_8 }
		upgrades_from = ct_walls_3
		
		gold_cost = 500
		build_time = 1440
		
		fort_level = 1.0
		levy_size = 0.05		
		
		ai_creation_factor = 30
		
		extra_tech_building_start = 1.1
	}	
	
	#Extra Fortification
	ct_extrawalls_0 = {
		desc = ct_extrawalls_0_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7}
		prerequisites = { ct_militiabarracks_4 ct_cityguard_3 }
		#upgrades_from = ct_walls_0
		
		gold_cost = 500
		build_time = 1440
		
		fort_level = 1.0
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 1.1
	}
	
	#Gatehouses
	ct_gatehouses_0 = {
		desc = ct_gatehouses_0_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		prerequisites = { ct_walls_0 ct_cityguard_0 }
		#upgrades_from = ct_gatehouses_0
		
		gold_cost = 250
		build_time = 180
		
		fort_level = 0.25
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 1.1
	}
	
	ct_gatehouses_1 = {
		desc = ct_gatehouses_1_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		prerequisites = { ct_walls_0 ct_cityguard_1 }
		upgrades_from = ct_gatehouses_0
		
		gold_cost = 400
		build_time = 360
		
		fort_level = 0.5
		
		ai_creation_factor = 45
		
		extra_tech_building_start = 1.1
	}
	
	#Gate Bridges
	ct_defbridges_0 = {
		desc = ct_defbridges_0_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		#prerequisites = {  }
		#upgrades_from = ct_defbridges_0
		
		gold_cost = 250
		build_time = 360
		
		fort_level = 0.25
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 1.1
	}
	
	ct_defbridges_1 = {
		desc = ct_defbridges_1_desc
		
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
		prerequisites = { ct_gatehouses_1 }
		upgrades_from = ct_defbridges_0
		
		gold_cost = 400
		build_time = 360
		
		fort_level = 0.5
		
		ai_creation_factor = 35
		
		extra_tech_building_start = 1.1
	}	
	
	##Direct Levies
	#Armoury - Archers, Light- , Pikeinfantry
	ct_armoury_0 = {
		desc = ct_armoury_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_armoury_0
		
		gold_cost = 225
		build_time = 360
		
		#archers = 50
		light_infantry = 50
		heavy_infantry = 10
		
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.1
	}
	
	ct_armoury_1 = {
		desc = ct_armoury_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_armoury_0
		
		gold_cost = 250
		build_time = 720
		
		#archers = 50
		light_infantry = 50
		heavy_infantry = 10
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 1.1
	}

	ct_armoury_2 = {
		desc = ct_armoury_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		prerequisites = { ct_townhall_5 }
		upgrades_from = ct_armoury_1
		
		gold_cost = 150
		build_time = 630
		
		archers = 50
		#light_infantry = 50
		#pikemen = 25
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 1.1
	}
	
	#Traininggrounds - Lightinfantry
	ct_trainingarea_0 = {
		desc = ct_trainingarea_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		#prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_trainingarea_0
		
		gold_cost = 150
		build_time = 360
		
		#archers = 50
		light_infantry = 50
		#pikemen = 25
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}
	
	ct_trainingarea_1 = {
		desc = ct_trainingarea_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_trainingarea_0
		
		gold_cost = 100
		build_time = 360
		
		archers = 25
		#light_infantry = 150
		#pikemen = 25
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}	
	
	ct_trainingarea_2 = {
		desc = ct_trainingarea_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_trainingarea_1
		
		gold_cost = 225
		build_time = 540
		
		#archers = 50
		light_infantry = 25
		pikemen = 25
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}
	
	#Archeryrange - Archers
	ct_archeryrange_0 = {
		desc = ct_archeryrange_0_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 0 }
		#prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_archeryrange_0
		
		gold_cost = 100
		build_time = 360
		
		archers = 25
		#light_infantry = 50
		#pikemen = 25
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	ct_archeryrange_1 = {
		desc = ct_archeryrange_1_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 3 }
		prerequisites = { ct_townhall_2 }
		upgrades_from = ct_archeryrange_0
		
		gold_cost = 150
		build_time = 360
		
		archers = 50
		#light_infantry = 50
		#pikemen = 25
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}

	ct_archeryrange_2 = {
		desc = ct_archeryrange_2_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 7 }
		prerequisites = { ct_townhall_5 }
		upgrades_from = ct_archeryrange_1
		
		gold_cost = 150
		build_time = 630
		
		archers = 50
		#light_infantry = 50
		#pikemen = 25
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	#Infantry Quarters - Lightinfantry
	ct_infquarters_0 = {
		desc = ct_infquarters_0_desc
		
		potential = {
			NOT = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_infquarters_0
		
		gold_cost = 150
		build_time = 360
		
		#archers = 50
		light_infantry = 50
		#pikemen = 25
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	ct_infquarters_1 = {
		desc = ct_infquarters_1_desc
		
		potential = {
			NOT = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		prerequisites = { ct_townhall_3 ct_militiabarracks_1 }
		upgrades_from = ct_infquarters_0
		
		gold_cost = 250
		build_time = 720
		
		#archers = 50
		light_infantry = 75
		#pikemen = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	ct_infquarters_2 = {
		desc = ct_infquarters_2_desc
		
		potential = {
			NOT = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		prerequisites = { ct_townhall_5 ct_militiabarracks_1 }
		upgrades_from = ct_infquarters_1
		
		gold_cost = 250
		build_time = 1080
		
		#archers = 50
		light_infantry = 75
		#pikemen = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}

	ct_infquarters_3 = {
		desc = ct_infquarters_3_desc
		
		potential = {
			NOT = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		prerequisites = { ct_townhall_7 ct_militiabarracks_1 }
		upgrades_from = ct_infquarters_2
		
		gold_cost = 250
		build_time = 1440
		
		#archers = 50
		light_infantry = 75
		#pikemen = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}	
	
	#Patrolposts - Light and Pikeinfantry
	ct_patrolpost_0 = {
		desc = ct_patrolpost_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_cityguard_0 ct_trainingarea_0 ct_roads_0}
		#upgrades_from = ct_patrolpost_0
		
		gold_cost = 250
		build_time = 360
		
		#archers = 50
		light_infantry = 75
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}
	
	ct_patrolpost_1 = {
		desc = ct_patrolpost_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		prerequisites = { ct_cityguard_1 }
		upgrades_from = ct_patrolpost_0
	
		gold_cost = 100
		build_time = 360
		
		archers = 25
		#light_infantry = 75
		#pikemen = 25
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}

	ct_patrolpost_2 = {
		desc = ct_patrolpost_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		prerequisites = { ct_cityguard_4 }
		upgrades_from = ct_patrolpost_1
		
		gold_cost = 250
		build_time = 1080
		
		#archers = 50
		#light_infantry = 100
		pikemen = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}
	
