# Academies (temple)

temple = {
	#Garrison Size
	tp_guardbarrack_0 = {
		desc = tp_guardbarrack_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 0
		}
		#prerequisites = { tp_guardbarrack_0 }
		#upgrades_from = tp_guardbarrack_0
		
		gold_cost = 50
		build_time = 90

		garrison_size = 0.1
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 1.1
	}	
	
	tp_guardbarrack_1 = {
		desc = tp_guardbarrack_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		#prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_guardbarrack_0
		
		gold_cost = 100
		build_time = 720

		garrison_size = 0.1
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 1.1
	}	

	tp_guardbarrack_2 = {
		desc = tp_guardbarrack_2_desc
		
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		#prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_guardbarrack_1
		
		gold_cost = 200
		build_time = 1080

		garrison_size = 0.1
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 1.1
	}

	tp_armoury_0 = {
		desc = tp_armoury_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		prerequisites = { tp_guardbarrack_0 }
		#upgrades_from = tp_guardbarrack_0
		
		gold_cost = 100
		build_time = 360

		garrison_size = 0.1
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 1.1
	}	
	
	tp_armoury_1 = {
		desc = tp_armoury_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 7
		}
		#prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_armoury_0
		
		gold_cost = 300
		build_time = 1080

		garrison_size = 0.1
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 1.1
	}	
	
	#Levy Size
	tp_militiabarrack_0 = {
		desc = tp_militiabarrack_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 0
		}
		#prerequisites = { tp_guardbarrack_0 }
		#upgrades_from = tp_guardbarrack_0
		
		gold_cost = 50
		build_time = 90

		levy_size = 0.1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1
	}	
	
	tp_militiabarrack_1 = {
		desc = tp_militiabarrack_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		#prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_militiabarrack_0
		
		gold_cost = 100
		build_time = 720

		levy_size = 0.1
		
		ai_creation_factor = 45
		
		extra_tech_building_start = 1.1
	}	

	tp_militiabarrack_2 = {
		desc = tp_militiabarrack_2_desc
		
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		#prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_militiabarrack_1
		
		gold_cost = 200
		build_time = 1080

		levy_size = 0.1
		
		ai_creation_factor = 45
		
		extra_tech_building_start = 1.1
	}	
	
	tp_traininggrounds_0 = {
		desc = tp_traininggrounds_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		prerequisites = { tp_militiabarrack_0 }
		#upgrades_from = tp_guardbarrack_0
		
		gold_cost = 100
		build_time = 360

		levy_size = 0.1
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 1.1
	}	
	
	tp_traininggrounds_1 = {
		desc = tp_traininggrounds_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 7
		}
		#prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_traininggrounds_0
		
		gold_cost = 300
		build_time = 1080

		levy_size = 0.1
		
		ai_creation_factor = 40
		
		extra_tech_building_start = 1.1
	}	

	#Levy Growth rate
	tp_hospital_0 = {
		desc = tp_hospital_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 0
		}
		#prerequisites = { tp_temple_0 }
		#upgrades_from = tp_hospital_0
		
		gold_cost = 100
		build_time = 180

		levy_reinforce_rate = 0.1
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}
	
	tp_hospital_1 = {
		desc = tp_hospital_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_hospital_0
		
		gold_cost = 100
		build_time = 360

		levy_reinforce_rate = 0.1
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}

	tp_hospital_2 = {
		desc = tp_hospital_2_desc
		
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_hospital_1
		
		gold_cost = 100
		build_time = 540

		levy_reinforce_rate = 0.1
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}

	tp_hospital_3 = {
		desc = tp_hospital_3_desc
		
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_hospital_2
		
		gold_cost = 100
		build_time = 720

		levy_reinforce_rate = 0.1
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}

	tp_hospital_4 = {
		desc = tp_hospital_4_desc
		
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_hospital_3
		
		gold_cost = 200
		build_time = 900

		levy_reinforce_rate = 0.1
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}

	tp_hospital_5 = {
		desc = tp_hospital_5_desc
		
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_hospital_4
		
		gold_cost = 200
		build_time = 1080

		levy_reinforce_rate = 0.1
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}

	tp_hospital_6 = {
		desc = tp_hospital_6_desc
		
		trigger = {
			TECH_CONSTRUCTION = 6
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_hospital_5
		
		gold_cost = 300
		build_time = 1080

		levy_reinforce_rate = 0.1
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}

	tp_hospital_7 = {
		desc = tp_hospital_7_desc
		
		trigger = {
			TECH_CONSTRUCTION = 7
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_hospital_6
		
		gold_cost = 300
		build_time = 1080

		levy_reinforce_rate = 0.1
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1
	}	

	#Liege Piety
	tp_artworks_0 = {
		desc = tp_artworks_0_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS  = 0
		}
		prerequisites = { tp_temple_0 }
		#upgrades_from = tp_artworks_0
		
		gold_cost = 100
		build_time = 360

		liege_piety = 0.1
		
		ai_creation_factor = 50
		
		extra_tech_building_start = 1.1
	}
	
	tp_artworks_1 = {
		desc = tp_artworks_1_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS  = 2
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_artworks_0
		
		gold_cost = 100
		build_time = 1080

		liege_piety = 0.1
		
		ai_creation_factor = 50
		
		extra_tech_building_start = 1.1
	}	
	
	tp_artworks_2 = {
		desc = tp_artworks_2_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS  = 4
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_artworks_1
		
		gold_cost = 300
		build_time = 1440

		liege_piety = 0.1
		
		ai_creation_factor = 50
		
		extra_tech_building_start = 1.1
	}
	
	tp_artworks_3 = {
		desc = tp_artworks_3_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS  = 6
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_artworks_2
		
		gold_cost = 300
		build_time = 2160

		liege_piety = 0.1
		
		ai_creation_factor = 50
		
		extra_tech_building_start = 1.1
	}		

	#Morale and Moralerecovery
	tp_temple_0 = {
		desc = tp_temple_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 0
		}
		#prerequisites = { tp_temple_0 }
		#upgrades_from = tp_temple_0
		
		gold_cost = 50
		build_time = 90

		land_morale = 0.025
		#land_organisation = 0.05
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1
	}
	
	tp_temple_1 = {
		desc = tp_temple_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_temple_0
		
		gold_cost = 50
		build_time = 360

		land_morale = 0.025
		#land_organisation = 0.05
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1
	}

	tp_temple_2 = {
		desc = tp_temple_2_desc
		
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_temple_1
		
		gold_cost = 100
		build_time = 540

		land_morale = 0.05
		#land_organisation = 0.05
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1
	}

	tp_temple_3 = {
		desc = tp_temple_3_desc
		
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_temple_2
		
		gold_cost = 200
		build_time = 900

		land_morale = 0.025
		#land_organisation = 0.05
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1
	}

	tp_temple_4 = {
		desc = tp_temple_4_desc
		
		trigger = {
			TECH_CONSTRUCTION = 6
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_temple_3
		
		gold_cost = 300
		build_time = 1080

		land_morale = 0.025
		#land_organisation = 0.05
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1
	}

	tp_temple_5 = {
		desc = tp_temple_4_desc
		
		trigger = {
			TECH_CONSTRUCTION = 8
		}
		#prerequisites = { tp_temple_0 }
		upgrades_from = tp_temple_4
		
		gold_cost = 300
		build_time = 1080

		land_morale = 0.05
		#land_organisation = 0.05
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1
	}	

