 # 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 = {

	geb_history_3 = {   # Hagia Sophia
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		desc = geb_history_3_desc
		gold_cost = 700
		build_time = 2500
		add_number_to_name = no
		tax_income = 3.0
		liege_piety = 1.0
		
		ai_creation_factor = 110

		extra_tech_building_start = 0.0
		culture_techpoints = 0.25
	}
	# Siedlingsstufen
	ca_geb_burg_1_0 = {
		desc = ca_geb_burg_1_0_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_SIEGE_EQUIPMENT = 0
				ckplus_austerity = yes		}
		add_number_to_name = no
		gold_cost = 200
		build_time = 360
		fort_level = 0.5
		ai_creation_factor = 105
		military_techpoints = 0.01
		tech_growth_modifier = 0.02

		extra_tech_building_start = -1
	}
	# 
	ca_geb_burg_1_1 = {
		desc = ca_geb_burg_1_1_desc
		trigger = { 
				TECH_FORTIFICATIONS_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_SIEGE_EQUIPMENT = 2
				ckplus_austerity = yes	}
		prerequisites = { ca_geb_arm_1
				ca_geb_buerg_1
				ca_geb_adl_1
				ca_geb_street_1 }
		upgrades_from = ca_geb_burg_1_0
		add_number_to_name = no
		gold_cost = 250
		build_time = 360
		fort_level = 1.0
		ai_creation_factor = 105
		military_techpoints = 0.02
		tech_growth_modifier = 0.02
		
		extra_tech_building_start = 0
	}
	ca_geb_burg_1_2 = {
		desc = ca_geb_burg_1_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_SIEGE_EQUIPMENT = 4
				ckplus_austerity = yes }
		prerequisites = { ca_geb_arm_2
				ca_geb_buerg_2
				ca_geb_adl_2
				ca_geb_street_2 }
		upgrades_from = ca_geb_burg_1_1
		add_number_to_name = no
		gold_cost = 300
		build_time = 600
		fort_level = 1.5
		ai_creation_factor = 105
		military_techpoints = 0.05
		tech_growth_modifier = 0.025
		
		extra_tech_building_start = 0.5
	}
	ca_geb_burg_1_3 = {
		desc = ca_geb_burg_1_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6
			    TECH_SIEGE_EQUIPMENT = 6
				ckplus_austerity = yes }				
		prerequisites = { ca_geb_arm_3
				ca_geb_buerg_3
				ca_geb_adl_3
				ca_geb_street_3 }
		upgrades_from = ca_geb_burg_1_2
		add_number_to_name = no
		gold_cost = 400
		build_time = 650
		fort_level = 2.0
		ai_creation_factor = 105
		military_techpoints = 0.22
		tech_growth_modifier = 0.025
		
		extra_tech_building_start = 1.0
	}
	ca_geb_burg_1_4 = {
		desc = ca_geb_burg_1_4_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_NOBLE_CUSTOMS = 7
			    TECH_SIEGE_EQUIPMENT = 7 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_arm_4
				ca_geb_buerg_4
				ca_geb_adl_4
				ca_geb_street_4 }
		upgrades_from = ca_geb_burg_1_3
		add_number_to_name = no
		gold_cost = 500
		build_time = 700
		fort_level = 3.0
		ai_creation_factor = 105
		military_techpoints = 0.5
		tech_growth_modifier = 0.03
		
		extra_tech_building_start = 1.0
	}
	ca_geb_street_1 = {
		desc = ca_geb_street_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_POPULAR_CUSTOMS = 0
				ckplus_austerity = yes }				
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 50
		build_time = 200
		tax_income = 1.0
		local_tax_modifier = 0.01
		tech_growth_modifier = 0.005
		culture_techpoints = 0.005
		economy_techpoints = 0.005

		ai_creation_factor = 150
		
		extra_tech_building_start = -1
	}


	ca_geb_street_2 = {
		desc = ca_geb_street_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_street_1
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 150
		build_time = 450
		tax_income = 1.0
		local_tax_modifier = 0.01
		tech_growth_modifier = 0.005
		culture_techpoints = 0.005
		economy_techpoints = 0.005

		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_street_3 = {
		desc = ca_geb_street_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_street_2
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 200
		build_time = 600
		tax_income = 1.0
		local_tax_modifier = 0.01
		tech_growth_modifier = 0.005
		culture_techpoints = 0.005
		economy_techpoints = 0.005

		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_street_4 = {
		desc = ca_geb_street_4_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_street_3
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 300
		build_time = 800
		tax_income = 1.0
		local_tax_modifier = 0.01
		tech_growth_modifier = 0.005
		culture_techpoints = 0.005
		economy_techpoints = 0.005

		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_street_5 = {
		desc = ca_geb_street_5_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_POPULAR_CUSTOMS = 7
				ckplus_austerity = yes }		
		upgrades_from = ca_geb_street_4
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_4 }
		gold_cost = 400
		build_time = 1000
		tax_income = 1.0
		local_tax_modifier = 0.01
		tech_growth_modifier = 0.005
		culture_techpoints = 0.005
		economy_techpoints = 0.005

		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_arm_1 = {
		desc = ca_geb_arm_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 100
		build_time = 360
		levy_size = 0.05
		tax_income = 2.0
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = -1
	}


	ca_geb_arm_2 = {
		desc = ca_geb_arm_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_arm_1
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 150
		build_time = 450
		levy_size = 0.05
		tax_income = 3.0
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = 0
	}

	ca_geb_arm_3 = {
		desc = ca_geb_arm_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_arm_2
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 150
		build_time = 450
		levy_size = 0.05
		tax_income = 2.0
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = 0
	}

	ca_geb_arm_4 = {
		desc = ca_geb_arm_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_arm_3
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 200
		build_time = 500
		levy_size = 0.05
		tax_income = 2.0
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = 0
	}

	ca_geb_arm_5 = {
		desc = ca_geb_arm_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_arm_4
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_4 }
		gold_cost = 250
		build_time = 550
		levy_size = 0.05
		tax_income = 2.0
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = 0
	}
	ca_geb_buerg_1 = {
		desc = ca_geb_buerg_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 120
		build_time = 360
		tax_income = 1.0
		garrison_size = 0.025
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = 0
	}


	ca_geb_buerg_2 = {
		desc = ca_geb_buerg_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_buerg_1
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 150
		build_time = 450
		tax_income = 2.0
		garrison_size = 0.025
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = 0
	}

	ca_geb_buerg_3 = {
		desc = ca_geb_buerg_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_buerg_2
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 170
		build_time = 450
		tax_income = 2.0
		garrison_size = 0.025
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = 0
	}

	ca_geb_buerg_4 = {
		desc = ca_geb_buerg_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_buerg_3
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 200
		build_time = 500
		tax_income = 2.0
		garrison_size = 0.025
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = 0
	}

	ca_geb_buerg_5 = {
		desc = ca_geb_buerg_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_buerg_4
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_4 }
		gold_cost = 250
		build_time = 550
		tax_income = 2.0
		garrison_size = 0.05
		culture_techpoints = 0.0005
		ai_creation_factor = 125
		
		extra_tech_building_start = 0
	}
	ca_geb_adl_1 = {
		desc = ca_geb_adl_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0 
				ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 120
		build_time = 360
		tax_income = -1.5
		culture_techpoints = 0.0005
		heavy_infantry = 10
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}


	ca_geb_adl_2 = {
		desc = ca_geb_adl_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_adl_1
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 150
		build_time = 450
		tax_income = -2.5
		culture_techpoints = 0.0005
		heavy_infantry = 10
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}

	ca_geb_adl_3 = {
		desc = ca_geb_adl_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_adl_2
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 170
		build_time = 450
		tax_income = -4.0
		culture_techpoints = 0.0005
		knights = 10
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}

	ca_geb_adl_4 = {
		desc = ca_geb_adl_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_adl_3
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 200
		build_time = 500
		tax_income = -4.0
		culture_techpoints = 0.0005
		knights = 15
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}

	ca_geb_adl_5 = {
		desc = ca_geb_adl_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_NOBLE_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_adl_4
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_4 }
		gold_cost = 250
		build_time = 550
		tax_income = -4.0
		culture_techpoints = 0.0005
		knights = 20
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}	
	ca_geb_armh_1 = {
		desc = ca_geb_armh_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 150
		build_time = 360
		tax_income = -1.0
		disease_defence = 0.02
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}


	ca_geb_armh_2 = {
		desc = ca_geb_armh_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_armh_1
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 170
		build_time = 450
		tax_income = -1.0
		disease_defence = 0.02
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_armh_3 = {
		desc = ca_geb_armh_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
				TECH_NOBLE_CUSTOMS = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_armh_2
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 200
		build_time = 450
		tax_income = -1.0
		disease_defence = 0.02
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_armh_4 = {
		desc = ca_geb_armh_4_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
				TECH_NOBLE_CUSTOMS = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_armh_3
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 250
		build_time = 500
		tax_income = -1.0
		disease_defence = 0.02
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_armh_5 = {
		desc = ca_geb_armh_5_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
				TECH_NOBLE_CUSTOMS = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_armh_4
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_4 }
		gold_cost = 300
		build_time = 550
		tax_income = -1.0
		disease_defence = 0.02
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}
	