	#Bridge Guards
	ct_bridgeguard_0 = {
		desc = ct_bridgeguard_0_desc
		
		trigger = { TECH_TRADE_PRACTICES = 0 }
		prerequisites = { ct_trainingarea_0 ct_roads_0}
		#upgrades_from = ct_bridgeguard_0
		
		gold_cost = 150
		build_time = 360
		
		#archers = 50
		light_infantry = 50
		#pikemen = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}
	
	ct_bridgeguard_1 = {
		desc = ct_bridgeguard_1_desc
		
		trigger = { TECH_TRADE_PRACTICES = 1 }
		prerequisites = { ct_trainingarea_0 ct_roads_0}
		upgrades_from = ct_bridgeguard_0
		
		gold_cost = 100
		build_time = 360
		
		archers = 25
		#light_infantry = 50
		#pikemen = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}

	ct_bridgeguard_2 = {
		desc = ct_bridgeguard_2_desc
		
		trigger = { TECH_TRADE_PRACTICES = 5 }
		prerequisites = { ct_trainingarea_0 ct_roads_0}
		upgrades_from = ct_bridgeguard_1
		
		gold_cost = 150
		build_time = 720
		
		archers = 50
		#light_infantry = 50
		#pikemen = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}

	ct_bridgeguard_3 = {
		desc = ct_bridgeguard_3_desc
		
		trigger = { TECH_TRADE_PRACTICES = 8 }
		prerequisites = { ct_cityguard_3 ct_trainingarea_0 ct_roads_0}
		upgrades_from = ct_bridgeguard_2
		
		gold_cost = 250
		build_time = 1440
		
		#archers = 50
		#light_infantry = 100
		pikemen = 50
		
		ai_creation_factor = 89
		
		extra_tech_building_start = 1.1
	}	
	
	#Paradeground - Pikeinfantry
	ct_paradeground_0 = {
		desc = ct_paradeground_0_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		potential = {
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1}
		#upgrades_from = ct_paradeground_0
		
		gold_cost = 250
		build_time = 270
		
		#archers = 50
		#light_infantry = 75
		pikemen = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	ct_paradeground_1 = {
		desc = ct_paradeground_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		potential = {
			NOT = {
			culture = altmer
			culture = ayleid
			culture = breton
			}
		}
		prerequisites = { ct_townhall_3 ct_militiabarracks_1}
		upgrades_from = ct_paradeground_0
		
		gold_cost = 250
		build_time = 450
		
		#archers = 50
		#light_infantry = 75
		pikemen = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}

	ct_paradeground_2 = {
		desc = ct_paradeground_2_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		potential = {
			NOT = {
			culture = altmer
			culture = ayleid
			culture = breton
			}
		}
		prerequisites = { ct_townhall_5 ct_militiabarracks_1}
		upgrades_from = ct_paradeground_1
		
		gold_cost = 250
		build_time = 630
		
		#archers = 50
		#light_infantry = 75
		pikemen = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}

	ct_paradeground_3 = {
		desc = ct_paradeground_3_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		potential = {
			NOT = {
			culture = altmer
			culture = ayleid
			culture = breton
			}
		}
		prerequisites = { ct_townhall_7 ct_cityguard_3 ct_militiabarracks_4}
		upgrades_from = ct_paradeground_2
		
		gold_cost = 250
		build_time = 720
		
		#archers = 50
		#light_infantry = 75
		pikemen = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}	
	
	#Heavy Infantry Barracks
	ct_heavyinfbarracks_0 = {
		desc = ct_heavyinfbarracks_0_desc
		
		trigger = { TECH_MELEE = 3 }
		prerequisites = { ct_townhall_2 ct_armoury_1 ct_trainingarea_2}
		#upgrades_from = ct_heavyinfbarracks_0
		
		gold_cost = 120
		build_time = 360
		
		heavy_infantry = 20
		
		ai_creation_factor = 86
		
		extra_tech_building_start = 1.1
	}
	
	ct_heavyinfbarracks_1 = {
		desc = ct_heavyinfbarracks_1_desc
		
		trigger = { TECH_MELEE = 5 }
		potential = {
			NOT = {
			culture = altmer
			}
		}
		prerequisites = { ct_townhall_4 ct_armoury_1 ct_trainingarea_2}
		upgrades_from = ct_heavyinfbarracks_0
		
		gold_cost = 120
		build_time = 540
		
		heavy_infantry = 20
		
		ai_creation_factor = 86
		
		extra_tech_building_start = 1.1
	}
	
	ct_heavyinfbarracks_2 = {
		desc = ct_heavyinfbarracks_2_desc
		
		trigger = { TECH_MELEE = 8 }
		potential = {
			NOT = {
			culture = altmer
			}
		}
		prerequisites = { ct_townhall_7 ct_armoury_1 ct_trainingarea_2}
		upgrades_from = ct_heavyinfbarracks_1
		
		gold_cost = 120
		build_time = 720
		
		heavy_infantry = 20
		
		ai_creation_factor = 86
		
		extra_tech_building_start = 1.1
	}
	
	#Heavy Infantry Trainggrounds
	ct_heavyinftraining_0 = {
		desc = ct_heavyinftraining_0_desc
		
		trigger = { TECH_MELEE = 4 }
		prerequisites = { ct_townhall_3 ct_heavyinfbarracks_0 ct_armoury_1 ct_trainingarea_2}
		#upgrades_from = ct_heavyinftraining_0
		
		gold_cost = 120
		build_time = 450
		
		heavy_infantry = 20
		
		ai_creation_factor = 86
		
		extra_tech_building_start = 1.1
	}
	
	ct_heavyinftraining_1 = {
		desc = ct_heavyinftraining_1_desc
		
		trigger = { TECH_MELEE = 6 }
		prerequisites = { ct_townhall_5 ct_heavyinfbarracks_0 ct_armoury_1 ct_trainingarea_2}
		upgrades_from = ct_heavyinftraining_0
		