	tp_hostels_0 = {
		desc = tp_hostels_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		prerequisites = { tp_artworks_1 }
		#upgrades_from = tp_hostels_0
		
		gold_cost = 100
		build_time = 720

		land_morale = 0.025
		land_organisation = 0.005
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}
	
	tp_hostels_1 = {
		desc = tp_hostels_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		prerequisites = { tp_artworks_2 }
		upgrades_from = tp_hostels_0
		
		gold_cost = 200
		build_time = 1080

		land_morale = 0.025
		land_organisation = 0.005
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}

	tp_hostels_2 = {
		desc = tp_hostels_2_desc
		
		trigger = {
			TECH_CONSTRUCTION = 7
		}
		prerequisites = { tp_artworks_3 }
		upgrades_from = tp_hostels_1
		
		gold_cost = 300
		build_time = 1080

		land_morale = 0.025
		land_organisation = 0.005
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}	
	
	tp_baths_0 = {
		desc = tp_baths_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		prerequisites = { tp_artworks_1 }
		#upgrades_from = tp_baths_0
		
		gold_cost = 100
		build_time = 720

		land_morale = 0.025
		land_organisation = 0.005
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}
	
	tp_baths_1 = {
		desc = tp_baths_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		prerequisites = { tp_artworks_2 }
		upgrades_from = tp_baths_0
		
		gold_cost = 200
		build_time = 1080

		land_morale = 0.025
		land_organisation = 0.005
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}

	tp_baths_2 = {
		desc = tp_baths_2_desc
		
		trigger = {
			TECH_CONSTRUCTION = 7
		}
		prerequisites = { tp_artworks_3 }
		upgrades_from = tp_baths_1
		
		gold_cost = 300
		build_time = 1080

		land_morale = 0.025
		land_organisation = 0.005
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}	
	
	tp_sportsfacils_0 = {
		desc = tp_sportsfacils_0_desc
		
		trigger = {
			TECH_POPULAR_CUSTOMS = 1
		}
		prerequisites = { tp_university_0 }
		#upgrades_from = tp_sportsfacils_0
		
		gold_cost = 100
		build_time = 360

		land_morale = 0.05
		#land_organisation = 0.01
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}	
	
	tp_sportsfacils_1 = {
		desc = tp_sportsfacils_1_desc
		
		trigger = {
			TECH_POPULAR_CUSTOMS = 2
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_sportsfacils_0
		
		gold_cost = 100
		build_time = 540

		land_morale = 0.05
		#land_organisation = 0.05
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}	

	tp_sportsfacils_2 = {
		desc = tp_sportsfacils_2_desc
		
		trigger = {
			TECH_POPULAR_CUSTOMS = 4
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_sportsfacils_1
		
		gold_cost = 200
		build_time = 900

		#land_morale = 0.025
		land_organisation = 0.01
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}	

	tp_sportsfacils_3 = {
		desc = tp_sportsfacils_3_desc
		
		trigger = {
			TECH_POPULAR_CUSTOMS = 6
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_sportsfacils_2
		
		gold_cost = 300
		build_time = 1080

		#land_morale = 0.025
		land_organisation = 0.01
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}	
	
	tp_sportsfacils_4 = {
		desc = tp_sportsfacils_4_desc
		
		trigger = {
			TECH_POPULAR_CUSTOMS = 8
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_sportsfacils_3
		
		gold_cost = 300
		build_time = 1080

		#land_morale = 0.025
		land_organisation = 0.01
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1
	}	

	#General Techgrowth
	tp_university_0 = {
		desc = tp_university_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 0
		}
		#prerequisites = { tp_university_0 }
		#upgrades_from = tp_university_0
		
		gold_cost = 100
		build_time = 720

		tech_growth_modifier = 0.05
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	tp_university_1 = {
		desc = tp_university_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 2
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_university_0
		
		gold_cost = 200
		build_time = 1080

		tech_growth_modifier = 0.05
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	tp_library_0 = {
		desc = tp_library_0_desc
		
		trigger = {
			TECH_CONSTRUCTION = 1
		}
		prerequisites = { tp_university_0 }
		#upgrades_from = tp_library_0
		
		gold_cost = 100
		build_time = 360

		tech_growth_modifier = 0.05
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 1.1		
	}
	
	tp_library_1 = {
		desc = tp_library_1_desc
		
		trigger = {
			TECH_CONSTRUCTION = 3
		}
		#prerequisites = { tp_library_0 }
		upgrades_from = tp_library_0
		
		gold_cost = 100
		build_time = 720

		tech_growth_modifier = 0.05
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 1.1		
	}

	tp_library_2 = {
		desc = tp_library_2_desc
		
		trigger = {
			TECH_CONSTRUCTION = 4
		}
		prerequisites = { tp_library_0 }
		upgrades_from = tp_library_1
		
		gold_cost = 200
		build_time = 900

		tech_growth_modifier = 0.05
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 1.1		
	}

	tp_library_3 = {
		desc = tp_library_3_desc
		
		trigger = {
			TECH_CONSTRUCTION = 5
		}
		prerequisites = { tp_library_0 }
		upgrades_from = tp_library_2
		
		gold_cost = 200
		build_time = 1080

		tech_growth_modifier = 0.05
		
		ai_creation_factor = 75
		
		extra_tech_building_start = 1.1		
	}	
	
	#Specific Techgrowth
	tp_militaryfaculties_0 = {
		desc = tp_militaryfaculties_0_desc
		
		trigger = {
			TECH_RECRUITMENT = 0
		}
		prerequisites = { tp_university_0 }
		#upgrades_from = tp_militaryfaculties_0
		
		gold_cost = 100
		build_time = 360

		tech_growth_modifier_military = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1		
	}
	
	tp_militaryfaculties_1 = {
		desc = tp_militaryfaculties_1_desc
		
		trigger = {
			TECH_POPULAR_CUSTOMS  = 2
		}
		prerequisites = { tp_hospital_1 }
		upgrades_from = tp_militaryfaculties_0
		
		gold_cost = 100
		build_time = 720

		tech_growth_modifier_military = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1		
	}

	tp_militaryfaculties_2 = {
		desc = tp_militaryfaculties_2_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_militaryfaculties_1
		
		gold_cost = 200
		build_time = 1080

		tech_growth_modifier_military = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1		
	}
	
	tp_economicfaculties_0 = {
		desc = tp_economicfaculties_0_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS  = 0
		}
		prerequisites = { tp_university_0 }
		#upgrades_from = tp_economicfaculties_0
		
		gold_cost = 100
		build_time = 360

		tech_growth_modifier_economy = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1		
	}
	
	tp_economicfaculties_1 = {
		desc = tp_economicfaculties_1_desc
		
		trigger = {
			TECH_CONSTRUCTION  = 2
		}
		prerequisites = { tp_hospital_1 }
		upgrades_from = tp_economicfaculties_0
		
		gold_cost = 100
		build_time = 720

		tech_growth_modifier_economy = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1		
	}

	tp_economicfaculties_2 = {
		desc = tp_economicfaculties_2_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS  = 4
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_economicfaculties_1
		
		gold_cost = 200
		build_time = 1080

		tech_growth_modifier_economy = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_culturefaculties_0 = {
		desc = tp_culturefaculties_0_desc
		
		prerequisites = { tp_university_0 }
		#upgrades_from = tp_economicfaculties_0
		
		gold_cost = 100
		build_time = 360

		tech_growth_modifier_culture = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1		
	}
	
	tp_culturefaculties_1 = {
		desc = tp_culturefaculties_1_desc
		
		trigger = {
			TECH_LEGALISM   = 2
		}
		#prerequisites = { tp_hospital_1 }
		upgrades_from = tp_culturefaculties_0
		
		gold_cost = 100
		build_time = 720

		tech_growth_modifier_culture = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1		
	}

	tp_culturefaculties_2 = {
		desc = tp_culturefaculties_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_culturefaculties_1
		
		gold_cost = 200
		build_time = 1080

		tech_growth_modifier_culture = 0.10
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.1		
	}	
	
