# New unified resource chains

castle = {
	# Environment
	# Naturally rare, but upgradable
	ca_environment_0 = { # Airless
		desc = ca_environment_0_desc
		trigger = { TECH_LEGALISM = 0 }
		potential = { always = yes }
		build_cost = 0
		build_time = 0
		ai_creation_factor = 100000000
		extra_tech_building_start = 10.0
	}
	ca_environment_1 = { # Harsh
		desc = ca_environment_1_desc
		trigger = { TECH_LEGALISM = 2 }
		potential = { always = yes }
		upgrades_from = ca_environment_0
		build_cost = 150
		build_time = 365
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	ca_environment_2 = { # Inhospitable
		desc = ca_environment_2_desc
		trigger = { TECH_LEGALISM = 4 }
		potential = { always = yes }
		upgrades_from = ca_environment_1
		build_cost = 300
		build_time = 730
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	ca_environment_3 = { # Near-Terrestrial
		desc = ca_environment_3_desc
		trigger = { TECH_LEGALISM = 6 }
		potential = { always = yes }
		upgrades_from = ca_environment_2
		build_cost = 600
		build_time = 1460
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	ca_environment_4 = { # Terrestrial
		desc = ca_environment_4_desc
		trigger = { TECH_LEGALISM = 8 }
		potential = { always = yes }
		upgrades_from = ca_environment_3
		build_cost = 1200
		build_time = 2920
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	
	# Energy
	# Cannot be upgraded
	ca_energy_0 = {	# No natural energy sources
		desc = ca_energy_0_desc
		trigger = { TECH_LEGALISM = 0 }
		potential = { always = yes }
		build_cost = 0
		build_time = 0
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ca_energy_1 = {	# Solar Power
		desc = ca_energy_1_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ca_energy_0
		build_cost = 0
		build_time = 0
		tax_income = 0.5
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ca_energy_2 = {	# Geothermal Power
		desc = ca_energy_2_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ca_energy_1
		build_cost = 0
		build_time = 0
		tax_income = 0.5
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ca_energy_3 = {	# Fuel Deposits
		desc = ca_energy_3_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ca_energy_2
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 25
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ca_energy_4 = {	# Strange Anomaly
		desc = ca_energy_4_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ca_energy_3
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 25
		military_techpoints = 0.02
		economy_techpoints = 0.02
		culture_techpoints = 0.02
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	
	# Materials
	# Cannot be upgraded
	ca_materials_0 = { # No raw materials
		desc = ca_materials_0_desc
		trigger = { TECH_LEGALISM = 0 }
		potential = { always = yes }
		build_cost = 0
		build_time = 0
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ca_materials_1 = { # Trace Minerals
		desc = ca_materials_1_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ca_materials_0
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 10
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		dreadnoughts_defensive = 0.1
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ca_materials_2 = { # Mineral Veins
		desc = ca_materials_2_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ca_materials_1
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 10
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		dreadnoughts_defensive = 0.1
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ca_materials_3 = { # Abundant Minerals
		desc = ca_materials_3_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ca_materials_2
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 10
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		dreadnoughts_defensive = 0.1
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ca_materials_4 = { # Motherlode
		desc = ca_materials_4_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ca_materials_3
		build_cost = 0
		build_time = 0
		tax_income = 2
		tradevalue = 10
		light_cavalry_defensive = 0.2
		knights_defensive = 0.2
		dreadnoughts_defensive = 0.2
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
}
city = {
	# Environment
	# Naturally rare, but upgradable
	ct_environment_0 = { # Airless
		desc = ct_environment_0_desc
		trigger = { TECH_LEGALISM = 0 }
		potential = { always = yes }
		build_cost = 0
		build_time = 0
		ai_creation_factor = 100000000
		extra_tech_building_start = 10.0
	}
	ct_environment_1 = { # Harsh
		desc = ct_environment_1_desc
		trigger = { TECH_LEGALISM = 2 }
		potential = { always = yes }
		upgrades_from = ct_environment_0
		build_cost = 150
		build_time = 365
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	ct_environment_2 = { # Inhospitable
		desc = ct_environment_2_desc
		trigger = { TECH_LEGALISM = 4 }
		potential = { always = yes }
		upgrades_from = ct_environment_1
		build_cost = 300
		build_time = 730
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	ct_environment_3 = { # Near-Terrestrial
		desc = ct_environment_3_desc
		trigger = { TECH_LEGALISM = 6 }
		potential = { always = yes }
		upgrades_from = ct_environment_2
		build_cost = 600
		build_time = 1460
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	ct_environment_4 = { # Terrestrial
		desc = ct_environment_4_desc
		trigger = { TECH_LEGALISM = 8 }
		potential = { always = yes }
		upgrades_from = ct_environment_3
		build_cost = 1200
		build_time = 2920
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	
	# Energy
	# Cannot be upgraded
	ct_energy_0 = {	# No natural energy sources
		desc = ct_energy_0_desc
		trigger = { TECH_LEGALISM = 0 }
		potential = { always = yes }
		build_cost = 0
		build_time = 0
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ct_energy_1 = {	# Solar Power
		desc = ct_energy_1_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ct_energy_0
		build_cost = 0
		build_time = 0
		tax_income = 0.5
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ct_energy_2 = {	# Geothermal Power
		desc = ct_energy_2_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ct_energy_1
		build_cost = 0
		build_time = 0
		tax_income = 0.5
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ct_energy_3 = {	# Fuel Deposits