		gold_cost = 120
		build_time = 630
		
		heavy_infantry = 20
		
		ai_creation_factor = 86
		
		extra_tech_building_start = 1.1
	}

	#Rider Barracks - Light Cav
	ct_riderbarracks_0 = {
		desc = ct_riderbarracks_0_desc
		
		trigger = { TECH_CAVALRY = 2 }
		potential = {
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = orsimer }
			NOT = { culture = bosmer }
			NOT = { culture = tangmo }
			NOT = { culture = dwemer }
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_riderbarracks_0
		
		gold_cost = 150
		build_time = 270
		
		light_cavalry = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_riderbarracks_1 = {
		desc = ct_riderbarracks_1_desc
		
		trigger = { TECH_CAVALRY = 5 }
		potential = {
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = orsimer }
			NOT = { culture = bosmer }
			NOT = { culture = tangmo }
			NOT = { culture = dwemer }
			NOT = { culture_group = undead }
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_riderbarracks_0
		
		gold_cost = 200
		build_time = 540
		
		light_cavalry = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_riderbarracks_2 = {
		desc = ct_riderbarracks_2_desc
		
		trigger = { TECH_CAVALRY = 8 }
		potential = {
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = orsimer }
			NOT = { culture = bosmer }
			NOT = { culture = tangmo }
			NOT = { culture = dwemer }
			NOT = { culture_group = undead }
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_riderbarracks_1
		
		gold_cost = 200
		build_time = 720
		
		light_cavalry = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}	
	
	#Rider Stables - Light Cav
	ct_riderstables_0 = {
		desc = ct_riderstables_0_desc
		
		trigger = { TECH_CAVALRY = 1 }
		potential = {
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = reachmen }
			NOT = { culture = kamal }
			NOT = { culture = tangmo }
			NOT = { culture = dwemer }
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_riderstables_0
		
		gold_cost = 150
		build_time = 180
		
		light_cavalry = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_riderstables_1 = {
		desc = ct_riderstables_1_desc
		
		trigger = { TECH_CAVALRY = 7 }
		potential = {
			NOT = { culture_group = khajiit }
			NOT = { culture_group = argonian }
			NOT = { culture = ayleid }
			NOT = { culture = orsimer }
			NOT = { culture = bosmer }
			NOT = { culture = maormer }
			NOT = { culture = reachmen }
			NOT = { culture = kamal }
			NOT = { culture = tangmo }
			NOT = { culture = dwemer }
			NOT = { culture_group = undead }
		}
		prerequisites = { ct_townhall_6 ct_militiabarracks_1 ct_riderbarracks_0}
		upgrades_from = ct_riderstables_0
		
		gold_cost = 200
		build_time = 720
		
		light_cavalry = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	# City Mage Line 1 - Mages ++ Name Pending ++ Cross Dependencies pending
	
	ct_mages_1_0 = {
		desc = ct_mages_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_mages_1_0
		
		gold_cost = 375
		build_time = 180
		
		battlemages = 25
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	ct_mages_1_1 = {
		desc = ct_mages_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_mages_1_0
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 25
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}

	ct_mages_1_2 = {
		desc = ct_mages_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_mages_1_1
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 25
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}

	ct_mages_1_3 = {
		desc = ct_mages_1_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		potential = {
			NOT = { 
			culture = orsimer 
			culture_group = yokudan_group
			}
		}
		prerequisites = { ct_townhall_7 }
		upgrades_from = ct_mages_1_2
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 25
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}	
	
	# City Mage Line 2 - Mages ++ Name Pending ++ Cross Dependencies pending
	
	ct_mages_2_0 = {
		desc = ct_mages_2_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 3 }
		prerequisites = { ct_townhall_2 }
		#upgrades_from = ct_mages_2_0
		
		gold_cost = 375
		build_time = 540
		
		battlemages = 25
		ai_creation_factor = 87
	
		extra_tech_building_start = 1.1
	}	
	
	ct_mages_2_1 = {
		desc = ct_mages_2_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 7 }
		potential = {
			NOT = { 
			culture_group = yokudan_group
			}
		}
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_mages_2_0
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 25
		ai_creation_factor = 86
	
		extra_tech_building_start = 1.1
	}	

	ct_mages_2_2 = {
		desc = ct_mages_2_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 8 }
		potential = {
			NOT = { 
			culture = orsimer
			culture_group = yokudan_group
			}
		}
		prerequisites = { ct_townhall_7 }
		upgrades_from = ct_mages_2_1
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 25
		ai_creation_factor = 85
	
		extra_tech_building_start = 1.1
	}		
	
	# City Mage Line 3 - Mages ++ Name Pending ++ Cross Dependencies pending
	
	ct_mages_3_0 = {
		desc = ct_mages_3_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 1 }
		prerequisites = { ct_townhall_0b }
		#upgrades_from = ct_mages_3_0
		
		gold_cost = 375
		build_time = 360
		
		battlemages = 25
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}

	ct_mages_3_1 = {
		desc = ct_mages_3_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 5 }
		potential = {
			NOT = { 
			culture = orsimer
			culture_group = yokudan_group
			}
		}
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_mages_3_0
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 25
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	ct_mages_3_2 = {
		desc = ct_mages_3_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 7 }
		potential = {
			NOT = { 
			culture = orsimer
			culture_group = yokudan_group
			}
		}
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_mages_3_1
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 25
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	ct_mages_3_3 = {
		desc = ct_mages_3_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 8 }
		potential = {
			NOT = { 
			culture = orsimer
			culture_group = yokudan_group
			}
		}
		prerequisites = { ct_townhall_7 }
		upgrades_from = ct_mages_3_2
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 25
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}	
	