	#Techpoints
	tp_militarypoints_0 = {
		desc = tp_militarypoints_0_desc
		
		trigger = {	
			TECH_MELEE = 0
		}
		prerequisites = { tp_university_0 tp_militaryfaculties_0 }
		#upgrades_from = tp_militarypoints_0
		
		gold_cost = 100
		build_time =  540

		military_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	tp_militarypoints_1 = {
		desc = tp_militarypoints_1_desc
		
		trigger = {	
			TECH_SIEGE_EQUIPMENT = 1
		}
		prerequisites = { tp_militaryfaculties_0 }
		upgrades_from = tp_militarypoints_0
		
		gold_cost = 100
		build_time = 720

		military_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	tp_militarypoints_2 = {
		desc = tp_militarypoints_2_desc
		
		trigger = {	
			TECH_CULTURE_FLEX = 3
		}
		prerequisites = { tp_militaryfaculties_1 }
		upgrades_from = tp_militarypoints_1
		
		gold_cost = 200
		build_time = 1080

		military_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_militarypoints_3 = {
		desc = tp_militarypoints_3_desc
		
		trigger = {	
			TECH_MELEE = 5
		}
		prerequisites = { tp_militaryfaculties_2 }
		upgrades_from = tp_militarypoints_2
		
		gold_cost = 300
		build_time = 2160

		military_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}		

	tp_economoicpoints_0 = {
		desc = tp_economoicpoints_0_desc
		
		trigger = {	
			TECH_CONSTRUCTION  = 0
		}
		prerequisites = { tp_university_0 tp_economicfaculties_0 }
		#upgrades_from = tp_economoicpoints_0
		
		gold_cost = 100
		build_time =  540

		economy_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	tp_economoicpoints_1 = {
		desc = tp_economoicpoints_1_desc
		
		trigger = {	
			TECH_SIEGE_EQUIPMENT = 1
		}
		prerequisites = { tp_economicfaculties_0 }
		upgrades_from = tp_economoicpoints_0
		
		gold_cost = 100
		build_time = 720

		economy_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	tp_economoicpoints_2 = {
		desc = tp_economoicpoints_2_desc
		
		trigger = {	
			TECH_CONSTRUCTION  = 3
		}
		prerequisites = { tp_economicfaculties_1 }
		upgrades_from = tp_economoicpoints_1
		
		gold_cost = 200
		build_time = 1080

		economy_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_economoicpoints_3 = {
		desc = tp_economoicpoints_3_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 5
		}
		prerequisites = { tp_economicfaculties_2 }
		upgrades_from = tp_economoicpoints_2
		
		gold_cost = 300
		build_time = 2160

		economy_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	tp_culturalpoints_0 = {
		desc = tp_culturalpoints_0_desc
		
		prerequisites = { tp_university_0 tp_culturefaculties_0 }
		#upgrades_from = tp_culturalpoints_0
		
		gold_cost = 100
		build_time =  540

		culture_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	tp_culturalpoints_1 = {
		desc = tp_culturalpoints_1_desc
		
		trigger = {	
			TECH_CULTURE_FLEX = 1
		}
		prerequisites = { tp_culturefaculties_0 }
		upgrades_from = tp_culturalpoints_0
		
		gold_cost = 100
		build_time = 720

		culture_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}
	
	tp_culturalpoints_2 = {
		desc = tp_culturalpoints_2_desc
		
		trigger = {	
			TECH_MAJESTY  = 3
		}
		prerequisites = { tp_culturefaculties_1 }
		upgrades_from = tp_culturalpoints_1
		
		gold_cost = 200
		build_time = 1080

		culture_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_culturalpoints_3 = {
		desc = tp_culturalpoints_3_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_culturefaculties_2 }
		upgrades_from = tp_culturalpoints_2
		
		gold_cost = 300
		build_time = 2160

		culture_techpoints = 0.01
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	#Tax base
	tp_boardinschool_0 = {
		desc = tp_boardinschool_0_desc
		
		trigger = {	
			TECH_CULTURE_FLEX = 6
		}
		prerequisites = { tp_university_0 }
		#upgrades_from = tp_boardinschool_0
		
		gold_cost = 100
		build_time = 1080

		tax_income = 0.50
		
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.1		
	}
	
	tp_boardinschool_1 = {
		desc = tp_boardinschool_1_desc
		
		trigger = {	
			TECH_CULTURE_FLEX = 7
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_boardinschool_0
		
		gold_cost = 100
		build_time = 1080

		tax_income = 0.50
		
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.1		
	}

	tp_boardinschool_2 = {
		desc = tp_boardinschool_2_desc
		
		trigger = {	
			TECH_CULTURE_FLEX = 8
		}
		#prerequisites = { tp_university_0 }
		upgrades_from = tp_boardinschool_1
		
		gold_cost = 200
		build_time = 1080

		tax_income = 1.0
		
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.1		
	}
	
	tp_museum_0 = {
		desc = tp_museum_0_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 6
		}
		prerequisites = { tp_university_0 }
		#upgrades_from = tp_museum_0
		
		gold_cost = 200
		build_time = 1080

		tax_income = 1.0
		
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.1		
	}
	
	tp_museum_1 = {
		desc = tp_museum_1_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 7
		}
		prerequisites = { tp_economicfaculties_2 }
		upgrades_from = tp_museum_0
		
		gold_cost = 100
		build_time = 1080

		tax_income = 0.75
		
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.1		
	}

	tp_museum_2 = {
		desc = tp_museum_2_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 7
		}
		prerequisites = { tp_economoicpoints_3 }
		upgrades_from = tp_museum_1
		
		gold_cost = 100
		build_time = 1080

		tax_income = 0.75
		
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.1		
	}

	tp_museum_3 = {
		desc = tp_museum_3_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 7
		}
		prerequisites = { tp_culturefaculties_2 }
		upgrades_from = tp_museum_2
		
		gold_cost = 100
		build_time = 1080

		tax_income = 0.75
		
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.1		
	}

	tp_museum_4 = {
		desc = tp_museum_4_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 8
		}
		prerequisites = { tp_conjuration_0 }
		upgrades_from = tp_museum_3
		
		gold_cost = 100
		build_time = 1080

		tax_income = 0.75
		
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.1		
	}
	
	tp_farm_0 = {
		desc = tp_farm_0_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 0
		}
		#prerequisites = { tp_conjuration_0 }
		#upgrades_from = tp_farm_0
		
		gold_cost = 50
		build_time = 90

		tax_income = 0.25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.1		
	}
	
	tp_farm_1 = {
		desc = tp_farm_1_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 0
		}
		#prerequisites = { tp_conjuration_0 }
		upgrades_from = tp_farm_0
		
