 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.
 
 #<tag> = {
 #	desc = description used in the tooltip of the building
 #	trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
 #	gold_cost = cost to build the building
 #	build_time = time to build, in days
 #	
 #	ai_creation_factor = weight that the AI uses to determine what building to build
 #	extra_tech_building_start = when starting a new game this building will be pre-built if the province has higher tech than the requirement + this + random 0-1
 #}
 
 # Castle
castle = {

	ca_military_academy_1 = { 
		desc = ca_military_academy_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		
		military_techpoints = 0.02
		retinuesize_perc = 0.01
		
		ai_creation_factor = 89

		extra_tech_building_start = 1.2
	}
	
	ca_military_academy_2 = { 
		desc = ca_military_academy_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3 }
		upgrades_from = ca_military_academy_1
		gold_cost = 250
		build_time = 1095
		
		military_techpoints = 0.03
		retinuesize_perc = 0.02
		
		ai_creation_factor = 88

		extra_tech_building_start = 4
	}
	
	ca_military_academy_3 = { 
		desc = ca_military_academy_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 6 }
		upgrades_from = ca_military_academy_2
		gold_cost = 300
		build_time = 2190
		
		military_techpoints = 0.05
		retinuesize_perc = 0.03
		commander_limit = 1
		
		ai_creation_factor = 87

		extra_tech_building_start = 7
	}	
	
	ca_qanat_1 = {
		desc = ca_qanat_1_desc
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 100
		build_time = 365
		
		potential = {
			OR = {
				terrain = desert
			}
		}
		
		garrison_size = 0.025
		
		ai_creation_factor = 109
		
		extra_tech_building_start = 1.0
	}
	
	ca_qanat_2 = {
		desc = ca_qanat_2_desc
		trigger = { TECH_CONSTRUCTION = 2 }
		upgrades_from = ca_qanat_1
		gold_cost = 100
		build_time = 730
		
		potential = {
			OR = {
				terrain = desert
			}
		}
		
		garrison_size = 0.025
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 108

		extra_tech_building_start = 3
	}

	ca_qanat_3 = {
		desc = ca_qanat_3_desc
		trigger = { TECH_CONSTRUCTION = 3 }
		upgrades_from = ca_qanat_2
		gold_cost = 100
		build_time = 1095
		
		potential = {
			OR = {
				terrain = desert
			}
		}
		
		local_tax_modifier = 0.025
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 108

		extra_tech_building_start = 4
	}
	
	ca_carpenter_1 = { 
		desc = ca_carpenter_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { ca_wall_2 }
		gold_cost = 120
		build_time = 547
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
				terrain = woods
			}
		}
		
		light_infantry_offensive = 0.10
		archers_offensive = 0.10
		horse_archers_offensive = 0.10
		
		ai_creation_factor = 99

		extra_tech_building_start = 3
	}
	
	ca_carpenter_2 = { 
		desc = ca_carpenter_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = ca_carpenter_1
		gold_cost = 200
		build_time = 730
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
				terrain = woods
			}
		}
		
		light_infantry_offensive = 0.10
		archers_offensive = 0.10
		horse_archers_offensive = 0.10
		pikemen_offensive = 0.15
		
		ai_creation_factor = 98

		extra_tech_building_start = 5
	}
	
	ca_carpenter_3 = { 
		desc = ca_carpenter_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		upgrades_from = ca_carpenter_2
		gold_cost = 300
		build_time = 1095
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
				terrain = woods
			}
		}
		
		light_infantry_offensive = 0.10
		archers_offensive = 0.10
		horse_archers_offensive = 0.10
		pikemen_offensive = 0.15
		light_cavalry_offensive = 0.30

		fort_level = 0.25
		
		ai_creation_factor = 97

		extra_tech_building_start = 6
	}
	
	ca_armourer_1 = { 
		desc = ca_armourer_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { ca_wall_2 }
		gold_cost = 120
		build_time = 547
		
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
				terrain = steppe
			}
		}
		
		light_infantry_defensive = 0.10
		archers_defensive = 0.10
		horse_archers_defensive = 0.10
		
		ai_creation_factor = 99

		extra_tech_building_start = 3
	}
	
	ca_armourer_2 = { 
		desc = ca_armourer_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = ca_armourer_1
		gold_cost = 200
		build_time = 730
		
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
				terrain = steppe
			}
		}
		
		light_infantry_defensive = 0.10
		archers_defensive = 0.10
		horse_archers_defensive = 0.10
		pikemen_defensive = 0.15
		light_cavalry_defensive = 0.15
		
		ai_creation_factor = 98

		extra_tech_building_start = 5
	}
	
	ca_armourer_3 = { 
		desc = ca_armourer_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		upgrades_from = ca_armourer_2
		gold_cost = 300
		build_time = 1095
		
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
				terrain = steppe
			}
		}
		
		light_infantry_defensive = 0.10
		archers_defensive = 0.10
		horse_archers_defensive = 0.10
		pikemen_defensive = 0.15
		light_cavalry_defensive = 0.15
		heavy_infantry_defensive = 0.15
		knights_defensive = 0.15
		war_elephants_defensive = 0.15
		camel_cavalry_defensive = 0.15
		
		fort_level = 0.25

		ai_creation_factor = 97

		extra_tech_building_start = 6
	}	
	
	ca_forge_1 = { 
		desc = ca_forge_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		prerequisites = { ca_wall_2 }
		gold_cost = 120
		build_time = 547
		
		potential = {
			OR = {
				terrain = hills
				terrain = mountain
			}
		}
		
		light_infantry_offensive = 0.10
		
		ai_creation_factor = 99

		extra_tech_building_start = 3
	}
	
	ca_forge_2 = { 
		desc = ca_forge_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = ca_forge_1
		gold_cost = 200
		build_time = 730
		
		potential = {
			OR = {
				terrain = hills
				terrain = mountain
			}
		}
		
		light_infantry_offensive = 0.10
		heavy_infantry_offensive = 0.10
		
		ai_creation_factor = 98

		extra_tech_building_start = 5
	}
	
	ca_forge_3 = { 
		desc = ca_forge_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5 }
		upgrades_from = ca_forge_2
		gold_cost = 300
		build_time = 1095
		
		potential = {
			OR = {
				terrain = hills
				terrain = mountain
			}
		}
		
		light_infantry_offensive = 0.10
		heavy_infantry_offensive = 0.10
		knights_offensive = 0.20
		war_elephants_offensive = 0.20
		camel_cavalry_offensive = 0.20
		
		fort_level = 0.25

		ai_creation_factor = 97

		extra_tech_building_start = 6
	}		
	

	
}