	##Galleys
	#Wharfs
	ct_warf_0 = {
		desc = ct_warf_0_desc
		
		trigger = { TECH_NAVAL = 0 }
		potential = { 
			NOT = {
			culture = quey
			}
		}
		prerequisites = { ct_townhall_0a ct_docks_0}
		#upgrades_from = ct_warf_0
		port = yes
		
		gold_cost = 150
		build_time = 360
		
		galleys = 10
		
		ai_creation_factor = 48
		
		extra_tech_building_start = 1.1
	}
	
	ct_warf_1 = {
		desc = ct_warf_1_desc
		
		trigger = { TECH_NAVAL = 1 }
		potential = { 
			NOT = {
			culture = quey
			}
		}
		prerequisites = { ct_townhall_0b ct_docks_1}
		upgrades_from = ct_warf_0
		port = yes
		
		gold_cost = 225
		build_time = 360
		
		galleys = 12
		
		ai_creation_factor = 48
		
		extra_tech_building_start = 1.1
	}

	ct_warf_2 = {
		desc = ct_warf_2_desc
		
		trigger = { TECH_NAVAL = 3 }
		potential = { 
			NOT = {
			culture = quey
			}
		}
		prerequisites = { ct_townhall_2 ct_docks_1}
		upgrades_from = ct_warf_1
		port = yes
		
		gold_cost = 225
		build_time = 720
		
		galleys = 14
		
		ai_creation_factor = 48
		
		extra_tech_building_start = 1.1
	}
	
	#Ship Docks
	ct_docks_0 = {
		desc = ct_docks_0_desc
		
		trigger = { TECH_NAVAL = 0 }
		potential = { 
			NOT = {
			culture = quey
			}
		}
		#prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_docks_0
		port = yes
		
		gold_cost = 50
		build_time = 180
		
		galleys = 6
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 0
	}
	
	ct_docks_1 = {
		desc = ct_docks_1_desc
		
		trigger = { TECH_NAVAL = 0 }
		potential = { 
			NOT = {
			culture = quey
			}
		}
		#prerequisites = { ct_townhall_0a }
		upgrades_from = ct_docks_0
		port = yes
		
		gold_cost = 150
		build_time = 360
		
		galleys = 12
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}

	ct_docks_2 = {
		desc = ct_docks_2_desc
		
		trigger = { TECH_NAVAL = 5 }
		potential = { 
			NOT = {
			culture = quey
			}
		}
		prerequisites = { ct_townhall_4 ct_warf_2 }
		upgrades_from = ct_docks_1
		port = yes
		
		gold_cost = 200
		build_time = 1080
		
		galleys = 18
		
		ai_creation_factor = 48
		
		extra_tech_building_start = 1.1
	}	
	
	#Rider Barracks - Light Cav
	ct_khajiitcavalrybarracks_0 = {
		desc = ct_khajiitcavalrybarracks_desc
		
		trigger = { TECH_CAVALRY = 2 }
		potential = {
			culture_group = khajiit
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_khajiitcavalrybarracks_0
		
		gold_cost = 150
		build_time = 270
		
		light_cavalry = 10
		knights = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_khajiitcavalrybarracks_1 = {
		desc = ct_khajiitcavalrybarracks_desc
		
		trigger = { TECH_CAVALRY = 5 }
		potential = {
			culture_group = khajiit
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_khajiitcavalrybarracks_0
		
		gold_cost = 200
		build_time = 540
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_khajiitcavalrybarracks_2 = {
		desc = ct_khajiitcavalrybarracks_desc
		
		trigger = { TECH_CAVALRY = 8 }
		potential = {
			culture_group = khajiit
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_khajiitcavalrybarracks_1
		
		gold_cost = 200
		build_time = 720
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}	
	
	#Rider Stables - Light Cav
	ct_khajiitcavalrygrounds_0 = {
		desc = ct_khajiitcavalrygrounds_desc
		
		trigger = { TECH_CAVALRY = 1 }
		potential = {
			culture_group = khajiit
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_khajiitcavalrygrounds_0
		
		gold_cost = 150
		build_time = 180
		
		light_cavalry = 10
		knights = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_khajiitcavalrygrounds_1 = {
		desc = ct_khajiitcavalrygrounds_desc
		
		trigger = { TECH_CAVALRY = 7 }
		potential = {
			culture_group = khajiit
		}
		prerequisites = { ct_townhall_6 ct_militiabarracks_1 ct_khajiitcavalrybarracks_0}
		upgrades_from = ct_khajiitcavalrygrounds_0
		
		gold_cost = 200
		build_time = 720
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	#### Altmer - You are but a dog, and I am your master! ####
	
	ct_altmermages_0 = {
		desc = ct_altmermages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		potential = {
			culture = altmer
		}
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_altmermages_0
		
		gold_cost = 375
		build_time = 180
		
		battlemages = 35
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	ct_altmermages_1 = {
		desc = ct_altmermages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		potential = {
			culture = altmer
		}
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_altmermages_0
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 35
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}

	ct_altmermages_2 = {
		desc = ct_altmermages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		potential = {
			culture = altmer
		}
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_altmermages_1
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 35
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	#### Ayleids - insert Ancient Aliens meme here ####
	
	ct_ayleidmages_0 = {
		desc = ct_ayleidmages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		potential = {
			culture = ayleid
		}
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_ayleidmages_0
		
		gold_cost = 375
		build_time = 180
		
		battlemages = 30
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	ct_ayleidmages_1 = {
		desc = ct_ayleidmages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		potential = {
			culture = ayleid
		}
		prerequisites = { ct_townhall_2 }
		upgrades_from = ct_ayleidmages_0
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 30
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}

	ct_ayleidmages_2 = {
		desc = ct_ayleidmages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		potential = {
			culture = ayleid
		}
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_ayleidmages_1
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 30
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	#### Breton - You picked a bad time to get lost, friend! #### 
	
	ct_bretonmages_0 = {
		desc = ct_bretonmages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		potential = {
			culture = breton
		}
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_bretonmages_0
		
		gold_cost = 375
		build_time = 180
		
		battlemages = 30
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	ct_bretonmages_1 = {
		desc = ct_bretonmages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		potential = {
			culture = breton
		}
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_bretonmages_0
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 30
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}

	ct_bretonmages_2 = {
		desc = ct_bretonmages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		potential = {
			culture = breton
		}
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_bretonmages_1
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 30
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	#Argonian Barracks - Replaces the Stables Line
	
	ct_argoniantownarmoury_0 = {
		desc = ct_argoniantownarmoury_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		potential = {
			culture_group = argonian
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_argoniantownarmoury_0
		
		gold_cost = 150
		build_time = 270
		
		light_infantry = 25
		archers = 10
		pikemen = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_argoniantownarmoury_1 = {
		desc = ct_argoniantownarmoury_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		potential = {
			culture_group = argonian
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_argoniantownarmoury_0
		
		gold_cost = 200
		build_time = 540
		
		light_infantry = 50
		archers = 20
		pikemen = 20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_argoniantownarmoury_2 = {
		desc = ct_argoniantownarmoury_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		potential = {
			culture_group = argonian
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_argoniantownarmoury_1
		
		gold_cost = 200
		build_time = 720
		
		light_infantry = 50
		archers = 20
		pikemen = 20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}	
	