		gold_cost = 100
		build_time = 180

		tax_income = 0.50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_herbs_0 = {
		desc = tp_herbs_0_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 0
		}
		#prerequisites = { tp_conjuration_0 }
		#upgrades_from = tp_herbs_0
		
		gold_cost = 50
		build_time = 90

		tax_income = 0.25
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_herbs_1 = {
		desc = tp_herbs_1_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 0
		}
		#prerequisites = { tp_conjuration_0 }
		upgrades_from = tp_herbs_0
		
		gold_cost = 100
		build_time = 180

		tax_income = 0.50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.1		
	}	

	tp_herbs_2 = {
		desc = tp_herbs_2_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 4
		}
		#prerequisites = { tp_conjuration_0 }
		upgrades_from = tp_herbs_1
		
		gold_cost = 100
		build_time = 900

		tax_income = 0.50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.1		
	}
	
	tp_magicshop_0 = {
		desc = tp_magicshop_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_herbs_1 tp_restoration_0 }
		#upgrades_from = tp_magicshop_0
		
		gold_cost = 300
		build_time = 360

		tax_income = 0.50
		
		ai_creation_factor = 93
		
		extra_tech_building_start = 1.1		
	}
	
	tp_magicshop_1 = {
		desc = tp_magicshop_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		prerequisites = { tp_mysticism_1 }
		upgrades_from = tp_magicshop_0
		
		gold_cost = 100
		build_time = 900

		tax_income = 0.50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.1		
	}

	tp_magicshop_2 = {
		desc = tp_magicshop_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_mysticism_0 tp_illusion_0 }
		upgrades_from = tp_magicshop_1
		
		gold_cost = 100
		build_time = 1080

		tax_income = 0.50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.1		
	}

	tp_magicshop_3 = {
		desc = tp_magicshop_3_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_library_3 }
		upgrades_from = tp_magicshop_2
		
		gold_cost = 100
		build_time = 1080

		tax_income = 0.50
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.1		
	}

	tp_magicshop_4 = {
		desc = tp_magicshop_4_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		prerequisites = { 
		#All of the 7 Towers		
			tp_magetower_0 
			tp_thaumaturgy_0 
			tp_illusion_0
			tp_mysticism_0
			tp_destruction_0
			tp_conjuration_0
			tp_restoration_0
			tp_alteration_0
		}
		upgrades_from = tp_magicshop_3
		
		gold_cost = 200
		build_time = 1080

		tax_income = 1.0
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.1		
	}	
	
	#TEMP MAGE BUILDING
	tp_temporarymages = {
		gold_cost = 2
		build_time = 2
		battlemages = 50
		ai_creation_factor = 500
		extra_tech_building_start = -1.0
		trigger = { always = yes }
	}
	#Seven Towers Academy (Mages)
	tp_magetower_0 = {
		desc = tp_magetower_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		#prerequisites = { tp_herbs_1 tp_restoration_0 }
		#upgrades_from = tp_magetower_0
		
		gold_cost = 400
		build_time = 720

		battlemages = 60
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	tp_towerquarters_0 = {
		desc = tp_towerquarters_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_towerquarters_0
		
		gold_cost = 300
		build_time = 1080

		battlemages = 40
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1		
	}
	
	tp_towerquarters_1 = {
		desc = tp_towerquarters_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_towerquarters_0
		
		gold_cost = 300
		build_time = 1080

		battlemages = 40
		
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1		
	}
	
	tp_towerquarters_2 = {
		desc = tp_towerquarters_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 7
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_towerquarters_1
		
		gold_cost = 300
		build_time = 1080

		battlemages = 40
		
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1		
	}
	
	tp_towerquarters_3 = {
		desc = tp_towerquarters_3_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 8
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_towerquarters_2
		
		gold_cost = 300
		build_time = 1080

		battlemages = 40
		
		
		ai_creation_factor = 88
		
		extra_tech_building_start = 1.1		
	}
	
	#Tower of Destruction
	tp_destruction_0 = {
		desc = tp_destruction_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_destruction_0
		
		gold_cost = 230
		build_time = 360

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	tp_destruction_1 = {
		desc = tp_destruction_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_destruction_0
		
		gold_cost = 100
		build_time = 720

		battlemages = 10
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}

	tp_destruction_2 = {
		desc = tp_destruction_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 8
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_destruction_1
		
		gold_cost = 340
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	#Tower of Restoration
	tp_restoration_0 = {
		desc = tp_restoration_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_restoration_0
		
		gold_cost = 230
		build_time = 360

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	tp_restoration_1 = {
		desc = tp_restoration_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 1
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_restoration_0
		
		gold_cost = 115
		build_time = 360

		battlemages = 10
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}

	tp_restoration_2 = {
		desc = tp_restoration_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 7
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_restoration_1
		
		gold_cost = 100
		build_time = 1080

		battlemages = 10
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	#Tower of Conjuration
	tp_conjuration_0 = {
		desc = tp_conjuration_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_conjuration_0
		
		gold_cost = 230
		build_time = 360

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	tp_conjuration_1 = { 
		#Hall of the Living -> Necromancy with less suspcious name
		desc = tp_conjuration_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_conjuration_0
		
		gold_cost = 130
		build_time = 720

		battlemages = 10
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}

	tp_conjuration_2 = {
		desc = tp_conjuration_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_conjuration_1
		
		gold_cost = 100
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	#Tower of Alteration
	tp_alteration_0 = {
		desc = tp_alteration_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_alteration_0
		
		gold_cost = 230
		build_time = 360

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	tp_alteration_1 = { 
		desc = tp_alteration_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_alteration_0
		
		gold_cost = 100
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}

	tp_alteration_2 = {
		desc = tp_alteration_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 8
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_alteration_1
		
		gold_cost = 340
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	#Tower of Illusion
	tp_illusion_0 = {
		desc = tp_illusion_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_illusion_0
		
		gold_cost = 230
		build_time = 360

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	tp_illusion_1 = { 
		desc = tp_illusion_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_illusion_0
		
		gold_cost = 100
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}

	tp_illusion_2 = {
		desc = tp_illusion_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 7
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_illusion_1
		
		gold_cost = 340
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	#Tower of Mysticism
	tp_mysticism_0 = {
		desc = tp_mysticism_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_mysticism_0
		
		gold_cost = 230
		build_time = 360

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	tp_mysticism_1 = { 
		desc = tp_mysticism_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 1
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_mysticism_0
		
		gold_cost = 115
		build_time = 360

		battlemages = 10
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}

	tp_mysticism_2 = {
		desc = tp_mysticism_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 7
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_mysticism_1
		
		gold_cost = 340
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	#Tower of Thaumaturgy
	tp_thaumaturgy_0 = {
		desc = tp_thaumaturgy_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_thaumaturgy_0
		
		gold_cost = 230
		build_time = 360

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	tp_thaumaturgy_1 = { 
		desc = tp_thaumaturgy_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_thaumaturgy_0
		
		gold_cost = 100
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}

	tp_thaumaturgy_2 = {
		desc = tp_thaumaturgy_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 8
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_thaumaturgy_1
		
		gold_cost = 340
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 90
		
		extra_tech_building_start = 1.1		
	}
	
	#Battlemages
	tp_battlemages_0 = {
		desc = tp_battlemages_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_magetraining_0
		
		gold_cost = 100
		build_time = 1080

		#battlemages = 10
		battlemages = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_magetraining_0 = {
		desc = tp_magetraining_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_magetower_0 tp_battlemages_0}
		#upgrades_from = tp_magetraining_0
		