	#Walls, gives fortlevel, levysize and income
	ca_wall_1 = {
		desc = ca_wall_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 365
		prerequisites = { ca_geb_burg_1_0 }
		fort_level = 0.25
		levy_size = 0.025
		ai_creation_factor = 90
		military_techpoints = 0.005
		culture_techpoints = 0.001
		
		extra_tech_building_start = 1.0
	}
	ca_wall_2 = {
		desc = ca_wall_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_wall_1
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 200
		build_time = 547 #1.5y
		fort_level = 0.25
		levy_size = 0.025
		ai_creation_factor = 89
		military_techpoints = 0.005
		culture_techpoints = 0.001
		
		extra_tech_building_start = 0.2
	}
	ca_wall_3 = {
		desc = ca_wall_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4 
				ckplus_austerity = yes}
		upgrades_from = ca_wall_2
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 200
		build_time = 730 #2y
		fort_level = 0.25
		levy_size = 0.05
		ai_creation_factor = 88

		extra_tech_building_start = 0.2
		military_techpoints = 0.005
		culture_techpoints = 0.001
	}
	ca_wall_4 = {
		desc = ca_wall_4_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6 
				ckplus_austerity = yes}
		upgrades_from = ca_wall_3
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 300
		build_time = 1095 #3y
		fort_level = 0.25
		levy_size = 0.05
		ai_creation_factor = 87

		extra_tech_building_start = 0.2
		military_techpoints = 0.005
		culture_techpoints = 0.001
	}
	ca_wall_5 = {
		desc = ca_wall_5_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_NOBLE_CUSTOMS = 8 
				ckplus_austerity = yes}
		upgrades_from = ca_wall_4
		prerequisites = { ca_geb_burg_1_4 }
		gold_cost = 350
		build_time = 1460 #4y
		fort_level = 0.25
		levy_size = 0.1
		ai_creation_factor = 86

		extra_tech_building_start = 0.2
		military_techpoints = 0.005
		culture_techpoints = 0.001
	}
	ca_con_wall_6 = { # Theodosian Walls
		potential = {
			FROMFROM = { title = b_constantinople }
		}
		desc = ca_con_wall_6_desc
		upgrades_from = ca_wall_5
		gold_cost = 500
		build_time = 1460 #4y
		fort_level = 4.0
		ai_creation_factor = 86

		extra_tech_building_start = 0.0
		military_techpoints = 0.25
		culture_techpoints = 0.25
	}

	# Wall quality, gives fortlevel
	ca_wall_q_1 = {
		desc = ca_wall_q_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_SIEGE_EQUIPMENT = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 150
		build_time = 182
		fort_level = 0.50
		garrison_size = 0.025
		ai_creation_factor = 80
		military_techpoints = 0.005
		
		extra_tech_building_start = 1.0
	}
	ca_wall_q_2 = {
		desc = ca_wall_q_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_SIEGE_EQUIPMENT = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_wall_q_1
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 200
		build_time = 182
		fort_level = 0.50
		garrison_size = 0.025
		ai_creation_factor = 79
		military_techpoints = 0.005

		extra_tech_building_start = 0.6
	}
	ca_wall_q_3 = {
		desc = ca_wall_q_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_SIEGE_EQUIPMENT = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_wall_q_2
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 250
		build_time = 182
		fort_level = 0.50
		garrison_size = 0.025
		ai_creation_factor = 78
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}
	ca_wall_q_4 = {
		desc = ca_wall_q_4_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 5
			    TECH_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_SIEGE_EQUIPMENT = 5 
				ckplus_austerity = yes }
		upgrades_from = ca_wall_q_3
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 300
		build_time = 365
		fort_level = 0.75
		garrison_size = 0.025
		ai_creation_factor = 77
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}
	ca_wall_q_5 = {
		desc = ca_wall_q_5_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_NOBLE_CUSTOMS = 7
			    TECH_SIEGE_EQUIPMENT = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_wall_q_4
		prerequisites = { ca_geb_burg_1_4 }
		gold_cost = 300
		build_time = 365
		fort_level = 0.75
		garrison_size = 0.025
		ai_creation_factor = 76
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	

	# Zusätzliche Verteidigung
	ca_wall_qual2_1 = {
		desc = ca_wall_qual2_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_SIEGE_EQUIPMENT = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 250
		build_time = 600
		fort_level = 1.0
		ai_creation_factor = 100
		military_techpoints = 0.005
		
		extra_tech_building_start = 1.0
	}
	ca_wall_qual2_2 = {
		desc = ca_wall_qual2_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_SIEGE_EQUIPMENT = 2
				ckplus_austerity = yes }
		upgrades_from = ca_wall_qual2_1
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 300
		build_time = 750
		fort_level = 1.0
		garrison_size = 0.05
		ai_creation_factor = 100
		military_techpoints = 0.005

		extra_tech_building_start = 0.6
	}
	ca_wall_qual2_3 = {
		desc = ca_wall_qual2_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_SIEGE_EQUIPMENT = 4
				ckplus_austerity = yes }
		upgrades_from = ca_wall_qual2_2
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 400
		build_time = 700
		fort_level = 1.0
		garrison_size = 0.5
		ai_creation_factor = 100
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}
	ca_wall_qual2_4 = {
		desc = ca_wall_qual2_4_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6
			    TECH_SIEGE_EQUIPMENT = 6
				ckplus_austerity = yes }
		upgrades_from = ca_wall_qual2_3
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 400
		build_time = 600
		fort_level = 1.5
		ai_creation_factor = 100
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}
	ca_wall_qual2_5 = {
		desc = ca_wall_qual2_5_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_NOBLE_CUSTOMS = 7
			    TECH_SIEGE_EQUIPMENT = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_wall_qual2_4
		prerequisites = { ca_geb_burg_1_4 }
		gold_cost = 400
		build_time = 600
		fort_level = 2
		garrison_size = 0.1
		ai_creation_factor = 100
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	
	
	#Keeps, gives levy and garrison size
	ca_keep_1 = {
		desc = ca_keep_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 547 #1.5y
		levy_size = 0.05
		garrison_size = 0.05
		ai_creation_factor = 102
		culture_techpoints = 0.005
		
		extra_tech_building_start = 0
	}
	ca_keep_2 = {
		desc = ca_keep_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_keep_1
		gold_cost = 200
		build_time = 730 #2y
		levy_size = 0.1
		garrison_size = 0.1
		ai_creation_factor = 101
		culture_techpoints = 0.005

		extra_tech_building_start = 2.0
	}
	ca_keep_3 = {
		desc = ca_keep_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_keep_2
		gold_cost = 300
		build_time = 1095 #3y
		levy_size = 0.1
		garrison_size = 0.1
		ai_creation_factor = 100
		culture_techpoints = 0.005
		
		extra_tech_building_start = 1.0
	}
	ca_keep_4 = {	
		desc = ca_keep_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_keep_3
		gold_cost = 350
		build_time = 1460 #4y
		levy_size = 0.1
		garrison_size = 0.1
		ai_creation_factor = 99
		culture_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	ca_keep_5 = {
		desc = ca_keep_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_keep_4
		gold_cost = 450
		build_time = 2190 #6y
		levy_size = 0.1
		garrison_size = 0.2
		ai_creation_factor = 98
		culture_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	ca_keep_6 = {
		desc = ca_keep_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_NOBLE_CUSTOMS = 8 
				ckplus_austerity = yes }
		upgrades_from = ca_keep_5
		gold_cost = 500
		build_time = 2190 #6y
		levy_size = 0.1
		garrison_size = 0.2
		ai_creation_factor = 97
		culture_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}
	
	# Militia barracks, gives light infantry.
	ca_militia_barracks_1 = {
		desc = ca_militia_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		gold_cost = 120
		build_time = 365
		light_infantry = 100
		ai_creation_factor = 100
		military_techpoints = 0.0025
		
		extra_tech_building_start = 0
	}
	ca_militia_barracks_2 = {
		desc = ca_militia_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_militia_barracks_1
		gold_cost = 150
		build_time = 547
		light_infantry = 130
		ai_creation_factor = 99
		military_techpoints = 0.0025

		extra_tech_building_start = 2.0
	}
	ca_militia_barracks_3 = {
		desc = ca_militia_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_militia_barracks_2
		gold_cost = 150
		build_time = 700
		light_infantry = 150
		ai_creation_factor = 98
		military_techpoints = 0.0025

		extra_tech_building_start = 0.5
	}
	ca_militia_barracks_4 = {
		desc = ca_militia_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3 
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_LIGHT_INFANTRY = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_militia_barracks_3
		gold_cost = 170
		build_time = 900
		light_infantry = 150
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}
	ca_militia_barracks_5 = {
		desc = ca_militia_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5
			    TECH_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_LIGHT_INFANTRY = 5 
				ckplus_austerity = yes }
		upgrades_from = ca_militia_barracks_4
		gold_cost = 200
		build_time = 1095
		light_infantry = 200
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}
	ca_militia_barracks_6 = {
		desc = ca_militia_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7 
			    TECH_NOBLE_CUSTOMS = 7
			    TECH_LIGHT_INFANTRY = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_militia_barracks_5
		gold_cost = 300
		build_time = 1095
		light_infantry = 300
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}