	#Rider Stables - Light Cav
	ct_argonianspeardrillyard_0 = {
		desc = ct_argonianspeardrillyard_desc
		
		trigger = { TECH_MELEE = 1 }
		potential = {
			culture_group = argonian
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_argonianspeardrillyard_0
		
		gold_cost = 150
		build_time = 180
		
		pikemen = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_argonianspeardrillyard_1 = {
		desc = ct_argonianspeardrillyard_desc
		
		trigger = { TECH_MELEE = 7 }
		potential = {
			culture_group = argonian
		}
		prerequisites = { ct_townhall_6 ct_militiabarracks_1 }
		upgrades_from = ct_argonianspeardrillyard_0
		
		gold_cost = 200
		build_time = 720
		
		pikemen = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	#### Bosmer - Why must you always pick on the short ones?! ####
	
	ct_bosmerjaqspursquarters_0 = {
		desc = ct_bosmerjaqspursquarters_desc
		
		trigger = { TECH_SKIRMISH = 0 }
		potential = {
			culture = bosmer
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_bosmerjaqspursquarters_0
		
		gold_cost = 150
		build_time = 270
		
		archers = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_bosmerjaqspursquarters_1 = {
		desc = ct_bosmerjaqspursquarters_desc
		
		trigger = { TECH_SKIRMISH = 2 }
		potential = {
			culture = bosmer
		}
		prerequisites = { ct_townhall_2 ct_militiabarracks_1 }
		upgrades_from = ct_bosmerjaqspursquarters_0
		
		gold_cost = 200
		build_time = 540
		
		archers = 75
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_bosmerjaqspursquarters_2 = {
		desc = ct_bosmerjaqspursquarters_desc
		
		trigger = { TECH_SKIRMISH = 3 }
		potential = {
			culture = bosmer
		}
		prerequisites = { ct_townhall_3 ct_militiabarracks_1 }
		upgrades_from = ct_bosmerjaqspursquarters_1
		
		gold_cost = 200
		build_time = 720
		
		archers = 75
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.5
	}	
	
	ct_bosmerjaqspursquarters_3 = {
		desc = ct_bosmerjaqspursquarters_desc
		
		trigger = { TECH_SKIRMISH = 5 }
		potential = {
			culture = bosmer
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_bosmerjaqspursquarters_2
		
		gold_cost = 300
		build_time = 720
		
		archers = 75
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.9
	}	
	
	#### Dunmer - This is the END OF YOU, S'WIT! ####
	
	ct_dunmerguardbarracks_0 = {
		desc = ct_dunmerguardbarracks_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1}
		#upgrades_from = ct_dunmerguardbarracks_0
		
		gold_cost = 250
		build_time = 270
		
		pikemen = 15
		battlemages = 15
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	ct_dunmerguardbarracks_1 = {
		desc = ct_dunmerguardbarracks_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { ct_townhall_3 ct_militiabarracks_1}
		upgrades_from = ct_dunmerguardbarracks_0
		
		gold_cost = 250
		build_time = 450
		
		pikemen = 30
		battlemages = 30
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.4
	}

	ct_dunmerguardbarracks_2 = {
		desc = ct_dunmerguardbarracks_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { ct_townhall_5 ct_militiabarracks_1}
		upgrades_from = ct_dunmerguardbarracks_1
		
		gold_cost = 250
		build_time = 630
		
		pikemen = 30
		battlemages = 30
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.9
	}

	ct_dunmerguardbarracks_3 = {
		desc = ct_dunmerguardbarracks_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { ct_townhall_7 ct_cityguard_3 ct_militiabarracks_4}
		upgrades_from = ct_dunmerguardbarracks_2
		
		gold_cost = 250
		build_time = 720
		
		pikemen = 30
		battlemages = 30
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 2.3
	}
	
	#### Imperials - STOP RIGHT THERE CRIMINAL SCUM! ####
	
	ct_imperiallegionquarters_0 = {
		desc = ct_imperiallegionquarters_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		potential = {
			OR = {
			culture = colovian
			culture = imperial
			culture = nibenean
			}
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1}
		#upgrades_from = ct_imperiallegionquarters_0
		
		gold_cost = 250
		build_time = 270
		
		heavy_infantry = 25
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	ct_imperiallegionquarters_1 = {
		desc = ct_imperiallegionquarters_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		potential = {
			culture = imperial
		}
		prerequisites = { ct_townhall_3 ct_militiabarracks_1}
		upgrades_from = ct_imperiallegionquarters_0
		
		gold_cost = 350
		build_time = 450
		
		heavy_infantry = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.4
	}

	ct_imperiallegionquarters_2 = {
		desc = ct_imperiallegionquarters_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		potential = {
			culture = imperial
		}
		prerequisites = { ct_townhall_5 ct_militiabarracks_1}
		upgrades_from = ct_imperiallegionquarters_1
		
		gold_cost = 250
		build_time = 630
		
		heavy_infantry = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.8
	}
	
	#### Maormer - They use snake magic! ####
	
	ct_maormersnakemagic_0 = {
		desc = ct_maormersnakemagic_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0 }
		potential = {
			culture = maormer
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_maormersnakemagic_0
		
		gold_cost = 150
		build_time = 180
		
		battlemages = 5
		knights = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_maormersnakemagic_1 = {
		desc = ct_maormersnakemagic_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 7 }
		potential = {
			culture = maormer
		}
		prerequisites = { ct_townhall_6 ct_militiabarracks_1 ct_riderbarracks_0}
		upgrades_from = ct_maormersnakemagic_0
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 10
		knights = 30
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.4
	}
	