		gold_cost = 100
		build_time = 1080

		#battlemages = 10
		battlemages = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_magetraining_1 = {
		desc = tp_magetraining_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			NOT = { culture = breton }
			NOT = { culture = dunmer }
			NOT = { culture = ashlander }
			NOT = { culture = chimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial }
			NOT = { culture = nibenean }
			NOT = { culture = reachmen }
			NOT = { culture = altmer }
			NOT = { culture = potun }
			NOT = { culture = tsaesci }
			NOT = { culture = dwemer }
			NOT = { culture = falmer }
			NOT = { culture_group = yokudan_group }
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_magetraining_0
		
		gold_cost = 100
		build_time = 1080

		#battlemages = 10
		battlemages = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_magetraining_2 = {
		desc = tp_magetraining_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 7
		}
		potential = {
			NOT = { culture = breton }
			NOT = { culture = dunmer }
			NOT = { culture = ashlander }
			NOT = { culture = chimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial }
			NOT = { culture = nibenean }
			NOT = { culture = altmer }
			NOT = { culture = reachmen }
			NOT = { culture = potun }
			NOT = { culture = tsaesci }
			NOT = { culture = dwemer }
			NOT = { culture = falmer }
			NOT = { culture_group = yokudan_group }
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_magetraining_1
		
		gold_cost = 100
		build_time = 1080

		#battlemages = 10
		battlemages = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_magetraining_3 = {
		desc = tp_magetraining_3_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 8
		}
		potential = {
			NOT = { culture = breton }
			NOT = { culture = dunmer }
			NOT = { culture = ashlander }
			NOT = { culture = chimer }
			NOT = { culture = colovian }
			NOT = { culture = imperial }
			NOT = { culture = nibenean }
			NOT = { culture = altmer }
			NOT = { culture = reachmen }
			NOT = { culture = potun }
			NOT = { culture = tsaesci }
			NOT = { culture = dwemer }
			NOT = { culture = falmer }
			NOT = { culture_group = yokudan_group }
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_magetraining_2
		
		gold_cost = 100
		build_time = 1080

		#battlemages = 10
		battlemages = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_staffs_0 = {
		desc = tp_staffs_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_staffs_0
		
		gold_cost = 130
		build_time = 1080

		battlemages = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_staffs_1 = {
		desc = tp_staffs_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 7
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_staffs_0
		
		gold_cost = 100
		build_time = 1080

		battlemages = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}

	tp_staffs_2 = {
		desc = tp_staffs_2_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 8
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_staffs_1
		
		gold_cost = 100
		build_time = 1080

		battlemages = 10
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	
	
	#Mixed Units (Mages and heavy_infantry)
	tp_mixedbarracks_0 = {
		desc = tp_mixedbarracks_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
			TECH_MELEE = 4
		}
		prerequisites = { 
			tp_magetower_0 
			tp_pikequarters_0
			tp_militaryfaculties_0
			tp_battlemages_0			
		}
		#upgrades_from = tp_mixedbarracks_0
		
		gold_cost = 490
		build_time = 900

		#battlemages = 10
		battlemages = 10
		heavy_infantry = 40
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_mixedbarracks_1 = {
		desc = tp_mixedbarracks_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 8
			TECH_MELEE = 8
		}
		prerequisites = { 
			tp_magetower_0 
			tp_pikequarters_0
			tp_militaryfaculties_0
		}
		upgrades_from = tp_mixedbarracks_0
		
		gold_cost = 300
		build_time = 1080

		#battlemages = 10
		battlemages = 10
		heavy_infantry = 50
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 1.1		
	}
	
	tp_mixedtraining_0 = {
		desc = tp_mixedtraining_0_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
			TECH_MELEE = 6
		}
		prerequisites = { 
			tp_magetower_0 
			tp_pikequarters_0
			tp_militaryfaculties_0
			tp_mixedbarracks_0
			tp_magetraining_0
		}
		#upgrades_from = tp_mixedtraining_0
		
		gold_cost = 430
		build_time = 1080

		#battlemages = 10
		battlemages = 10
		heavy_infantry = 30
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_mixedtraining_1 = {
		desc = tp_mixedtraining_1_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 8
			TECH_MELEE = 8
		}
		prerequisites = { 
			tp_magetower_0 
			tp_pikequarters_0
			tp_militaryfaculties_0
		}
		upgrades_from = tp_mixedtraining_0
		
		gold_cost = 430
		build_time = 1080

		#battlemages = 10
		battlemages = 10
		heavy_infantry = 30
		
		ai_creation_factor = 87
		
		extra_tech_building_start = 1.1		
	}
	
	#heavy_infantry
	tp_pikequarters_0 = {
		desc = tp_pikequarters_desc
		
		prerequisites = { tp_militiabarrack_0 }
		#upgrades_from = tp_pikequarters_0
		
		gold_cost = 100
		build_time = 180

		heavy_infantry = 50
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}
	
	tp_pikequarters_1 = {
		desc = tp_pikequarters_desc
		
		potential = {
			NOT = {
			culture_group = undead
			}
		}
		prerequisites = { tp_militiabarrack_0 }
		upgrades_from = tp_pikequarters_0
		
		gold_cost = 200
		build_time = 180

		heavy_infantry = 50
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}

	tp_pikequarters_2 = {
		desc = tp_pikequarters_desc
		
		potential = {
			NOT = {
			culture_group = undead
			}
		}
		trigger = {	
			TECH_CONSTRUCTION = 6
		}
		prerequisites = { tp_militiabarrack_0 }
		upgrades_from = tp_pikequarters_1
		
		gold_cost = 200
		build_time = 1080

		heavy_infantry = 50
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_parade_0 = {
		desc = tp_parade_0_desc
		
		potential = {
			NOT = {
			culture = reachmen
			}
		}
		trigger = {	
			TECH_MELEE = 0
		}
		prerequisites = { tp_militiabarrack_0 }
		#upgrades_from = tp_parade_0
		
		gold_cost = 50
		build_time = 90

		heavy_infantry = 25
		
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_parade_1 = {
		desc = tp_parade_1_desc
		
		potential = {
			NOT = {
			culture = reachmen
			}
		}
		trigger = {	
			TECH_MELEE = 0
		}
		prerequisites = { tp_militiabarrack_0 }
		upgrades_from = tp_parade_0
		
		gold_cost = 200
		build_time = 180

		heavy_infantry = 50
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}
	
	tp_spears_0 = {
		desc = tp_spears_0_desc
		
		trigger = {	
			TECH_MELEE = 0
		}
		prerequisites = { tp_pikequarters_0 }
		#upgrades_from = tp_spears_0
		
		gold_cost = 100
		build_time = 180

		heavy_infantry = 25
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}
	
	tp_spears_1 = {
		desc = tp_spears_1_desc
		
		trigger = {	
			TECH_MELEE = 0
		}
		prerequisites = { tp_pikequarters_0 }
		upgrades_from = tp_spears_0
		
		gold_cost = 200
		build_time = 180

		heavy_infantry = 50
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}

	tp_spears_2 = {
		desc = tp_spears_2_desc
		
		trigger = {	
			TECH_MELEE = 2
		}
		prerequisites = { tp_pikequarters_0 }
		upgrades_from = tp_spears_1
		
		gold_cost = 200
		build_time = 540

		heavy_infantry = 50
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}
	
	#Archers
	tp_archerquarters_0 = {
		desc = tp_archerquarters_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 0
		}
		prerequisites = { tp_militiabarrack_0 }
		#upgrades_from = tp_archerquarters_0
		