	# Bogenschießplätze
	ca_bogi_1 = {
		desc = ca_bogi_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		gold_cost = 120
		build_time = 365
		archers = 50
		ai_creation_factor = 100
		military_techpoints = 0.0025
		
		extra_tech_building_start = 0
	}
	ca_bogi_2 = {
		desc = ca_bogi_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_bogi_1
		gold_cost = 150
		build_time = 547
		archers = 80
		ai_creation_factor = 99
		military_techpoints = 0.0025

		extra_tech_building_start = 2.0
	}
	ca_bogi_3 = {
		desc = ca_bogi_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_bogi_2
		gold_cost = 150
		build_time = 700
		archers = 100
		ai_creation_factor = 98
		military_techpoints = 0.0025

		extra_tech_building_start = 0.5
	}
	ca_bogi_4 = {
		desc = ca_bogi_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3 
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_LIGHT_INFANTRY = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_bogi_3
		gold_cost = 170
		build_time = 900
		archers = 120
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}
	ca_bogi_5 = {
		desc = ca_bogi_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5
			    TECH_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_LIGHT_INFANTRY = 5 
				ckplus_austerity = yes }
		upgrades_from = ca_bogi_4
		gold_cost = 200
		build_time = 1095
		archers = 150
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}
	ca_bogi_6 = {
		desc = ca_bogi_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7 
			    TECH_NOBLE_CUSTOMS = 7
			    TECH_LIGHT_INFANTRY = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_bogi_5
		gold_cost = 300
		build_time = 1095
		archers = 175
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}
	ca_armbrust_1 = {
		desc = ca_armbrust_1_desc
	potential = {
		
		OR = {
		culture = breton
		culture = bohemian 
		culture = han
		culture_group = central_germanic
		culture_group = west_germanic
		culture_group = latin
		culture_group = iberian
		culture_group = south_slavic
		culture_group = israelite
		culture_group = magyar
		}

		
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4 
				ckplus_austerity = yes }
			prerequisites = { ca_bogi_4 }
		gold_cost = 150
		build_time = 360
		crossbowmen = 75
		ai_creation_factor = 98
		military_techpoints = 0.01

		extra_tech_building_start = 0.5
	}
	ca_armbrust_2 = {
		desc = ca_armbrust_1_desc
	potential = {
		
		OR = {
		culture = breton
		culture = bohemian 
		culture = han
		culture_group = central_germanic
		culture_group = west_germanic
		culture_group = latin
		culture_group = iberian
		culture_group = south_slavic
		culture_group = israelite
		culture_group = magyar
		}

		
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5
			    TECH_CONSTRUCTION = 5
			    TECH_POPULAR_CUSTOMS = 5
			    TECH_LIGHT_INFANTRY = 5 
				ckplus_austerity = yes }
		upgrades_from = ca_armbrust_1
		gold_cost = 170
		build_time = 500
		crossbowmen = 100
		ai_creation_factor = 98
		military_techpoints = 0.01

		extra_tech_building_start = 0.5
	}
	ca_armbrust_3 = {
		desc = ca_armbrust_1_desc
	potential = {
		
		OR = {
		culture = breton
		culture = bohemian 
		culture = han
		culture_group = central_germanic
		culture_group = west_germanic
		culture_group = latin
		culture_group = iberian
		culture_group = south_slavic
		culture_group = israelite
		culture_group = magyar
		}

		
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6
			    TECH_LIGHT_INFANTRY = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_armbrust_2
		gold_cost = 200
		build_time = 700
		crossbowmen = 125
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}
	ca_armbrust_4 = {
		desc = ca_armbrust_1_desc
	potential = {
		
		OR = {
		culture = breton
		culture = bohemian 	
		culture = han
		culture_group = central_germanic
		culture_group = west_germanic
		culture_group = latin
		culture_group = iberian
		culture_group = south_slavic
		culture_group = israelite
		culture_group = magyar
		}

		
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7 
			    TECH_POPULAR_CUSTOMS = 7
			    TECH_LIGHT_INFANTRY = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_armbrust_3
		gold_cost = 300
		build_time = 1095
		crossbowmen = 150
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}	

	# Barracks, gives heavy infantry and pikemen
	ca_barracks_1 = {
		desc = ca_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		gold_cost = 120
		build_time = 365
		heavy_infantry = 30
		pikemen = 15
		ai_creation_factor = 105
		military_techpoints = 0.005
		
		extra_tech_building_start = 0
	}
	ca_barracks_2 = {
		desc = ca_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_barracks_1
		gold_cost = 120
		build_time = 547
		heavy_infantry = 40
		pikemen = 15
		ai_creation_factor = 104
		military_techpoints = 0.005
		
		extra_tech_building_start = 1.8
	}
	ca_barracks_3 = {
		desc = ca_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_barracks_2
		gold_cost = 200
		build_time = 730
		heavy_infantry = 45
		pikemen = 20
		ai_creation_factor = 103
		military_techpoints = 0.005

		extra_tech_building_start = 3.0
	}
	ca_barracks_4 = {
		desc = ca_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_HEAVY_INFANTRY = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_barracks_3
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 50
		pikemen = 25
		ai_creation_factor = 102
		military_techpoints = 0.005

		extra_tech_building_start = 3.0
	}
	ca_barracks_5 = {
		desc = ca_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 5
			    TECH_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_HEAVY_INFANTRY = 5 
				ckplus_austerity = yes }
		upgrades_from = ca_barracks_4
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 60
		pikemen = 25
		ai_creation_factor = 101
		military_techpoints = 0.01

		extra_tech_building_start = 2.0
	}
	ca_barracks_6 = {
		desc = ca_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_NOBLE_CUSTOMS = 7
			    TECH_HEAVY_INFANTRY = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_barracks_5
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 65
		pikemen = 30
		ai_creation_factor = 100
		military_techpoints = 0.01

		extra_tech_building_start = 0.2
	}
	ca_berserker_1 = {
		desc = ca_berserker_1_desc
	potential = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic

		}
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
			prerequisites = { ca_barracks_1 }
		gold_cost = 150
		build_time = 360
		berserker = 50
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0
	}
	ca_berserker_2 = {
		desc = ca_berserker_1_desc
	potential = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic

		}

		
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_berserker_1
		gold_cost = 170
		build_time = 500
		berserker = 75
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}
	ca_berserker_3 = {
		desc = ca_berserker_1_desc
	potential = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic

		}

		
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3
			    TECH_HEAVY_INFANTRY = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_berserker_2
		gold_cost = 200
		build_time = 700
		berserker = 100
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}
	ca_berserker_4 = {
		desc = ca_berserker_1_desc
	potential = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic

		}

		
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 5
			    TECH_CONSTRUCTION = 5 
			    TECH_POPULAR_CUSTOMS = 5
			    TECH_HEAVY_INFANTRY = 5 
				ckplus_austerity = yes }
		upgrades_from = ca_berserker_3
		gold_cost = 300
		build_time = 1095
		berserker = 125
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0.5
	}	

	#Stable, gives light cavalry and some heavy cavalry
	ca_stable_1 = {
		desc = ca_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		gold_cost = 100
		build_time = 365
		light_cavalry = 35
		ai_creation_factor = 89
		military_techpoints = 0.005
		
		extra_tech_building_start = 0
	}
	ca_stable_2 = {
		desc = ca_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_stable_1
		gold_cost = 120
		build_time = 547
		light_cavalry = 45
		ai_creation_factor = 88
		military_techpoints = 0.005

		extra_tech_building_start = 0.8
	}
	ca_stable_3 = {
		desc = ca_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_stable_2
		gold_cost = 200
		build_time = 730
		light_cavalry = 55
		ai_creation_factor = 87
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	ca_stable_4 = {
		desc = ca_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_stable_3
		gold_cost = 300
		build_time = 1095
		light_cavalry = 55
		knights = 5
		ai_creation_factor = 86
		military_techpoints = 0.01

		extra_tech_building_start = 0.2
	}
	ca_stable_5 = {
		desc = ca_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6
			    TECH_CAVALRY = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_stable_4
		gold_cost = 400
		build_time = 2190
		light_cavalry = 55
		knights = 10
		ai_creation_factor = 85
		military_techpoints = 0.01

		extra_tech_building_start = 0.2
	}
	ca_stable_6 = {
		desc = ca_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_NOBLE_CUSTOMS = 8
			    TECH_CAVALRY = 8 
				ckplus_austerity = yes }
		upgrades_from = ca_stable_5
		gold_cost = 500
		build_time = 2190
		light_cavalry = 55
		knights = 20
		ai_creation_factor = 85
		military_techpoints = 0.01

		extra_tech_building_start = 0.2
	}
	
#########################################################################################
######## Culture Specific Beginning / Kulturspezifisch Anfang	
#########################################################################################	