	#### Nords - Skyrim belongs to the Nords! ####
	
	ct_nordmeadhall_0 = {
		desc = ct_nordmeadhall_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		potential = {
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		prerequisites = { ct_townhall_1 }
		#upgrades_from = ct_nordmeadhall_0
		
		gold_cost = 250
		build_time = 270
		
		heavy_infantry = 35
		light_infantry = 15
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	ct_nordmeadhall_1 = {
		desc = ct_nordmeadhall_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		potential = {
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		prerequisites = { ct_townhall_2 }
		upgrades_from = ct_nordmeadhall_0
		
		gold_cost = 250
		build_time = 450
		
		heavy_infantry = 50
		light_infantry = 25
		land_morale = 0.05
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.3
	}

	ct_nordmeadhall_2 = {
		desc = ct_nordmeadhall_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		potential = {
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		prerequisites = { ct_townhall_3 }
		upgrades_from = ct_nordmeadhall_1
		
		gold_cost = 250
		build_time = 630
		
		heavy_infantry = 50
		light_infantry = 25
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.9
	}

	ct_nordmeadhall_3 = {
		desc = ct_nordmeadhall_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		potential = {
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_nordmeadhall_2
		
		gold_cost = 250
		build_time = 720
		
		heavy_infantry = 50
		light_infantry = 25
		land_morale = 0.05
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 2.1
	}
	
	ct_nordmeadhall_4 = {
		desc = ct_nordmeadhall_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		potential = {
			OR = {
			culture = nord
			culture = atmoran
			culture = skaal
			}
		}
		prerequisites = { ct_townhall_5 }
		upgrades_from = ct_nordmeadhall_3
		
		gold_cost = 250
		build_time = 720
		
		heavy_infantry = 50
		light_infantry = 25
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 2.5
	}

	ct_nordlonghouse_0 = {
		desc = ct_nordlonghouse_desc

		potential = {
			building_holding_is_tower = no
			OR = {
				culture = nord
				culture = atmoran
				culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ct_townhall_1 }

		gold_cost = 175
		build_time = 180

		archers = 20
		light_infantry = 20
		heavy_infantry = 10

		ai_creation_factor = 100

		extra_tech_building_start = 0.22
	}

	ct_nordlonghouse_1 = {
		desc = ct_nordlonghouse_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				culture = nord
				culture = atmoran
				culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { ct_townhall_2 }
		upgrades_from = ct_nordlonghouse_0
		
		gold_cost = 175
		build_time = 240
		
		archers = 20
		light_infantry = 20
		heavy_infantry = 10
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.66
	}

	ct_nordlonghouse_2 = {
		desc = ct_nordlonghouse_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				culture = nord
				culture = atmoran
				culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		prerequisites = { ct_townhall_3 }
		upgrades_from = ct_nordlonghouse_1
		
		gold_cost = 175
		build_time = 300
		
		archers = 20
		light_infantry = 20
		heavy_infantry = 10
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.75
	}

	ct_nordlonghouse_3 = {
		desc = ct_nordlonghouse_desc
		
		potential = {
			building_holding_is_tower = no
			OR = {
				culture = nord
				culture = atmoran
				culture = skaal
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_nordlonghouse_2
		
		gold_cost = 175
		build_time = 360
		
		archers = 20
		light_infantry = 20
		heavy_infantry = 10
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 0.20
	}
	
	
	#### Orcs! Nobody bests an Orc! ####
	
	#Rider Barracks - Light Cav
	ct_orcstables_0 = {
		desc = ct_orcstables_desc
		
		trigger = { TECH_CAVALRY = 2 }
		potential = {
			culture = orsimer
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_orcstables_0
		
		gold_cost = 200
		build_time = 360
		
		light_cavalry = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	#Spear Practice Grounds
	
	ct_orctournamentgrounds_0 = {
		desc = ct_orctournamentgrounds_desc
		
		trigger = { TECH_MELEE = 1 }
		potential = {
			culture = orsimer
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_orctournamentgrounds_0
		
		gold_cost = 150
		build_time = 180
		
		heavy_infantry = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_orctournamentgrounds_1 = {
		desc = ct_orctournamentgrounds_desc
		
		trigger = { TECH_MELEE = 3 }
		potential = {
			culture = orsimer
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_orctournamentgrounds_0
		
		gold_cost = 150
		build_time = 540
		
		heavy_infantry = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_orctournamentgrounds_2 = {
		desc = ct_orctournamentgrounds_desc
		
		trigger = { TECH_MELEE = 5 }
		potential = {
			culture = orsimer
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_orctournamentgrounds_1
		
		gold_cost = 150
		build_time = 720
		
		heavy_infantry = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}	
	
	#Berserker Quarters
	ct_orcberserkerquarters_0 = {
		desc = ct_orcberserkerquarters_desc
		
		trigger = { TECH_MELEE = 1 }
		potential = {
			culture = orsimer
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_orcberserkerquarters_0
		
		gold_cost = 150
		build_time = 180
		
		heavy_infantry = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_orcberserkerquarters_1 = {
		desc = ct_orcberserkerquarters_desc
		
		trigger = { TECH_MELEE = 6 }
		potential = {
			culture = orsimer
		}
		prerequisites = { ct_townhall_6 ct_militiabarracks_1 ct_orctournamentgrounds_0}
		upgrades_from = ct_orcberserkerquarters_0
		
		gold_cost = 200
		build_time = 720
		
		heavy_infantry = 75
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	#### Reachman - The Reach belongs to the Forsworn! ####
	
	ct_reachmanmages_0 = {
		desc = ct_reachmanmages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		potential = {
			culture = reachmen
		}
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_reachmanmages_0
		
		gold_cost = 375
		build_time = 180
		
		battlemages = 30
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	ct_reachmanmages_1 = {
		desc = ct_reachmanmages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		potential = {
			culture = reachmen
		}
		prerequisites = { ct_townhall_4 }
		upgrades_from = ct_reachmanmages_0
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 30
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}

	ct_reachmanmages_2 = {
		desc = ct_reachmanmages_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		potential = {
			culture = reachmen
		}
		prerequisites = { ct_townhall_6 }
		upgrades_from = ct_reachmanmages_1
		
		gold_cost = 375
		build_time = 720
		
		battlemages = 30
		ai_creation_factor = 88
	
		extra_tech_building_start = 1.1
	}
	
	#Redoubt
	
	ct_reachmanredoubt_0 = {
		desc = ct_reachmanredoubt_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		potential = {
			culture = reachmen
		}
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_reachmanredoubt_0
		
		gold_cost = 50
		build_time = 90
		
		garrison_size = 0.025
		fort_level = 0.50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.27
	}
	
	ct_reachmanredoubt_1 = {
		desc = ct_reachmanredoubt_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		potential = {
			culture = reachmen
		}
		prerequisites = { ct_townhall_1 }
		upgrades_from = ct_reachmanredoubt_0
		
		gold_cost = 200
		build_time = 180
		
		garrison_size = 0.05
		fort_level = 1.0
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.91
	}
	
	ct_reachmanredoubt_2 = {
		desc = ct_reachmanredoubt_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		potential = {
			culture = reachmen
		}
		prerequisites = { ct_townhall_2 }
		upgrades_from = ct_reachmanredoubt_0
		