		gold_cost = 50
		build_time = 90

		archers = 25
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}
	
	tp_archerquarters_1 = {
		desc = tp_archerquarters_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 0
		}
		prerequisites = { tp_militiabarrack_0 }
		upgrades_from = tp_archerquarters_0
		
		gold_cost = 100
		build_time = 180

		archers = 25
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}

	tp_archerquarters_2 = {
		desc = tp_archerquarters_desc
		
		trigger = {	
			TECH_CONSTRUCTION = 0
		}
		prerequisites = { tp_militiabarrack_0 }
		upgrades_from = tp_archerquarters_1
		
		gold_cost = 100
		build_time = 180

		archers = 25
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}
	
	tp_archerrange_0 = {
		desc = tp_archerrange_0_desc
		
		trigger = {	
			TECH_SKIRMISH = 3
		}
		prerequisites = { tp_militiabarrack_0  tp_archerquarters_0 }
		#upgrades_from = tp_archerrange_0
		
		gold_cost = 100
		build_time = 180

		archers = 25
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}
	
	tp_archerrange_1 = {
		desc = tp_archerrange_1_desc
		
		trigger = {	
			TECH_SKIRMISH = 3
		}
		prerequisites = { tp_militiabarrack_0 tp_archerquarters_0}
		upgrades_from = tp_archerrange_0
		
		gold_cost = 100
		build_time = 180

		archers = 25
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}
	
	tp_crossbows_0 = {
		desc = tp_crossbows_0_desc
		
		trigger = {	
			TECH_SKIRMISH = 0
		}
		prerequisites = { tp_militiabarrack_0  tp_archerquarters_0 }
		#upgrades_from = tp_crossbows_0
		
		gold_cost = 100
		build_time = 180

		archers = 25
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_crossbows_1 = {
		desc = tp_crossbows_1_desc
		
		trigger = {	
			TECH_SKIRMISH = 5
		}
		prerequisites = { 
			tp_militiabarrack_0  
			tp_archerquarters_0 
			tp_economicfaculties_1
		}
		upgrades_from = tp_crossbows_0
		
		gold_cost = 100
		build_time = 1080

		archers = 50
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_crossbows_2 = {
		desc = tp_crossbows_2_desc
		
		trigger = {	
			TECH_SKIRMISH = 7
		}
		prerequisites = { 
			tp_militiabarrack_0  
			tp_archerquarters_0 
			tp_economicfaculties_1
		}
		upgrades_from = tp_crossbows_1
		
		gold_cost = 100
		build_time = 1080

		archers = 50
		
		ai_creation_factor = 77
		
		extra_tech_building_start = 1.1		
	}
	
	#Defensive Buildings
	tp_walls_0 = {
		desc = tp_walls_0_desc
		
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 0
		}
		#prerequisites = { tp_walls_0 }
		#upgrades_from = tp_walls_0
		
		gold_cost = 200
		build_time = 720

		fort_level = 0.5
		levy_size = 0.025		
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1			
	}
	
	tp_walls_1 = {
		desc = tp_walls_1_desc
		
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 7
		}
		prerequisites = { 
			tp_thaumaturgy_0
			tp_economoicpoints_0
			tp_economicfaculties_2
		}
		upgrades_from = tp_walls_0
		
		gold_cost = 500
		build_time = 2160

		fort_level = 1
		levy_size = 0.025		
		
		ai_creation_factor = 60
		
		extra_tech_building_start = 1.1			
	}
	
	tp_gates_0 = {
		desc = tp_gates_0_desc
		
		trigger = {
			TECH_FORTIFICATIONS_CONSTRUCTION = 0
		}
		prerequisites = { tp_walls_0 }
		#upgrades_from = tp_gates_0
		
		gold_cost = 100
		build_time = 180

		fort_level = 0.25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1			
	}	
	
	tp_gates_1 = {
		desc = tp_gates_1_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_walls_0 tp_alteration_0 }
		upgrades_from = tp_gates_0
		
		gold_cost = 100
		build_time = 720

		fort_level = 0.25
		
		ai_creation_factor = 65
		
		extra_tech_building_start = 1.1			
	}
	
	tp_magicdefense_0 = {
		desc = tp_magicdefense_0_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_conjuration_0 }
		#upgrades_from = tp_magicdefense_0
		
		gold_cost = 50
		build_time = 90

		fort_level = 0.25
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1			
	}
	
	tp_magicdefense_1 = {
		desc = tp_magicdefense_1_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_destruction_0 }
		upgrades_from = tp_magicdefense_0
		
		gold_cost = 100
		build_time = 360

		fort_level = 0.25
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 1.1			
	}

	tp_magicdefense_2 = {
		desc = tp_magicdefense_2_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS = 0
		}
		prerequisites = { tp_restoration_0 }
		upgrades_from = tp_magicdefense_1
		
		gold_cost = 300
		build_time = 360

		fort_level = 0.5
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 1.1			
	}

	tp_magicdefense_3 = {
		desc = tp_magicdefense_3_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		prerequisites = { tp_alteration_0 }
		upgrades_from = tp_magicdefense_2
		
		gold_cost = 200
		build_time = 720

		fort_level = 0.50
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 1.1			
	}

	tp_magicdefense_4 = {
		desc = tp_magicdefense_4_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_mysticism_0 }
		upgrades_from = tp_magicdefense_3
		
		gold_cost = 300
		build_time = 1080

		fort_level = 0.50
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 1.1			
	}

	tp_magicdefense_5 = {
		desc = tp_magicdefense_5_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		prerequisites = { tp_alteration_0 }
		upgrades_from = tp_magicdefense_4
		
		gold_cost = 300
		build_time = 1080

		fort_level = 0.50
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 1.1			
	}

	tp_magicdefense_6 = {
		desc = tp_magicdefense_6_desc
		
		trigger = {
			TECH_RELIGIOUS_CUSTOMS = 7
		}
		prerequisites = { tp_thaumaturgy_0 }
		upgrades_from = tp_magicdefense_5
		
		gold_cost = 300
		build_time = 1080

		fort_level = 0.50
		
		ai_creation_factor = 55
		
		extra_tech_building_start = 1.1			
	}	
	
	#Rider Barracks - Light Cav
	tp_khajiitcavalrybarracks_0 = {
		desc = tp_khajiitcavalrybarracks_desc
		
		trigger = { TECH_CAVALRY = 1 }
		potential = {
			culture_group = khajiit
		}
		prerequisites = { tp_guardbarrack_0 }
		#upgrades_from = tp_khajiitcavalrybarracks_0
		
		gold_cost = 100
		build_time = 270
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	tp_khajiitcavalrybarracks_1 = {
		desc = tp_khajiitcavalrybarracks_desc
		
		trigger = { TECH_CAVALRY = 5 }
		potential = {
			culture_group = khajiit
		}
		prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_khajiitcavalrybarracks_0
		
		gold_cost = 200
		build_time = 540
		
		light_cavalry = 15
		knights = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	tp_khajiitcavalrybarracks_2 = {
		desc = tp_khajiitcavalrybarracks_desc
		
		trigger = { TECH_CAVALRY = 8 }
		potential = {
			culture_group = khajiit
		}
		prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_khajiitcavalrybarracks_1
		
