 # 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
 #}
 
 # city
city = {
	
	ct_farmlands_1 = {
		desc = ct_farmlands_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		gold_cost = 50
		build_time = 365
		
		potential = {
			OR = {
				terrain = farmlands
				terrain = marsh
			}
		}
		
		tax_income = 1
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_farmlands_2 = {
		desc = ct_farmlands_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		upgrades_from = ct_farmlands_1
		gold_cost = 50
		build_time = 547
		
		potential = {
			OR = {
				terrain = farmlands
				terrain = marsh
			}
		}
		
		tax_income = 1
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}

	ct_farmlands_3 = {
		desc = ct_farmlands_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		upgrades_from = ct_farmlands_2
		gold_cost = 100
		build_time = 730
		
		potential = {
			OR = {
				terrain = farmlands
				terrain = marsh
			}
		}
		
		tax_income = 1
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 107
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}
	
	ct_farmlands_4 = {
		desc = ct_farmlands_4_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		upgrades_from = ct_farmlands_3
		gold_cost = 100
		build_time = 1095
		
		potential = {
			OR = {
				terrain = farmlands
				terrain = marsh
			}
		}
		
		tax_income = 1
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 106
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}
	
	ct_fishery_1 = {
		desc = ct_fishery_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		gold_cost = 100
		build_time = 365
		
		potential = {
			OR = {
				borders_lake = yes
				borders_major_river = yes
				port = yes
			}
		}
		
		tax_income = 1
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_fishery_2 = {
		desc = ct_fishery_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		upgrades_from = ct_fishery_1
		gold_cost = 100
		build_time = 730
		
		potential = {
			OR = {
				borders_lake = yes
				borders_major_river = yes
				port = yes
			}
		}
		
		tax_income = 1
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}

	ct_fishery_3 = {
		desc = ct_fishery_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		upgrades_from = ct_fishery_2
		gold_cost = 100
		build_time = 1095
		
		potential = {
			OR = {
				borders_lake = yes
				borders_major_river = yes
				port = yes
			}
		}
		
		tax_income = 2
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 107
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}
	
	ct_pasture_1 = {
		desc = ct_pasture_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 1 }
		gold_cost = 100
		build_time = 365
		
		potential = {
			OR = {
				terrain = steppe
				terrain = plains
			}
		}
		
		tax_income = 1
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_pasture_2 = {
		desc = ct_pasture_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		upgrades_from = ct_pasture_1
		gold_cost = 100
		build_time = 730
		
		potential = {
			OR = {
				terrain = steppe
				terrain = plains
			}
		}
		
		tax_income = 1
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}

	ct_pasture_3 = {
		desc = ct_pasture_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 3 }
		upgrades_from = ct_pasture_2
		gold_cost = 100
		build_time = 1095
		
		potential = {
			OR = {
				terrain = steppe
				terrain = plains
			}
		}
		
		tax_income = 2
		garrison_size = 0.05
		levy_reinforce_rate = 0.025
		
		ai_creation_factor = 107
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}
	
	ct_lumber_1 = {
		desc = ct_lumber_1_desc
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 100
		build_time = 365
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
				terrain = woods
			}
		}
		
		local_tax_modifier = 0.05
		garrison_size = 0.025
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_lumber_2 = {
		desc = ct_lumber_2_desc
		trigger = { TECH_CONSTRUCTION = 2 }
		upgrades_from = ct_lumber_1
		gold_cost = 100
		build_time = 730
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
				terrain = woods
			}
		}
		
		local_tax_modifier = 0.05
		garrison_size = 0.025
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}

	ct_lumber_3 = {
		desc = ct_lumber_3_desc
		trigger = { TECH_CONSTRUCTION = 3 }
		upgrades_from = ct_lumber_2
		gold_cost = 100
		build_time = 1095
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
				terrain = woods
			}
		}
		
		local_tax_modifier = 0.05
		garrison_size = 0.025
		
		ai_creation_factor = 107
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}
	
	ct_quarry_1 = {
		desc = ct_quarry_1_desc
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 100
		build_time = 365
		