	#Welsh and English Longbow archery range
	ca_culture_saxon_english_1 = {
		desc = ca_culture_saxon_english_1_desc
		potential = {
			
				OR = {
					culture = english
					culture = welsh
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		archers_offensive = 0.15
		archers = 60
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_saxon_english_2 = {
		desc = ca_culture_saxon_english_1_desc
		potential = {
			
				OR = {
					culture = english
					culture = welsh
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_saxon_english_1
		gold_cost = 300
		build_time = 1095
		archers_offensive = 0.15
		archers = 80
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_saxon_english_3 = {
		desc = ca_culture_saxon_english_1_desc
		potential = {
			
				OR = {
					culture = english
					culture = welsh
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_LIGHT_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_saxon_english_2
		gold_cost = 400
		build_time = 2190
		archers_offensive = 0.15
		archers = 100
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_saxon_english_4 = {
		desc = ca_culture_saxon_english_1_desc
		potential = {
			
				OR = {
					culture = english
					culture = welsh
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_saxon_english_3
		gold_cost = 500
		build_time = 2190
		archers_offensive = 0.15
		archers = 120
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	#Scottish Schiltron
	ca_culture_scottish_1 = {
		desc = ca_culture_scottish_1_desc
		potential = {
			
				OR = {
					culture = scottish
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 30
		pikemen_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_scottish_2 = {
		desc = ca_culture_scottish_1_desc
		potential = {
			
				OR = {
					culture = scottish
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_scottish_1
		gold_cost = 300
		build_time = 1095
		pikemen = 40
		pikemen_defensive = 0.15
		ai_creation_factor = 100
		military_techpoints = 0.01
	
		extra_tech_building_start = 0.8
	}
	ca_culture_scottish_3 = {
		desc = ca_culture_scottish_1_desc
		potential = {
			
				OR = {
					culture = scottish
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_scottish_2
		gold_cost = 400
		build_time = 2190
		pikemen = 60
		pikemen_defensive = 0.15
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_scottish_4 = {
		desc = ca_culture_scottish_1_desc
		potential = {
			
				OR = {
					culture = scottish
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_scottish_3
		gold_cost = 500
		build_time = 2190
		pikemen = 80
		pikemen_defensive = 0.15
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}	
	
	#Baltic tribes Heavy Infantry camps
	ca_culture_group_baltic_1 = {
		desc = ca_culture_group_baltic_1_desc
		potential = {
			
				OR = {
					culture_group = baltic
					culture_group = finno_ugric
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01

		extra_tech_building_start = 0.8
	}
	ca_culture_group_baltic_2 = {
		desc = ca_culture_group_baltic_1_desc
		potential = {
			
				OR = {
					culture_group = baltic
					culture_group = finno_ugric
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_baltic_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_baltic_3 = {
		desc = ca_culture_group_baltic_1_desc
		potential = {
			
				OR = {
					culture_group = baltic
					culture_group = finno_ugric
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_baltic_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_baltic_4 = {
		desc = ca_culture_group_baltic_1_desc
		potential = {
			
				OR = {
					culture_group = baltic
					culture_group = finno_ugric
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_baltic_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	#Altaic horse breeders (and Persian)
	ca_culture_group_altaic_1 = {
		desc = ca_culture_group_altaic_1_desc
		potential = {
				OR = {
				custom_tooltip = {
					OR = {
						culture = turkish
						culture = pecheneg
						culture = cuman
						culture = khazar
						culture = bolghar
						culture = avar
						culture = karluk
						culture = kirghiz
						culture = uyghur
						culture = mongol
						culture = khitan
					}
					text = ALTAIC_BUT_NOT_JURCHEN_TT
				}
				culture_group = iranian
				has_building = tb_culture_group_altaic_1
			}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 10
		knights = 5
		horse_archers = 10
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_altaic_2 = {
		desc = ca_culture_group_altaic_1_desc
		potential = {
				OR = {
				custom_tooltip = {
					OR = {
						culture = turkish
						culture = pecheneg
						culture = cuman
						culture = khazar
						culture = bolghar
						culture = avar
						culture = karluk
						culture = kirghiz
						culture = uyghur
						culture = mongol
						culture = khitan
					}
					text = ALTAIC_BUT_NOT_JURCHEN_TT
				}
				culture_group = iranian
				has_building = tb_culture_group_altaic_1
			}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_CAVALRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_altaic_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 15
		knights = 5
		horse_archers = 15
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_altaic_3 = {
		desc = ca_culture_group_altaic_1_desc
		potential = {
				OR = {
				custom_tooltip = {
					OR = {
						culture = turkish
						culture = pecheneg
						culture = cuman
						culture = khazar
						culture = bolghar
						culture = avar
						culture = karluk
						culture = kirghiz
						culture = uyghur
						culture = mongol
						culture = khitan
					}
					text = ALTAIC_BUT_NOT_JURCHEN_TT
				}
				culture_group = iranian
				has_building = tb_culture_group_altaic_1
			}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_altaic_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 15
		knights = 10
		horse_archers = 15
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_altaic_4 = {
		desc = ca_culture_group_altaic_1_desc
		potential = {
				OR = {
				custom_tooltip = {
					OR = {
						culture = turkish
						culture = pecheneg
						culture = cuman
						culture = khazar
						culture = bolghar
						culture = avar
						culture = karluk
						culture = kirghiz
						culture = uyghur
						culture = mongol
						culture = khitan
					}
					text = ALTAIC_BUT_NOT_JURCHEN_TT
				}
				culture_group = iranian
				has_building = tb_culture_group_altaic_1
			}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_altaic_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 20
		knights = 10
		horse_archers = 20
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	#Frankish, Occitan, Norman and German Lists (and Breton)
	ca_culture_frank_norman_german_1 = {
		desc = ca_culture_frank_norman_german_1_desc
		potential = {
			
				OR = {
					culture = frankish
					culture = occitan
					culture = norman
					culture = german
					culture = breton
					culture = outremer
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		knights = 15
		knights_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_frank_norman_german_2 = {
		desc = ca_culture_frank_norman_german_1_desc
		potential = {
			
				OR = {
					culture = frankish
					culture = occitan
					culture = norman
					culture = german
					culture = breton
					culture = outremer
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_CAVALRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_frank_norman_german_1
		gold_cost = 300
		build_time = 1095
		knights = 20
		knights_offensive = 0.15
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_frank_norman_german_3 = {
		desc = ca_culture_frank_norman_german_1_desc
		potential = {
			
				OR = {
					culture = frankish
					culture = occitan
					culture = norman
					culture = german
					culture = breton
					culture = outremer
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_frank_norman_german_2
		gold_cost = 400
		build_time = 2190
		knights = 25
		knights_offensive = 0.15
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_frank_norman_german_4 = {
		desc = ca_culture_frank_norman_german_1_desc
		potential = {
			
				OR = {
					culture = frankish
					culture = occitan
					culture = norman
					culture = german
					culture = breton
					culture = outremer
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_frank_norman_german_3
		gold_cost = 500
		build_time = 2190
		knights = 30
		knights_offensive = 0.15
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}	
	
	#Iberian Fast horse breeders
	ca_culture_group_iberian_1 = {
		desc = ca_culture_group_iberian_1_desc
		potential = {
			culture_group = iberian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 30
		light_cavalry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_iberian_2 = {
		desc = ca_culture_group_iberian_1_desc
		potential = {
			culture_group = iberian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_CAVALRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_iberian_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 40
		light_cavalry_offensive = 0.15
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_iberian_3 = {
		desc = ca_culture_group_iberian_1_desc
		potential = {
			culture_group = iberian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_iberian_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 50
		light_cavalry_offensive = 0.15
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_iberian_4 = {
		desc = ca_culture_group_iberian_1_desc
		potential = {
			 culture_group = iberian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_iberian_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 60
		light_cavalry_offensive = 0.15
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	#Italian Pike formations
	ca_culture_italian_1 = {
		desc = ca_culture_italian_1_desc
		potential = {
			
			OR = {
					culture = italian
					culture = dalmatian
				} 

		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 30
		pikemen_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_italian_2 = {
		desc = ca_culture_italian_1_desc
		potential = {
			