		gold_cost = 400
		build_time = 360
		
		garrison_size = 0.075
		fort_level = 1.0
		
		ai_creation_factor = 92
		
		extra_tech_building_start = 0.50
	}
	
	#### Redguard - They've got curved swords. CURVED. SWORDS. ####
	
	ct_redguardswordsmanquarters_0 = {
		desc = ct_redguardswordsmanquarters_desc
		
		trigger = { TECH_SKIRMISH = 1 }
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_redguardswordsmanquarters_0
		
		gold_cost = 150
		build_time = 180
		
		light_infantry = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_redguardswordsmanquarters_1 = {
		desc = ct_redguardswordsmanquarters_desc
		
		trigger = { TECH_SKIRMISH = 3 }
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_redguardswordsmanquarters_0
		
		gold_cost = 150
		build_time = 540
		
		light_infantry = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_redguardswordsmanquarters_2 = {
		desc = ct_redguardswordsmanquarters_desc
		
		trigger = { TECH_SKIRMISH = 5 }
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_redguardswordsmanquarters_1
		
		gold_cost = 150
		build_time = 720
		
		light_infantry = 100
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}	
	
	ct_redguardnobleswordquarters_0 = {
		desc = ct_redguardnobleswordquarters_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1}
		#upgrades_from = ct_redguardnobleswordquarters_0
		
		gold_cost = 250
		build_time = 270
		
		heavy_infantry = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	ct_redguardnobleswordquarters_1 = {
		desc = ct_redguardnobleswordquarters_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { ct_townhall_3 ct_militiabarracks_1}
		upgrades_from = ct_redguardnobleswordquarters_0
		
		gold_cost = 250
		build_time = 450
		
		heavy_infantry = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}

	ct_redguardnobleswordquarters_2 = {
		desc = ct_redguardnobleswordquarters_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { ct_townhall_5 ct_militiabarracks_1}
		upgrades_from = ct_redguardnobleswordquarters_1
		
		gold_cost = 250
		build_time = 630
		
		heavy_infantry = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}

	ct_redguardnobleswordquarters_3 = {
		desc = ct_redguardnobleswordquarters_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 8 }
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { ct_townhall_7 ct_cityguard_3 ct_militiabarracks_4}
		upgrades_from = ct_redguardnobleswordquarters_2
		
		gold_cost = 250
		build_time = 720
		
		heavy_infantry = 50
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1
	}
	
	########## Akaviri Races ##########
	
	#### Akaviri - The Tsaesci ate them! ####
	
	ct_akavirispearandbowtraining_0 = {
		desc = ct_akavirispearandbowtraining_desc
		
		trigger = { TECH_MELEE = 1 }
		potential = {
			culture = akaviri
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_akavirispearandbowtraining_0
		
		gold_cost = 225
		build_time = 180
		
		archers = 35
		pikemen = 35
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_akavirispearandbowtraining_1 = {
		desc = ct_akavirispearandbowtraining_desc
		
		trigger = { TECH_MELEE = 4 }
		potential = {
			 culture = akaviri
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 ct_riderbarracks_0}
		upgrades_from = ct_akavirispearandbowtraining_0
		
		gold_cost = 200
		build_time = 720
		
		archers = 35
		pikemen = 35
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.4
	}
	
	
	
	#### Kamal - They're as cold as ice! ####
	
	#Foot Guard Barracks
	ct_kamalfootguardbarracks_0 = {
		desc = ct_kamalfootguardbarracks_desc
		
		trigger = { TECH_MELEE = 1 }
		potential = {
			culture = kamal
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_kamalfootguardbarracks_0
		
		gold_cost = 150
		build_time = 180
		
		heavy_infantry = 25
		pikemen = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_kamalfootguardbarracks_1 = {
		desc = ct_kamalfootguardbarracks_desc
		
		trigger = { TECH_MELEE = 4 }
		potential = {
			 culture = kamal
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 ct_riderbarracks_0}
		upgrades_from = ct_kamalfootguardbarracks_0
		
		gold_cost = 200
		build_time = 720
		
		heavy_infantry = 25
		pikemen = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_kamalfootguardbarracks_2 = {
		desc = ct_kamalfootguardbarracks_desc
		
		trigger = { TECH_MELEE = 5 }
		potential = {
			 culture = kamal
		}
		prerequisites = { ct_townhall_5 ct_militiabarracks_1 ct_riderbarracks_0}
		upgrades_from = ct_kamalfootguardbarracks_1
		
		gold_cost = 450
		build_time = 720
		
		heavy_infantry = 35
		pikemen = 35
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	#### Quey - The queys! ####
	
	# Quey Town Archers
	
	ct_queycityarchers_0 = {
		desc = ct_queycityarchers_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		potential = {
			culture = quey
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_queycityarchers_0
		
		gold_cost = 50
		build_time = 90
		
		archers = 25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_queycityarchers_1 = {
		desc = ct_queycityarchers_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		potential = {
			culture = quey
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_queycityarchers_0
		
		gold_cost = 100
		build_time = 150
		
		archers = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.4
	}
	
	ct_queycityarchers_2 = {
		desc = ct_queycityarchers_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		potential = {
			culture = quey
		}
		prerequisites = { ct_townhall_5 ct_militiabarracks_1 }
		upgrades_from = ct_queycityarchers_1
		
		gold_cost = 150
		build_time = 150
		
		archers = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.9
	}
	
	# Quey War Canoe Maker
	
	ct_queywarcanoes_0 = {
		desc = ct_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 0 }
		prerequisites = { ct_townhall_0a }
		#upgrades_from = ct_dock_0
		port = yes		
		
		gold_cost = 100
		build_time = 200
		
		galleys = 10
		light_infantry = 10
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.1
	}
	
	ct_queywarcanoes_1 = {
		desc = ct_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 1 }
		prerequisites = { ct_townhall_0a }
		upgrades_from = ct_queywarcanoes_0
		port = yes		
		
		gold_cost = 100
		build_time = 250
		
		galleys = 10
		light_infantry = 10
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.98
	}

	ct_queywarcanoes_2 = {
		desc = ct_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 2 }
		#prerequisites = { ct_townhall_0a }
		upgrades_from = ct_queywarcanoes_1
		port = yes		
		
		gold_cost = 175
		build_time = 340
		
		galleys = 12
		light_infantry = 12
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}

	ct_queywarcanoes_3 = {
		desc = ct_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 3 }
		prerequisites = { ct_townhall_0b }
		upgrades_from = ct_queywarcanoes_2
		port = yes		
		
		gold_cost = 150
		build_time = 430
		
		galleys = 14
		light_infantry = 14
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}

	ct_queywarcanoes_4 = {
		desc = ct_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 4 }
		#prerequisites = { ct_townhall_0b }
		upgrades_from = ct_queywarcanoes_3
		port = yes		
		
		gold_cost = 200
		build_time = 520
		
		galleys = 16
		light_infantry = 16
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}
	ct_queywarcanoes_5 = {
		desc = ct_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 5 }
		#prerequisites = { ct_townhall_1 }
		upgrades_from = ct_queywarcanoes_4
		port = yes		
		
		gold_cost = 375
		build_time = 720
		
		galleys = 18
		light_infantry = 18
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}
	