		potential = {
			OR = {
				terrain = hills
				terrain = mountain
			}
		}
		
		local_tax_modifier = 0.05
		garrison_size = 0.025
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_quarry_2 = {
		desc = ct_quarry_2_desc
		trigger = { TECH_CONSTRUCTION = 2 }
		upgrades_from = ct_quarry_1
		gold_cost = 100
		build_time = 730
		
		potential = {
			OR = {
				terrain = hills
				terrain = mountain
			}
		}
		
		local_tax_modifier = 0.05
		garrison_size = 0.025
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}

	ct_quarry_3 = {
		desc = ct_quarry_3_desc
		trigger = { TECH_CONSTRUCTION = 3 }
		upgrades_from = ct_quarry_2
		gold_cost = 100
		build_time = 1095
		
		potential = {
			OR = {
				terrain = hills
				terrain = mountain
			}
		}
		
		local_tax_modifier = 0.05
		garrison_size = 0.025
		
		ai_creation_factor = 107
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}	

	ct_watermill_1 = {
		desc = ct_watermill_1_desc
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 100
		build_time = 365
		
		potential = {
			OR = {
				borders_major_river = yes
			}
		}
		
		local_tax_modifier = 0.05
		garrison_size = 0.025
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_watermill_2 = {
		desc = ct_watermill_2_desc
		trigger = { TECH_CONSTRUCTION = 2 }
		upgrades_from = ct_watermill_1
		gold_cost = 100
		build_time = 730
		
		potential = {
			OR = {
				borders_major_river = yes
			}
		}
		
		local_tax_modifier = 0.05
		garrison_size = 0.025
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}

	ct_watermill_3 = {
		desc = ct_watermill_3_desc
		trigger = { TECH_CONSTRUCTION = 3 }
		upgrades_from = ct_watermill_2
		gold_cost = 100
		build_time = 1095
		
		potential = {
			OR = {
				borders_major_river = yes
			}
		}
		
		local_tax_modifier = 0.05
		garrison_size = 0.025
		
		ai_creation_factor = 107
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}	
		
	ct_qanat_1 = {
		desc = ct_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
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_qanat_2 = {
		desc = ct_qanat_2_desc
		trigger = { TECH_CONSTRUCTION = 2 }
		upgrades_from = ct_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
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}

	ct_qanat_3 = {
		desc = ct_qanat_3_desc
		trigger = { TECH_CONSTRUCTION = 3 }
		upgrades_from = ct_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
		add_number_to_name = no

		extra_tech_building_start = 1.0
	}
	
	ct_theatre_1 = {
		desc = ct_theatre_1_desc
		potential = { 
			OR = {
				FROMFROM = { has_building = ct_theatre_1 } 
				FROM = {
					OR = { 
						trait = poet
						trait = scholar
						trait = faqih
						trait = socializer
					}
				}
				FROM = {
					any_liege = {
						OR = { 
							trait = scholar
							trait = faqih
							trait = socializer
							trait = poet
						}
					}
				}
			}
		}
		trigger = { TECH_POPULAR_CUSTOMS = 2 }
		prerequisites = { ct_marketplace_1 }
		gold_cost = 100
		build_time = 365
		
		local_tax_modifier = 0.02
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_theatre_2 = {
		desc = ct_theatre_2_desc
		trigger = { TECH_POPULAR_CUSTOMS = 3 }
		upgrades_from = ct_theatre_1
		gold_cost = 100
		build_time = 730
		
		local_tax_modifier = 0.03
		culture_techpoints = 0.02
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 2
	}

	ct_theatre_3 = {
		desc = ct_theatre_3_desc
		trigger = { TECH_POPULAR_CUSTOMS = 5 }
		upgrades_from = ct_theatre_2
		gold_cost = 100
		build_time = 1095
		
		local_tax_modifier = 0.05
		culture_techpoints = 0.03
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 3
	}
	