			OR = {
					culture = italian
					culture = dalmatian
				}  

		
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_italian_1
		gold_cost = 300
		build_time = 1095
		pikemen = 40
		pikemen_morale = 0.15
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_italian_3 = {
		desc = ca_culture_italian_1_desc
		potential = {
			
 				OR = {
					culture = italian
					culture = dalmatian
				} 

		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_italian_2
		gold_cost = 400
		build_time = 2190
		pikemen = 50
		pikemen_morale = 0.15
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_italian_4 = {
		desc = ca_culture_italian_1_desc
		potential = {
			
				OR = {
					culture = italian
					culture = dalmatian
				} 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_italian_3
		gold_cost = 500
		build_time = 2190
		pikemen = 60
		pikemen_morale = 0.15
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	#Russian Armories
	ca_culture_russian_1 = {
		desc = ca_culture_russian_1_desc
		potential = {
			 culture_group = east_slavic
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_russian_2 = {
		desc = ca_culture_russian_1_desc
		potential = {
			culture_group = east_slavic
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_russian_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_russian_3 = {
		desc = ca_culture_russian_1_desc
		potential = {
			culture_group = east_slavic
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_russian_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_russian_4 = {
		desc = ca_culture_russian_1_desc
		potential = {
			 culture_group = east_slavic
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_russian_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	# Scandinavian Housecarls (and Saxon)
	ca_culture_group_north_germanic_1 = {
		desc = ca_culture_group_north_germanic_1_desc
		potential = {
				OR = {
				culture_group = north_germanic
				culture = saxon
				culture = old_saxon
				culture = frisian			
					}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_north_germanic_2 = {
		desc = ca_culture_group_north_germanic_1_desc
		potential = {
			
				OR = {
				culture_group = north_germanic
				culture = saxon
				culture = old_saxon
				culture = frisian	}
		
				}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_north_germanic_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_north_germanic_3 = {
		desc = ca_culture_group_north_germanic_1_desc
		potential = {
	
				OR = {
				culture_group = north_germanic
				culture = saxon
				culture = old_saxon
				culture = frisian		
				}
	
		   	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_north_germanic_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_north_germanic_4 = {
		desc = ca_culture_group_north_germanic_1_desc
		potential = {
				
			OR = {		
			culture_group = north_germanic	
			culture = saxon
			culture = old_saxon
			culture = frisian		
			}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_north_germanic_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	# Hungarian Hussars (and West Slavic)
	ca_culture_hungarian_1 = {
		desc = ca_culture_hungarian_1_desc
		potential = {
			
				OR = {
					culture = hungarian
					culture_group = west_slavic
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 30
		light_cavalry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_hungarian_2 = {
		desc = ca_culture_hungarian_1_desc
		potential = {
			
				OR = {
					culture = hungarian
					culture_group = west_slavic
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_CAVALRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_hungarian_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 40
		light_cavalry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_hungarian_3 = {
		desc = ca_culture_hungarian_1_desc
		potential = {
			 
				OR = {
					culture = hungarian
					culture_group = west_slavic
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_hungarian_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 50
		light_cavalry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_hungarian_4 = {
		desc = ca_culture_hungarian_1_desc
		potential = {
			
				OR = {
					culture = hungarian
					culture_group = west_slavic
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_hungarian_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 60
		light_cavalry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
		# Arabian Camel Cavalry
	ca_culture_group_arabic_1 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			 culture_group = arabic 
			NOT = { culture = andalusian_arabic }
			NOT = { culture = maghreb_arabic }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		camel_cavalry = 30
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_arabic_2 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			 culture_group = arabic 
			NOT = { culture = andalusian_arabic }
			NOT = { culture = maghreb_arabic }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_CAVALRY = 1
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_arabic_1
		gold_cost = 300
		build_time = 1095
		camel_cavalry = 40
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_arabic_3 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			 culture_group = arabic 
			NOT = { culture = andalusian_arabic }
			NOT = { culture = maghreb_arabic }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_arabic_2
		gold_cost = 400
		build_time = 2190
		camel_cavalry = 50
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_arabic_4 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			 culture_group = arabic 
			NOT = { culture = andalusian_arabic }
			NOT = { culture = maghreb_arabic }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_arabic_3
		gold_cost = 500
		build_time = 2190
		camel_cavalry = 60
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	
	# Byzantine Cataphracts
	ca_culture_group_byzantine_1 = {
		desc = ca_culture_group_byzantine_1_desc
		potential = {
			 culture_group = byzantine 
			 NOT = { culture = coptic }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		knights = 10
		horse_archers = 10
		knights_offensive = 0.075
		horse_archers_offensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_byzantine_2 = {
		desc = ca_culture_group_byzantine_1_desc
		potential = {
			 culture_group = byzantine 
			 NOT = { culture = coptic }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_CAVALRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_byzantine_1
		gold_cost = 300
		build_time = 1095
		knights = 15
		horse_archers = 10
		knights_offensive = 0.075
		horse_archers_offensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_byzantine_3 = {
		desc = ca_culture_group_byzantine_1_desc
		potential = {
			culture_group = byzantine 
			NOT = { culture = coptic }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_byzantine_2
		gold_cost = 400
		build_time = 2190
		knights = 15
		horse_archers = 20
		knights_offensive = 0.075
		horse_archers_offensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_byzantine_4 = {
		desc = ca_culture_group_byzantine_1_desc
		potential = {
			 culture_group = byzantine 
			 NOT = { culture = coptic }
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_byzantine_3
		gold_cost = 500
		build_time = 2190
		knights = 20
		horse_archers = 20
		knights_offensive = 0.075
		horse_archers_offensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	# Irish Gallowglass
	ca_culture_irish_1 = {
		desc = ca_culture_irish_1_desc
		potential = {
			culture = irish 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_irish_2 = {
		desc = ca_culture_irish_1_desc
		potential = {
			 culture = irish 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_irish_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_irish_3 = {
		desc = ca_culture_irish_1_desc
		potential = {
			culture = irish 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_irish_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_irish_4 = {
		desc = ca_culture_irish_1_desc
		potential = {
			 culture = irish 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_irish_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	# Ethiopian Light Infantry Drilling Ground
	ca_culture_ethiopian_1 = {
		desc = ca_culture_ethiopian_1_desc
		potential = {
			 culture = ethiopian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_infantry = 60
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_ethiopian_2 = {
		desc = ca_culture_ethiopian_1_desc
		potential = {
			 culture = ethiopian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_ethiopian_1
		gold_cost = 300
		build_time = 1095
		light_infantry = 80
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_ethiopian_3 = {
		desc = ca_culture_ethiopian_1_desc
		potential = {
			 culture = ethiopian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_LIGHT_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_ethiopian_2
		gold_cost = 400
		build_time = 2190
		light_infantry = 100
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_ethiopian_4 = {
		desc = ca_culture_ethiopian_1_desc
		potential = {
			 culture = ethiopian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_ethiopian_3
		gold_cost = 500
		build_time = 2190
		light_infantry = 120
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	# West African Free Warrior Lodge
	ca_culture_west_african_1 = {
		desc = ca_culture_west_african_1_desc
		potential = {
			OR = {
				culture_group = west_african
				culture_group = central_african
				culture = daju
				}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_infantry = 30
		archers = 30
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_west_african_2 = {
		desc = ca_culture_west_african_1_desc
		potential = {
			OR = {
				culture_group = west_african
				culture_group = central_african
				culture = daju
				}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_west_african_1
		gold_cost = 300
		build_time = 1095
		light_infantry = 40
		archers = 40
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_west_african_3 = {
		desc = ca_culture_west_african_1_desc
		potential = {
			 OR = {
				culture_group = west_african
				culture_group = central_african
				culture = daju
				}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_LIGHT_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_west_african_2
		gold_cost = 400
		build_time = 2190
		light_infantry = 50
		archers = 50
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_west_african_4 = {
		desc = ca_culture_west_african_1_desc
		potential = {
			OR = {
				culture_group = west_african
				culture_group = central_african
				culture = daju
				}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_west_african_3
		gold_cost = 500
		build_time = 2190
		light_infantry = 60
		archers = 60
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	# South Slavic Cavalry
	ca_culture_group_south_slavic_1 = {
		desc = ca_culture_group_south_slavic_1_desc
		potential = {
			 culture_group = south_slavic 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		knights = 5
		light_cavalry = 20
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_south_slavic_2 = {
		desc = ca_culture_group_south_slavic_1_desc
		potential = {
			 culture_group = south_slavic 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_CAVALRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_south_slavic_1
		gold_cost = 300
		build_time = 1095
		knights = 10
		light_cavalry = 20
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_south_slavic_3 = {
		desc = ca_culture_group_south_slavic_1_desc
		potential = {
			 culture_group = south_slavic 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_south_slavic_2
		gold_cost = 400
		build_time = 2190
		knights = 15
		light_cavalry = 20
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_south_slavic_4 = {
		desc = ca_culture_group_south_slavic_1_desc
		potential = {
			 culture_group = south_slavic 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_group_south_slavic_3
		gold_cost = 500
		build_time = 2190
		knights = 15
		light_cavalry = 30
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	# Dutch Urban Militia
	ca_culture_dutch_1 = {
		desc = ca_culture_dutch_1_desc
		potential = {
			 culture = dutch 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 15
		light_infantry = 30
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dutch_2 = {
		desc = ca_culture_dutch_1_desc
		potential = {
			 culture = dutch 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_dutch_1
		gold_cost = 300
		build_time = 1095
		pikemen = 20
		light_infantry = 40
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dutch_3 = {
		desc = ca_culture_dutch_1_desc
		potential = {
			 culture = dutch 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_LIGHT_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_dutch_2
		gold_cost = 400
		build_time = 2190
		pikemen = 25
		light_infantry = 50
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dutch_4 = {
		desc = ca_culture_dutch_1_desc
		potential = {
			 culture = dutch 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_dutch_3
		gold_cost = 500
		build_time = 2190
		pikemen = 30
		light_infantry = 60
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	# Aztec Jaguar Warriors
	ca_culture_nahuatl_1 = {
		desc = ca_culture_nahuatl_1_desc
		potential = {
			 culture = nahuatl 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nahuatl_2 = {
		desc = ca_culture_nahuatl_1_desc
		potential = {
			culture = nahuatl 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_nahuatl_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nahuatl_3 = {
		desc = ca_culture_nahuatl_1_desc
		potential = {
			culture = nahuatl 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_nahuatl_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nahuatl_4 = {
		desc = ca_culture_nahuatl_1_desc
		potential = {
			 culture = nahuatl 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_nahuatl_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	# Jewish Heavy Infantry
	ca_culture_jewish_1 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			
				religion_group = jewish_group
				culture_group = israelite
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_jewish_2 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			
				religion_group = jewish_group
				culture_group = israelite
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_jewish_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_jewish_3 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			
				religion_group = jewish_group
				culture_group = israelite
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_jewish_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_jewish_4 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			
				religion_group = jewish_group
				culture_group = israelite
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_jewish_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	# Indian war elephant pens
	ca_culture_indian_1 = {
		desc = ca_culture_indian_1_desc
		potential = {
			