		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! ####
	
	tp_altmerbattlemages_0 = {
		desc = tp_altmerbattlemages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 1
		}
		potential = {
			culture = altmer
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_magetraining_0
		
		gold_cost = 300
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		tech_growth_modifier_culture = 0.10
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_altmermagetraining_0 = {
		desc = tp_altmermagetraining_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			culture = altmer
		}
		prerequisites = { tp_magetower_0 tp_altmerbattlemages_0}
		#upgrades_from = tp_altmermagetraining_0
		
		gold_cost = 300
		build_time = 1080

		#battlemages = 10
		battlemages = 20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_altmermagetraining_1 = {
		desc = tp_altmermagetraining_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			culture = altmer
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_altmermagetraining_0
		
		gold_cost = 300
		build_time = 1080

		#battlemages = 10
		battlemages = 20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_altmermagetraining_2 = {
		desc = tp_altmermagetraining_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			culture = altmer
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_altmermagetraining_1
		
		gold_cost = 300
		build_time = 1080

		#battlemages = 10
		battlemages = 20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_altmermagetraining_3 = {
		desc = tp_altmermagetraining_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 8
		}
		potential = {
			culture = altmer
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_altmermagetraining_2
		
		gold_cost = 300
		build_time = 1080

		battlemages = 20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	#### Ayleids - *insert Ancient Aliens meme here* ####
	
	tp_ayleidbattlemages_0 = {
		desc = tp_ayleidbattlemages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 2
		}
		potential = {
			culture = ayleid
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_ayleidmagetraining_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_ayleidsorcerers_0 = {
		desc = tp_ayleidsorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			culture = ayleid
		}
		prerequisites = { tp_magetower_0 tp_ayleidbattlemages_0}
		#upgrades_from = tp_ayleidsorcerers_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 18
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_ayleidsorcerers_1 = {
		desc = tp_ayleidsorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			culture = ayleid
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_ayleidsorcerers_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 12
		tech_growth_modifier_military = 0.20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_ayleidsorcerers_2 = {
		desc = tp_ayleidsorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			culture = ayleid
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_ayleidsorcerers_1
		
		gold_cost = 200
		build_time = 1080

		battlemages = 12
		tech_growth_modifier_military = 0.20
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	#### Breton - You picked a bad time to get lost, friend! ####
	
	tp_bretonbattlemages_0 = {
		desc = tp_bretonbattlemages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 2
		}
		potential = {
			culture = breton
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_ayleidmagetraining_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_bretonsorcerers_0 = {
		desc = tp_bretonsorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			culture = breton
		}
		prerequisites = { tp_magetower_0 tp_bretonbattlemages_0}
		#upgrades_from = tp_bretonsorcerers_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 18
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_bretonsorcerers_1 = {
		desc = tp_bretonsorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			culture = breton
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_bretonsorcerers_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 18
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_bretonsorcerers_2 = {
		desc = tp_bretonsorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			culture = breton
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_bretonsorcerers_1
		
		gold_cost = 200
		build_time = 1080

		battlemages = 18
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	#### Dunmer - This is the END OF YOU, S'WIT! ####
	
	tp_dunmerbattlemages_0 = {
		desc = tp_dunmerbattlemages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 2
		}
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_ayleidmagetraining_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 12
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_dunmerarchmages_0 = {
		desc = tp_dunmerarchmages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { tp_magetower_0 tp_dunmerbattlemages_0}
		#upgrades_from = tp_dunmerarchmages_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_dunmerarchmages_1 = {
		desc = tp_dunmerarchmages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_dunmerarchmages_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_dunmerarchmages_2 = {
		desc = tp_dunmerarchmages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_dunmerarchmages_1
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	
	
	#### Imperials - STOP RIGHT THERE CRIMINAL SCUM! ####
	
	#Battlemages
	tp_imperialbattlemages_0 = {
		desc = tp_imperialbattlemages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			OR = {
			culture = colovian
			culture = imperial
			}
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_ayleidmagetraining_0
		
		gold_cost = 100
		build_time = 1080

		battlemages = 8
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_imperialmagetraining_0 = {
		desc = tp_imperialmagetraining_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 5
		}
		potential = {
			OR = {
			culture = colovian
			culture = imperial
			}
		}
		prerequisites = { tp_magetower_0 tp_imperialbattlemages_0}
		#upgrades_from = tp_imperialmagetraining_0
		
		gold_cost = 100
		build_time = 1080

		battlemages = 12
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_imperialmagetraining_1 = {
		desc = tp_imperialmagetraining_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			OR = {
			culture = colovian
			culture = imperial
			}
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_imperialmagetraining_0
		
		gold_cost = 100
		build_time = 1080

		battlemages = 12
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_imperialmagetraining_2 = {
		desc = tp_imperialmagetraining_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 7
		}
		potential = {
			OR = {
			culture = imperial
			}
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_imperialmagetraining_1
		
		gold_cost = 100
		build_time = 1080

		battlemages = 12
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	
	
	#Nibenean Mage buildings
	
	tp_nibeneanbattlemages_0 = {
		desc = tp_nibeneanbattlemages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 2
		}
		potential = {
			culture = nibenean
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_imperialmagetraining_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_nibeneanarchmages_0 = {
		desc = tp_nibeneanarchmages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			culture = nibenean
		}
		prerequisites = { tp_magetower_0 tp_nibeneanbattlemages_0}
		#upgrades_from = tp_nibeneanarchmages_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_nibeneanarchmages_1 = {
		desc = tp_nibeneanarchmages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			culture = nibenean
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_nibeneanarchmages_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_nibeneanarchmages_2 = {
		desc = tp_nibeneanarchmages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			culture = nibenean
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_nibeneanarchmages_1
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	
	
	#### Maormer - They use snake magic! ####
	
	tp_maormersnakemagic_0 = {
		desc = tp_maormersnakemagic_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 0 }
		potential = {
			culture = maormer
		}
		prerequisites = { tp_guardbarrack_0 }
		#upgrades_from = tp_maormersnakemagic_0
		
		gold_cost = 100
		build_time = 270
		
		battlemages = 5
		knights = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	tp_maormersnakemagic_1 = {
		desc = tp_maormersnakemagic_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 5 }
		potential = {
			culture = maormer
		}
		prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_maormersnakemagic_0
		
		gold_cost = 200
		build_time = 540
		
		battlemages = 10
		knights = 30
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	tp_maormersnakemagic_2 = {
		desc = tp_maormersnakemagic_desc
		
		trigger = { TECH_RELIGIOUS_CUSTOMS = 8 }
		potential = {
			culture = maormer
		}
		prerequisites = { tp_guardbarrack_0 }
		upgrades_from = tp_maormersnakemagic_1
		
		gold_cost = 200
		build_time = 720
		
		battlemages = 10
		knights = 30
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1
	}
	