	ct_brothel_1 = {
		desc = ct_brothel_1_desc
		potential = { 
			OR = {
				FROMFROM = { has_building = ct_brothel_1 } 
				FROM = {
					OR = { 
						trait = hedonist
						trait = seducer
						trait = seductress
						trait = schemer
					}
				}
				FROM = {
					any_liege = {
						OR = { 
							trait = hedonist
							trait = seducer
							trait = seductress
							trait = schemer
						}
					}
				}
			}
		}
		trigger = { TECH_POPULAR_CUSTOMS = 2 }
		prerequisites = { ct_marketplace_1 }
		gold_cost = 100
		build_time = 365
		
		tax_income = 0.5
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_brothel_2 = {
		desc = ct_brothel_2_desc
		trigger = { TECH_POPULAR_CUSTOMS = 3 }
		upgrades_from = ct_brothel_1
		gold_cost = 100
		build_time = 730
		
		tax_income = 1.0
		garrison_size = 0.04
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 2
	}

	ct_brothel_3 = {
		desc = ct_brothel_3_desc
		trigger = { TECH_POPULAR_CUSTOMS = 5 }
		upgrades_from = ct_brothel_2
		gold_cost = 100
		build_time = 1095
		
		tax_income = 1.5
		garrison_size = 0.06
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 3
	}
		
	ct_arena_1 = {
		desc = ct_arena_1_desc
		potential = { 
			OR = {
				FROMFROM = { has_building = ct_arena_1 } 
				FROM = {
					OR = { 
						trait = gamer
						trait = duelist
						trait = impaler
						trait = hunter
						trait = gladiator		# not lifestle but makes sense
						trait = shieldmaiden	# not lifestle but makes sense
					}
				}
				FROM = {
					any_liege = {
						OR = { 
							trait = gamer
							trait = duelist
							trait = impaler
							trait = hunter
							trait = gladiator		# not lifestle but makes sense
							trait = shieldmaiden	# not lifestle but makes sense
						}
					}
				}
			}
		}
		trigger = { TECH_POPULAR_CUSTOMS = 2 }
		prerequisites = { ct_marketplace_1 }
		gold_cost = 100
		build_time = 365
		
		liege_prestige = 0.10
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_arena_2 = {
		desc = ct_arena_2_desc
		trigger = { TECH_POPULAR_CUSTOMS = 3 }
		upgrades_from = ct_arena_1
		gold_cost = 100
		build_time = 730
		
		liege_prestige = 0.15
		tax_income = 1
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 2
	}

	ct_arena_3 = {
		desc = ct_arena_3_desc
		trigger = { TECH_POPULAR_CUSTOMS = 5 }
		upgrades_from = ct_arena_2
		gold_cost = 100
		build_time = 1095
		
		liege_prestige = 0.20
		tax_income = 1
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 3
	}
	
	ct_chamber_1 = {
		desc = ct_chamber_1_desc
		potential = { 
			OR = {
				FROMFROM = { has_building = ct_chamber_1 } 
				FROM = {
					OR = { 
						trait = architect
						trait = gardener
						trait = administrator
						trait = strategist	
					}
				}
				FROM = {
					any_liege = {
						OR = { 
							trait = architect
							trait = gardener
							trait = administrator
							trait = strategist	
						}
					}
				}
			}
		}
		trigger = { TECH_POPULAR_CUSTOMS = 2 }
		prerequisites = { ct_marketplace_1 }
		gold_cost = 100
		build_time = 365
		
		fort_level = 0.25
		
		ai_creation_factor = 109
		add_number_to_name = no
		
		extra_tech_building_start = 1.0
	}
	
	ct_chamber_2 = {
		desc = ct_chamber_2_desc
		trigger = { TECH_POPULAR_CUSTOMS = 3 }
		upgrades_from = ct_chamber_1
		gold_cost = 100
		build_time = 730
		
		fort_level = 0.25
		levy_size = 0.05
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 2
	}

	ct_chamber_3 = {
		desc = ct_chamber_3_desc
		trigger = { TECH_POPULAR_CUSTOMS = 5 }
		upgrades_from = ct_chamber_2
		gold_cost = 100
		build_time = 1095
		
		fort_level = 0.5
		levy_size = 0.10
		
		ai_creation_factor = 108
		add_number_to_name = no

		extra_tech_building_start = 3
	}

	
}