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		war_elephants = 6
		war_elephants_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_indian_2 = {
		desc = ca_culture_indian_2_desc
		potential = {
			
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_indian_1
		gold_cost = 300
		build_time = 1095
		war_elephants = 10
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_indian_3 = {
		desc = ca_culture_indian_3_desc
		potential = {
			
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_indian_2
		gold_cost = 400
		build_time = 2190
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_indian_4 = {
		desc = ca_culture_indian_4_desc
		potential = {
			
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_indian_3
		gold_cost = 500
		build_time = 2190
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	# Somali Light Infantry Barracks
	ca_culture_somali_1 = {
		desc = ca_culture_somali_1_desc
		potential = {
			culture = somali 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_infantry = 60
		light_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_somali_2 = {
		desc = ca_culture_somali_1_desc
		potential = {
			 culture = somali 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_somali_1
		gold_cost = 300
		build_time = 1095
		light_infantry = 80
		light_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_somali_3 = {
		desc = ca_culture_somali_1_desc
		potential = {
			 culture = somali 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_LIGHT_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_somali_2
		gold_cost = 400
		build_time = 2190
		light_infantry = 100
		light_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_somali_4 = {
		desc = ca_culture_somali_1_desc
		potential = {
			 culture = somali 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_somali_3
		gold_cost = 500
		build_time = 2190
		light_infantry = 120
		light_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
# Nubian warrior barracks
	ca_culture_nubian_1 = {
		desc = ca_culture_nubian_1_desc
		potential = {
			 culture = nubian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 10
		light_infantry = 20
		archers = 20
		archers_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nubian_2 = {
		desc = ca_culture_nubian_1_desc
		potential = {
			culture = nubian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_nubian_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 15
		light_infantry = 25
		archers = 25
		archers_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nubian_3 = {
		desc = ca_culture_nubian_1_desc
		potential = {
			culture = nubian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_LIGHT_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_nubian_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 15
		light_infantry = 30
		archers = 30
		archers_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01

		extra_tech_building_start = 0.8
	}
	ca_culture_nubian_4 = {
		desc = ca_culture_nubian_1_desc
		potential = {
			 culture = nubian 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_nubian_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 20
		light_infantry = 40
		archers = 40
		archers_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	# Germanic Heavy Infantry Barracks
	ca_culture_germanic_1 = {
		desc = ca_culture_germanic_1_desc
		potential = {
			
				OR = {
					culture = lombard
					culture = old_frankish
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_germanic_2 = {
		desc = ca_culture_germanic_1_desc
		potential = {
			
				OR = {
					culture = lombard
					culture = old_frankish
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_germanic_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_germanic_3 = {
		desc = ca_culture_germanic_1_desc
		potential = {
			
				OR = {
					culture = lombard
					culture = old_frankish
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_germanic_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_germanic_4 = {
		desc = ca_culture_germanic_1_desc
		potential = {
			
				OR = {
					culture = lombard
					culture = old_frankish
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_germanic_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	# Pictish Hall of War
	ca_culture_pictish_1 = {
		desc = ca_culture_pictish_1_desc
		potential = {
			culture = pictish 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_infantry = 30
		heavy_infantry = 15
		light_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_pictish_2 = {
		desc = ca_culture_pictish_1_desc
		potential = {
			culture = pictish 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_pictish_1
		gold_cost = 300
		build_time = 1095
		light_infantry = 40
		heavy_infantry = 20
		light_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_pictish_3 = {
		desc = ca_culture_pictish_1_desc
		potential = {
			culture = pictish 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_LIGHT_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_pictish_2
		gold_cost = 400
		build_time = 2190
		light_infantry = 50
		heavy_infantry = 25
		light_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_pictish_4 = {
		desc = ca_culture_pictish_1_desc
		potential = {
			 culture = pictish 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_pictish_3
		gold_cost = 500
		build_time = 2190
		light_infantry = 60
		heavy_infantry = 30
		light_infantry_morale = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	# Suebi free warriors
	ca_culture_suebi_1 = {
		desc = ca_culture_suebi_1_desc
		potential = {
			 culture = suebi 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 15
		light_infantry = 30
		light_infantry_morale = 0.075
		pikemen_morale = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_suebi_2 = {
		desc = ca_culture_suebi_1_desc
		potential = {
			 culture = suebi 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_suebi_1
		gold_cost = 300
		build_time = 1095
		pikemen = 20
		light_infantry = 40
		light_infantry_morale = 0.075
		pikemen_morale = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_suebi_3 = {
		desc = ca_culture_suebi_1_desc
		potential = {
			 culture = suebi 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_LIGHT_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_suebi_2
		gold_cost = 400
		build_time = 2190
		pikemen = 25
		light_infantry = 50
		light_infantry_morale = 0.075
		pikemen_morale = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_suebi_4 = {
		desc = ca_culture_suebi_1_desc
		potential = {
			 culture = suebi 
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_suebi_3
		gold_cost = 500
		build_time = 2190
		pikemen = 30
		light_infantry = 60
		light_infantry_morale = 0.075
		pikemen_morale = 0.075
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	# Moorish Cavalry Barracks
	ca_culture_moors_1 = {
		desc = ca_culture_moors_1_desc
		potential = {
			
				OR = {
					culture = andalusian_arabic
					culture = maghreb_arabic
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 15
		horse_archers = 15
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_moors_2 = {
		desc = ca_culture_moors_1_desc
		potential = {
			
				OR = {
					culture = andalusian_arabic
					culture = maghreb_arabic
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_CAVALRY = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_moors_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 20
		horse_archers = 20
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_moors_3 = {
		desc = ca_culture_moors_1_desc
		potential = {
			
				OR = {
					culture = andalusian_arabic
					culture = maghreb_arabic
				}
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_moors_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 25
		horse_archers = 25
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_moors_4 = {
		desc = ca_culture_moors_1_desc
		potential = {
		