	#### Tang Mo - Everything's better with monkeys! ####
	
	ct_tangmocommunitydrillyard_0 = {
		desc = ct_tangmocommunitydrillyard_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 0 }
		potential = {
			culture = tangmo
		}
		prerequisites = { ct_townhall_1 ct_militiabarracks_1 }
		#upgrades_from = ct_tangmocommunitydrillyard_0
		
		gold_cost = 150
		build_time = 270
		
		levy_size = 0.05
		light_infantry = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_tangmocommunitydrillyard_1 = {
		desc = ct_tangmocommunitydrillyard_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 1 }
		potential = {
			culture = tangmo
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_tangmocommunitydrillyard_0
		
		gold_cost = 200
		build_time = 540
		
		levy_size = 0.05
		light_infantry = 100
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_tangmocommunitydrillyard_2 = {
		desc = ct_tangmocommunitydrillyard_desc
		
		trigger = { TECH_POPULAR_CUSTOMS = 6 }
		potential = {
			culture = tangmo
		}
		prerequisites = { ct_townhall_6 ct_militiabarracks_1 }
		upgrades_from = ct_tangmocommunitydrillyard_1
		
		gold_cost = 200
		build_time = 720
		
		levy_size = 0.05
		light_infantry = 100
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}	
	
	#Simian Slingers
	ct_tangmosimianslingers_0 = {
		desc = ct_tangmosimianslingers_desc
		
		trigger = { TECH_SKIRMISH = 1 }
		potential = {
			culture = tangmo
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_tangmosimianslingers_0
		
		gold_cost = 150
		build_time = 180
		
		archers = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_tangmosimianslingers_1 = {
		desc = ct_tangmosimianslingers_desc
		
		trigger = { TECH_SKIRMISH = 5 }
		potential = {
			culture = tangmo
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_tangmosimianslingers_0
		
		gold_cost = 150
		build_time = 720
		
		archers = 50
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	ct_tangmosimianslingers_2 = {
		desc = ct_tangmosimianslingers_desc
		
		trigger = { TECH_SKIRMISH = 6 }
		potential = {
			culture = tangmo
		}
		prerequisites = { ct_townhall_4 ct_militiabarracks_1 }
		upgrades_from = ct_tangmosimianslingers_1
		
		gold_cost = 150
		build_time = 720
		
		archers = 50
		
		ai_creation_factor = 84
		
		extra_tech_building_start = 1.5
	}
	
	##### "Extinct" Cultures #####
	
	ct_dwemerguardbarracks_0 = {
		desc = ct_dwemerguardbarracks_desc
		
		trigger = { TECH_MELEE = 1 }
		potential = {
			culture = dwemer
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_dwemerguardbarracks_0
		
		gold_cost = 250
		build_time = 180
		
		pikemen = 50
		battlemages = 5
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_dwemerguardbarracks_1 = {
		desc = ct_dwemerguardbarracks_desc
		
		trigger = { TECH_MELEE = 5 }
		potential = {
			culture = dwemer
		}
		prerequisites = { ct_townhall_3 ct_militiabarracks_1 }
		upgrades_from = ct_dwemerguardbarracks_0
		
		gold_cost = 250
		build_time = 180
		
		pikemen = 50
		battlemages = 5
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	ct_dwemerguardbarracks_2 = {
		desc = ct_dwemerguardbarracks_desc
		
		trigger = { TECH_MELEE = 6 }
		potential = {
			culture = dwemer
		}
		prerequisites = { ct_townhall_5 ct_militiabarracks_1 }
		upgrades_from = ct_dwemerguardbarracks_1
		
		gold_cost = 350
		build_time = 270
		
		pikemen = 50
		battlemages = 5
		
		ai_creation_factor = 84
		
		extra_tech_building_start = 1.5
	}
	ct_dwemerguardbarracks_3 = {
		desc = ct_dwemerguardbarracks_desc
		
		trigger = { TECH_MELEE = 7 }
		potential = {
			culture = dwemer
		}
		prerequisites = { ct_townhall_6 ct_militiabarracks_1 }
		upgrades_from = ct_dwemerguardbarracks_2
		
		gold_cost = 400
		build_time = 320
		
		pikemen = 50
		battlemages = 5
		
		ai_creation_factor = 84
		
		extra_tech_building_start = 2.1
	}
	
	#### Undead #####
	
	ct_undeadcrypt_0 = {
		desc = ct_undeadcrypt_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		potential = {
			culture_group = undead
		}
		prerequisites = { ct_townhall_0b ct_militiabarracks_1 }
		#upgrades_from = ct_undeadcrypt_0
		
		gold_cost = 200
		build_time = 180
		
		light_infantry = 15
		archers = 15
		pikemen = 10
		heavy_infantry = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_undeadcrypt_1 = {
		desc = ct_undeadcrypt_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 5 }
		potential = {
			culture_group = undead
		}
		prerequisites = { ct_townhall_3 ct_militiabarracks_1 }
		upgrades_from = ct_undeadcrypt_0
		
		gold_cost = 300
		build_time = 180
		
		light_infantry = 25
		archers = 25
		pikemen = 15
		heavy_infantry = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	ct_undeadcrypt_2 = {
		desc = ct_undeadcrypt_desc
		
		trigger = { TECH_CITY_CONSTRUCTION = 7 }
		potential = {
			culture_group = undead
		}
		prerequisites = { ct_townhall_5 ct_militiabarracks_1 }
		upgrades_from = ct_undeadcrypt_1
		
		gold_cost = 400
		build_time = 180
		
		light_infantry = 25
		archers = 25
		pikemen = 15
		heavy_infantry = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.5
	}
}