	#### Reachman - The Reach belongs to the Forsworn! ####
	
	tp_reachmanredoubt_0 = {
		desc = tp_reachmanredoubt_desc
		
		trigger = { TECH_CONSTRUCTION = 0 }
		potential = {
			culture = reachmen
		}
		prerequisites = { tp_walls_0 }
		#upgrades_from = tp_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
	}
	
	tp_reachmanredoubt_1 = {
		desc = tp_reachmanredoubt_desc
		
		trigger = { TECH_CONSTRUCTION = 2 }
		potential = {
			culture = reachmen
		}
		prerequisites = {tp_walls_1 }
		upgrades_from = tp_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
	}
	
	tp_reachmanbattlemages_0 = {
		desc = tp_reachmanbattlemages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 2
		}
		potential = {
			culture = reachmen
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_ayleidmagetraining_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_reachmansorcerers_0 = {
		desc = tp_reachmansorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			culture = reachmen
		}
		prerequisites = { tp_magetower_0 tp_reachmanbattlemages_0}
		#upgrades_from = tp_reachmansorcerers_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_reachmansorcerers_1 = {
		desc = tp_reachmansorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			culture = reachmen
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_reachmansorcerers_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_reachmansorcerers_2 = {
		desc = tp_reachmansorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			culture = reachmen
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_reachmansorcerers_1
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	#### Redguards - Curved swords. CURVED. SWORDS. ####
	
	tp_redguardswordchampions_0 = {
		desc = tp_redguardswordchampions_desc
		
		trigger = {	
			TECH_MELEE = 6
		}
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { tp_walls_0 }
		
		gold_cost = 100
		build_time = 1080

		heavy_infantry = 25
		land_morale = 0.05
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_redguardswordchampions_1 = {
		desc = tp_redguardswordchampions_desc
		
		trigger = {	
			TECH_MELEE = 7
		}
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { tp_walls_0 }
		upgrades_from = tp_redguardswordchampions_0
		
		gold_cost = 100
		build_time = 1080

		heavy_infantry = 25
		land_morale = 0.05
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_redguardswordchampions_2 = {
		desc = tp_redguardswordchampions_desc
		
		trigger = {	
			TECH_MELEE = 8
		}
		potential = {
			culture_group = yokudan_group
		}
		prerequisites = { tp_walls_0 }
		upgrades_from = tp_redguardswordchampions_1
		
		gold_cost = 100
		build_time = 1080

		heavy_infantry = 25
		land_morale = 0.05
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	########## Akavir ###########
	
	#### Tiger Dragon Cat Man Men ####
	
	tp_potunbattlemages_0 = {
		desc = tp_potunbattlemages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 2
		}
		potential = {
			culture = potun
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_ayleidmagetraining_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_potunsorcerers_0 = {
		desc = tp_potunsorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			culture = potun
		}
		prerequisites = { tp_magetower_0 tp_potunbattlemages_0}
		#upgrades_from = tp_potunsorcerers_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 18
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_potunsorcerers_1 = {
		desc = tp_potunsorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			culture = potun
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_potunsorcerers_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 18
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_potunsorcerers_2 = {
		desc = tp_potunsorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			culture = potun
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_potunsorcerers_1
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 18
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	#### Tsaesci - Sneaky Snakes! ####
	
	tp_tsaescibattlemages_0 = {
		desc = tp_tsaescibattlemages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 2
		}
		potential = {
			culture = tsaesci
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_ayleidmagetraining_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 12
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_tsaesciwarmagehall_0 = {
		desc = tp_tsaesciwarmagehall_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			culture = tsaesci
		}
		prerequisites = { tp_magetower_0 tp_tsaescibattlemages_0}
		#upgrades_from = tp_tsaesciwarmagehall_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_tsaesciwarmagehall_1 = {
		desc = tp_tsaesciwarmagehall_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			culture = tsaesci
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_tsaesciwarmagehall_0
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_tsaesciwarmagehall_2 = {
		desc = tp_tsaesciwarmagehall_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			culture = tsaesci
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_tsaesciwarmagehall_1
		
		gold_cost = 200
		build_time = 1080

		#battlemages = 10
		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	#### Quey - War Canoe Maker ####
	
	tp_queywarcanoes_0 = {
		desc = tp_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 0 }
		prerequisites = { tp_walls_0 }
		#upgrades_from = tp_dock_0
		port = yes		
		
		gold_cost = 100
		build_time = 200
		
		galleys = 4
		light_infantry = 4
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0
	}
	
	tp_queywarcanoes_1 = {
		desc = tp_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 1 }
		prerequisites = { tp_walls_0 }
		upgrades_from = tp_queywarcanoes_0
		port = yes		
		
		gold_cost = 100
		build_time = 250
		
		galleys = 6
		light_infantry = 6
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.98
	}

	tp_queywarcanoes_2 = {
		desc = tp_queywarcanoes_desc
		
		potential = {
			building_holding_is_tower = no
			culture = quey
		}
		trigger = { TECH_NAVAL = 2 }
		#prerequisites = { tp_walls_1 }
		upgrades_from = tp_queywarcanoes_1
		port = yes		
		
		gold_cost = 100
		build_time = 340
		
		galleys = 8
		light_infantry = 8
		
		ai_creation_factor = 20
		
		extra_tech_building_start = 0.95
	}
	
	##### "Extinct" Cultures #####
	
	tp_dwemertonalarchitectschool_0 = {
		desc = tp_dwemertonalarchitectschool_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 2
		}
		potential = {
			culture = dwemer
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_ayleidmagetraining_0
		
		gold_cost = 300
		build_time = 1080

		battlemages = 10
		
		tech_growth_modifier = 0.25
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_dwemertonalarchitects_0 = {
		desc = tp_dwemertonalarchitects_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			culture = dwemer
		}
		prerequisites = { tp_magetower_0 tp_dwemertonalarchitectschool_0}
		#upgrades_from = tp_dwemertonalarchitects_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_dwemertonalarchitects_1 = {
		desc = tp_dwemertonalarchitects_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_dwemertonalarchitects_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_dwemertonalarchitects_2 = {
		desc = tp_dwemertonalarchitects_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			OR = {
			culture = dunmer
			culture = ashlander
			culture = chimer
			}
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_dwemertonalarchitects_1
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	
	
	#### Falmer - AKA the Snow Elves ####
	
	tp_falmerarchmages_0 = {
		desc = tp_falmerarchmages_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 2
		}
		potential = {
			culture = falmer
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_ayleidmagetraining_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 12
		
		ai_creation_factor = 95
		
		extra_tech_building_start = 1.1		
	}	
	
	tp_falmersorcerers_0 = {
		desc = tp_falmersorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 3
		}
		potential = {
			culture = falmer
		}
		prerequisites = { tp_magetower_0 }
		#upgrades_from = tp_falmersorcerers_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	tp_falmersorcerers_1 = {
		desc = tp_falmersorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 4
		}
		potential = {
			culture = falmer
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_falmersorcerers_0
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}	

	tp_falmersorcerers_2 = {
		desc = tp_falmersorcerers_desc
		
		trigger = {	
			TECH_RELIGIOUS_CUSTOMS = 6
		}
		potential = {
			culture = falmer
		}
		prerequisites = { tp_magetower_0 }
		upgrades_from = tp_falmersorcerers_1
		
		gold_cost = 200
		build_time = 1080

		battlemages = 15
		
		ai_creation_factor = 85
		
		extra_tech_building_start = 1.1		
	}
	
	#### Undead ####
	
	tp_undeadcrypt_0 = {
		desc = tp_undeadcrypt_desc
		
		trigger = { TECH_CONSTRUCTION = 1 }
		potential = {
			culture_group = undead
		}
		prerequisites = { tp_militiabarrack_0 }
		#upgrades_from = tp_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
	}
	
	tp_undeadcrypt_1 = {
		desc = tp_undeadcrypt_desc
		
		trigger = { TECH_CONSTRUCTION = 5 }
		potential = {
			culture_group = undead
		}
		prerequisites = { tp_militiabarrack_0 }
		upgrades_from = tp_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
	}
}