				OR = {
					culture = andalusian_arabic
					culture = maghreb_arabic
				}
		
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_moors_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 30
		horse_archers = 30
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 98
		military_techpoints = 0.01

		extra_tech_building_start = 0.8
	}
	
	#Han Crossbow Range
	ca_culture_chinese_han_1 = {
		desc = ca_culture_chinese_han_1_desc
		potential = {
			
				culture = han
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		crossbowmen_offensive = 0.15
		crossbowmen = 75
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_chinese_han_2 = {
		desc = ca_culture_chinese_han_1_desc
		potential = {
			
				culture = han
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1
				ckplus_austerity = yes }
		upgrades_from = ca_culture_chinese_han_1
		gold_cost = 300
		build_time = 1095
		crossbowmen_offensive = 0.15
		crossbowmen = 100
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_chinese_han_3 = {
		desc = ca_culture_chinese_han_1_desc
		potential = {
			
				culture = han
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_LIGHT_INFANTRY = 2
				ckplus_austerity = yes }
		upgrades_from = ca_culture_chinese_han_2
		gold_cost = 400
		build_time = 2190
		crossbowmen_offensive = 0.15
		crossbowmen = 120
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_chinese_han_4 = {
		desc = ca_culture_chinese_han_1_desc
		potential = {
			
				culture = han
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4
				ckplus_austerity = yes }
		upgrades_from = ca_culture_chinese_han_3
		gold_cost = 500
		build_time = 2190
		crossbowmen_offensive = 0.15
		crossbowmen = 150
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	#Jurchen Cavalry Barracks
	ca_culture_altaic_jurchen_1 = {
		desc = ca_culture_altaic_jurchen_1_desc
		potential = {
		
				culture = jurchen
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_CAVALRY = 0
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 15
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_altaic_jurchen_2 = {
		desc = ca_culture_altaic_jurchen_1_desc
		potential = {
			
				culture = jurchen
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_CAVALRY = 1
				ckplus_austerity = yes }
		upgrades_from = ca_culture_altaic_jurchen_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 20
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_altaic_jurchen_3 = {
		desc = ca_culture_altaic_jurchen_1_desc
		potential = {
			
				culture = jurchen
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_CAVALRY = 2
				ckplus_austerity = yes }
		upgrades_from = ca_culture_altaic_jurchen_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 25
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_altaic_jurchen_4 = {
		desc = ca_culture_altaic_jurchen_1_desc
		potential = {
			
				culture = jurchen
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_CAVALRY = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_culture_altaic_jurchen_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 30
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	#Tibetan Culture Group
	ca_culture_tibetan_1 = {
		desc = ca_culture_tibetan_desc
		potential = {
			
				culture_group = tibetan_group
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
				TECH_LIGHT_INFANTRY = 0
			    TECH_CAVALRY = 0
				ckplus_austerity = yes }
		gold_cost = 200
		build_time = 730
		
		light_cavalry = 10
		light_infantry = 50
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1
		
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_tibetan_2 = {
		desc = ca_culture_tibetan_desc
		potential = {
			
				culture_group = tibetan_group
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
				TECH_LIGHT_INFANTRY = 1
			    TECH_CAVALRY = 1
				ckplus_austerity = yes }
		upgrades_from = ca_culture_tibetan_1
		gold_cost = 300
		build_time = 1095
		
		light_cavalry = 15
		light_infantry = 65
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1
		
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_tibetan_3 = {
		desc = ca_culture_tibetan_desc
		potential = {
			
				culture_group = tibetan_group
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
				TECH_LIGHT_INFANTRY = 2
			    TECH_CAVALRY = 2
				ckplus_austerity = yes }
		upgrades_from = ca_culture_tibetan_2
		gold_cost = 400
		build_time = 2190
		
		light_cavalry = 20
		light_infantry = 80
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1
		
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_tibetan_4 = {
		desc = ca_culture_tibetan_desc
		potential = {
			
				culture_group = tibetan_group
			
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
				TECH_LIGHT_INFANTRY = 4
			    TECH_CAVALRY = 4
				ckplus_austerity = yes }
		upgrades_from = ca_culture_tibetan_3
		gold_cost = 500
		build_time = 2190
		
		light_cavalry = 25
		light_infantry = 95
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1
		
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	
	ca_government_monastery_1 = {
		desc = ca_government_monastery_1_desc
		potential = {
			FROM = { 
				government = theocratic_feudal_government
			}
		}
		trigger = {
			TECH_TEMPLE_CONSTRUCTION = 0
			TECH_CONSTRUCTION = 0
			TECH_RELIGIOUS_CUSTOMS = 0
			TECH_LIGHT_INFANTRY = 0
			ckplus_austerity = yes 
		}
		gold_cost = 150
		build_time = 547
		levy_size = 0.05
		garrison_size = 0.05
		tech_growth_modifier = 0.025
		culture_techpoints = 0.01
		ai_creation_factor = 96
		add_number_to_name = no
		liege_piety = 0.05

		extra_tech_building_start = 0.2
	}
	ca_government_monastery_2 = {
		desc = ca_government_monastery_1_desc
		potential = {
			FROM = { 
				government = theocratic_feudal_government
			}
		}
		trigger = {
			TECH_TEMPLE_CONSTRUCTION = 1
			TECH_CONSTRUCTION = 1
			TECH_RELIGIOUS_CUSTOMS = 1
			TECH_LIGHT_INFANTRY = 1
			ckplus_austerity = yes 
		}
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_government_monastery_1
		gold_cost = 200
		build_time = 730
		levy_size = 0.05
		garrison_size = 0.05
		tech_growth_modifier = 0.05
		culture_techpoints = 0.02
		ai_creation_factor = 95
		add_number_to_name = no
		liege_piety = 0.05
		
		extra_tech_building_start = 0.2
	} 
	ca_government_monastery_3 = {
		desc = ca_government_monastery_1_desc
		potential = {
			FROM = { 
				government = theocratic_feudal_government
			}
		}
		trigger = {
			TECH_TEMPLE_CONSTRUCTION = 2
			TECH_CONSTRUCTION = 2
			TECH_RELIGIOUS_CUSTOMS = 2
			TECH_LIGHT_INFANTRY = 2
			ckplus_austerity = yes 
		}
		upgrades_from = ca_government_monastery_2
		gold_cost = 300
		build_time = 1095
		levy_size = 0.05
		garrison_size = 0.05
		tech_growth_modifier = 0.075
		culture_techpoints = 0.03
		ai_creation_factor = 94
		add_number_to_name = no
		liege_piety = 0.05

		extra_tech_building_start = 0.2
	} 
	ca_government_monastery_4 = {
		desc = ca_government_monastery_1_desc
		potential = {
			FROM = { 
				government = theocratic_feudal_government
			}
		}
		trigger = {
			TECH_TEMPLE_CONSTRUCTION = 4
			TECH_CONSTRUCTION = 4
			TECH_RELIGIOUS_CUSTOMS = 4
			TECH_LIGHT_INFANTRY = 4
			ckplus_austerity = yes 
		}
		upgrades_from = ca_government_monastery_3
		gold_cost = 400
		build_time = 1460
		levy_size = 0.05
		garrison_size = 0.05
		tech_growth_modifier = 0.1
		culture_techpoints = 0.04
		ai_creation_factor = 93
		add_number_to_name = no
		liege_piety = 0.05

		extra_tech_building_start = 0.2
	}
	#Roman Heavy Infantry camps
	ca_culture_roman_1 = {
		desc = ca_culture_roman_1_desc
		potential = {

				culture = roman
			
		}

		trigger = { 
				TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1
				ckplus_austerity = yes

		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 30
		pikemen_defensive = 0.07
		pikemen_offensive = 0.07
		ai_creation_factor = 101
		military_techpoints = 0.01

		extra_tech_building_start = 0.8
	}
	ca_culture_roman_2 = {
		desc = ca_culture_roman_1_desc
		potential = {

				culture = roman
			
		}

		trigger = { 
				TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2
				ckplus_austerity = yes

		}
		upgrades_from = ca_culture_roman_1
		gold_cost = 300
		build_time = 1095
		pikemen = 40
		pikemen_defensive = 0.07
		pikemen_offensive = 0.07
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_roman_3 = {
		desc = ca_culture_roman_1_desc
		potential = {
				culture = roman
			
		}

		trigger = { 
				TECH_CASTLE_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_HEAVY_INFANTRY = 3
				ckplus_austerity = yes

		}
		upgrades_from = ca_culture_roman_2
		gold_cost = 400
		build_time = 2190
		pikemen = 50
		pikemen_defensive = 0.07
		pikemen_offensive = 0.07
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_roman_4 = {
		desc = ca_culture_roman_1_desc
		potential = {
				culture = roman
		}		
		trigger = { 
				TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1
				ckplus_austerity = yes

		}
		upgrades_from = ca_culture_roman_3
		gold_cost = 500
		build_time = 2190
		pikemen = 60
		pikemen_defensive = 0.07
		pikemen_offensive = 0.07
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_coptic_1 = {
		desc = ca_culture_coptic_1_desc
		potential = {
				culture = coptic
				
		}
		trigger = { 
				TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1
				ckplus_austerity = yes

		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 30
		pikemen_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_coptic_2 = {
		desc = ca_culture_coptic_1_desc
		potential = {
				culture = coptic	
		}
		trigger = { 
				TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2
				ckplus_austerity = yes