		desc = ct_energy_3_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ct_energy_2
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 25
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ct_energy_4 = {	# Strange Anomaly
		desc = ct_energy_4_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ct_energy_3
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 25
		military_techpoints = 0.02
		economy_techpoints = 0.02
		culture_techpoints = 0.02
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	
	# Materials
	# Cannot be upgraded
	ct_materials_0 = { # No raw materials
		desc = ct_materials_0_desc
		trigger = { TECH_LEGALISM = 0 }
		potential = { always = yes }
		build_cost = 0
		build_time = 0
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ct_materials_1 = { # Trace Minerals
		desc = ct_materials_1_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ct_materials_0
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 10
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		dreadnoughts_defensive = 0.1
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ct_materials_2 = { # Mineral Veins
		desc = ct_materials_2_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ct_materials_1
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 10
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		dreadnoughts_defensive = 0.1
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ct_materials_3 = { # Abundant Minerals
		desc = ct_materials_3_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ct_materials_2
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 10
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		dreadnoughts_defensive = 0.1
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	ct_materials_4 = { # Motherlode
		desc = ct_materials_4_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = ct_materials_3
		build_cost = 0
		build_time = 0
		tax_income = 2
		tradevalue = 10
		light_cavalry_defensive = 0.2
		knights_defensive = 0.2
		dreadnoughts_defensive = 0.2
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
}
temple = {
	# Environment
	# Naturally rare, but upgradable
	tp_environment_0 = { # Airless
		desc = tp_environment_0_desc
		trigger = { TECH_LEGALISM = 0 }
		potential = { always = yes }
		build_cost = 0
		build_time = 0
		ai_creation_factor = 100000000
		extra_tech_building_start = 10.0
	}
	tp_environment_1 = { # Harsh
		desc = tp_environment_1_desc
		trigger = { TECH_LEGALISM = 2 }
		potential = { always = yes }
		upgrades_from = tp_environment_0
		build_cost = 150
		build_time = 365
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	tp_environment_2 = { # Inhospitable
		desc = tp_environment_2_desc
		trigger = { TECH_LEGALISM = 4 }
		potential = { always = yes }
		upgrades_from = tp_environment_1
		build_cost = 300
		build_time = 730
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	tp_environment_3 = { # Near-Terrestrial
		desc = tp_environment_3_desc
		trigger = { TECH_LEGALISM = 6 }
		potential = { always = yes }
		upgrades_from = tp_environment_2
		build_cost = 600
		build_time = 1460
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	tp_environment_4 = { # Terrestrial
		desc = tp_environment_4_desc
		trigger = { TECH_LEGALISM = 8 }
		potential = { always = yes }
		upgrades_from = tp_environment_3
		build_cost = 1200
		build_time = 2920
		ai_creation_factor = 100
		extra_tech_building_start = 10.0
	}
	
	# Energy
	# Cannot be upgraded
	tp_energy_0 = {	# No natural energy sources
		desc = tp_energy_0_desc
		trigger = { TECH_LEGALISM = 0 }
		potential = { always = yes }
		build_cost = 0
		build_time = 0
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	tp_energy_1 = {	# Solar Power
		desc = tp_energy_1_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = tp_energy_0
		build_cost = 0
		build_time = 0
		tax_income = 0.5
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	tp_energy_2 = {	# Geothermal Power
		desc = tp_energy_2_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = tp_energy_1
		build_cost = 0
		build_time = 0
		tax_income = 0.5
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	tp_energy_3 = {	# Fuel Deposits
		desc = tp_energy_3_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = tp_energy_2
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 25
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	tp_energy_4 = {	# Strange Anomaly
		desc = tp_energy_4_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = tp_energy_3
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 25
		military_techpoints = 0.02
		economy_techpoints = 0.02
		culture_techpoints = 0.02
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	
	# Materials
	# Cannot be upgraded
	tp_materials_0 = { # No raw materials
		desc = tp_materials_0_desc
		trigger = { TECH_LEGALISM = 0 }
		potential = { always = yes }
		build_cost = 0
		build_time = 0
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	tp_materials_1 = { # Trace Minerals
		desc = tp_materials_1_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = tp_materials_0
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 10
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		dreadnoughts_defensive = 0.1
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	tp_materials_2 = { # Mineral Veins
		desc = tp_materials_2_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = tp_materials_1
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 10
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		dreadnoughts_defensive = 0.1
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	tp_materials_3 = { # Abundant Minerals
		desc = tp_materials_3_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = tp_materials_2
		build_cost = 0
		build_time = 0
		tax_income = 1
		tradevalue = 10
		light_cavalry_defensive = 0.1
		knights_defensive = 0.1
		dreadnoughts_defensive = 0.1
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
	tp_materials_4 = { # Motherlode
		desc = tp_materials_4_desc
		trigger = { always = no }
		potential = { always = yes }
		upgrades_from = tp_materials_3
		build_cost = 0
		build_time = 0
		tax_income = 2
		tradevalue = 10
		light_cavalry_defensive = 0.2
		knights_defensive = 0.2
		dreadnoughts_defensive = 0.2
		ai_creation_factor = 100000
		extra_tech_building_start = 10.0
	}
}