		}
		upgrades_from = ca_culture_coptic_1
		gold_cost = 300
		build_time = 1095
		pikemen = 40
		pikemen_defensive = 0.15
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_coptic_3 = {
		desc = ca_culture_coptic_1_desc
		potential = {
				culture = coptic
		}

		trigger = { 
				TECH_CASTLE_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_HEAVY_INFANTRY = 3
				ckplus_austerity = yes

		}
		upgrades_from = ca_culture_coptic_2
		gold_cost = 400
		build_time = 2190
		pikemen = 60
		pikemen_defensive = 0.15
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_coptic_4 = {
		desc = ca_culture_coptic_1_desc
		potential = {
				culture = coptic
		}

		trigger = { 
				TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4
				ckplus_austerity = yes

		}
		upgrades_from = ca_culture_coptic_3
		gold_cost = 500
		build_time = 2190
		pikemen = 80
		pikemen_defensive = 0.15
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	# Animal Farm
	ca_culture_animal_1 = {
		desc = ca_culture_animal_desc
		potential = {
			OR = { 
				culture_group = horse_group 
				culture_group = cat_group 
				culture_group = bear_group 
				culture_group = hedgehog_group 
				culture_group = duck_group 
				culture_group = dog_group 
				culture_group = elephant_group 
				culture_group = dragon_group 
				has_building = ca_culture_animal_1
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = { 
					culture_group = horse_group 
					culture_group = cat_group 
					culture_group = bear_group 
					culture_group = hedgehog_group 
					culture_group = duck_group 
					culture_group = dog_group 
					culture_group = elephant_group 
					culture_group = dragon_group 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1
			TECH_CONSTRUCTION = 1
			TECH_NOBLE_CUSTOMS = 1
			TECH_HEAVY_INFANTRY = 1
			ckplus_austerity = yes
			ROOT = {
				OR = { 
					culture_group = horse_group 
					culture_group = cat_group 
					culture_group = bear_group 
					culture_group = hedgehog_group 
					culture_group = duck_group 
					culture_group = dog_group 
					culture_group = elephant_group 
					culture_group = dragon_group 
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_animal_2 = {
		desc = ca_culture_animal_desc
		potential = {
			OR = { 
				culture_group = horse_group 
				culture_group = cat_group 
				culture_group = bear_group 
				culture_group = hedgehog_group 
				culture_group = duck_group 
				culture_group = dog_group 
				culture_group = elephant_group 
				culture_group = dragon_group 
				has_building = ca_culture_animal_1
				has_building = ca_culture_animal_2
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = { 
					culture_group = horse_group 
					culture_group = cat_group 
					culture_group = bear_group 
					culture_group = hedgehog_group 
					culture_group = duck_group 
					culture_group = dog_group 
					culture_group = elephant_group 
					culture_group = dragon_group 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2
			TECH_CONSTRUCTION = 2
			TECH_NOBLE_CUSTOMS = 2
			TECH_HEAVY_INFANTRY = 2
			ckplus_austerity = yes
			ROOT = {
				OR = { 
					culture_group = horse_group 
					culture_group = cat_group 
					culture_group = bear_group 
					culture_group = hedgehog_group 
					culture_group = duck_group 
					culture_group = dog_group 
					culture_group = elephant_group 
					culture_group = dragon_group 
				}
			}
		}
		upgrades_from = ca_culture_animal_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_animal_3 = {
		desc = ca_culture_animal_desc
		potential = {
			OR = { 
				culture_group = horse_group 
				culture_group = cat_group 
				culture_group = bear_group 
				culture_group = hedgehog_group 
				culture_group = duck_group 
				culture_group = dog_group 
				culture_group = elephant_group 
				culture_group = dragon_group 
				has_building = ca_culture_animal_1
				has_building = ca_culture_animal_2
				has_building = ca_culture_animal_3
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = { 
					culture_group = horse_group 
					culture_group = cat_group 
					culture_group = bear_group 
					culture_group = hedgehog_group 
					culture_group = duck_group 
					culture_group = dog_group 
					culture_group = elephant_group 
					culture_group = dragon_group 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 3
			TECH_CONSTRUCTION = 3
			TECH_NOBLE_CUSTOMS = 3
			TECH_HEAVY_INFANTRY = 3
			ckplus_austerity = yes
			ROOT = {
				OR = { 
					culture_group = horse_group 
					culture_group = cat_group 
					culture_group = bear_group 
					culture_group = hedgehog_group 
					culture_group = duck_group 
					culture_group = dog_group 
					culture_group = elephant_group 
					culture_group = dragon_group 
				}
			}
		}
		upgrades_from = ca_culture_animal_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_animal_4 = {
		desc = ca_culture_animal_desc
		potential = {
			OR = { 
				culture_group = horse_group 
				culture_group = cat_group 
				culture_group = bear_group 
				culture_group = hedgehog_group 
				culture_group = duck_group 
				culture_group = dog_group 
				culture_group = elephant_group 
				culture_group = dragon_group 
				has_building = ca_culture_animal_1
				has_building = ca_culture_animal_2
				has_building = ca_culture_animal_3
				has_building = ca_culture_animal_4
			}
		}
		is_active_trigger = {
			ROOT = {
				OR = { 
					culture_group = horse_group 
					culture_group = cat_group 
					culture_group = bear_group 
					culture_group = hedgehog_group 
					culture_group = duck_group 
					culture_group = dog_group 
					culture_group = elephant_group 
					culture_group = dragon_group 
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			TECH_CONSTRUCTION = 4
			TECH_NOBLE_CUSTOMS = 4
			TECH_HEAVY_INFANTRY = 4
			ckplus_austerity = yes
			ROOT = {
				OR = { 
					culture_group = horse_group 
					culture_group = cat_group 
					culture_group = bear_group 
					culture_group = hedgehog_group 
					culture_group = duck_group 
					culture_group = dog_group 
					culture_group = elephant_group 
					culture_group = dragon_group 
				}
			}
		}
		upgrades_from = ca_culture_animal_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	# Arberian cavalry
	ca_culture_arberian_1 = {
		desc = ca_culture_arberian_1_desc
		potential = {
				culture = arberian
		}

		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			TECH_CONSTRUCTION = 1
			TECH_NOBLE_CUSTOMS = 1
			TECH_CAVALRY = 1
			ckplus_austerity = yes
			
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 30
		light_cavalry_defensive = 0.10
		light_cavalry_offensive = 0.10
		ai_creation_factor = 101
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_arberian_2 = {
		desc = ca_culture_arberian_1_desc
		potential = {
				culture = arberian
		}
		
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			TECH_CONSTRUCTION = 2
			TECH_NOBLE_CUSTOMS = 2
			TECH_CAVALRY = 2
			ckplus_austerity = yes
		}
		upgrades_from = ca_culture_arberian_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 40
		light_cavalry_defensive = 0.10
		light_cavalry_offensive = 0.10
		ai_creation_factor = 100
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_arberian_3 = {
		desc = ca_culture_arberian_1_desc
		potential = {
				culture = arberian
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 3
			TECH_CONSTRUCTION = 3
			TECH_NOBLE_CUSTOMS = 3
			TECH_CAVALRY = 3
			ckplus_austerity = yes
		}
		upgrades_from = ca_culture_arberian_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 50
		light_cavalry_defensive = 0.10
		light_cavalry_offensive = 0.10
		ai_creation_factor = 99
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}
	ca_culture_arberian_4 = {
		desc = ca_culture_arberian_1_desc
		potential = {
				culture = arberian
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			TECH_CONSTRUCTION = 1
			TECH_NOBLE_CUSTOMS = 1
			TECH_CAVALRY = 1
			ckplus_austerity = yes
		}
		upgrades_from = ca_culture_arberian_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 60
		light_cavalry_defensive = 0.10
		light_cavalry_offensive = 0.10
		ai_creation_factor = 98
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.8
	}

	# Sardinian Birrudo
	ca_culture_sardinian_1 = {
		desc = ca_culture_sardinian_1_desc
		potential = {
				culture = sardinian
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			TECH_CONSTRUCTION = 1
			TECH_NOBLE_CUSTOMS = 1
			TECH_HEAVY_INFANTRY = 1
			ckplus_austerity = yes
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 15
		archers = 15
		pikemen_defensive = 0.10
		archers_defensive = 0.10
		ai_creation_factor = 101
		military_techpoints = 0.01

		extra_tech_building_start = 0.8
	}
	ca_culture_sardinian_2 = {
		desc = ca_culture_sardinian_1_desc
		potential = {
				culture = sardinian
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			TECH_CONSTRUCTION = 2
			TECH_NOBLE_CUSTOMS = 2
			TECH_HEAVY_INFANTRY = 2
			ckplus_austerity = yes
		}
		upgrades_from = ca_culture_sardinian_1
		gold_cost = 300
		build_time = 1095
		pikemen = 20
		archers = 20
		pikemen_defensive = 0.10
		archers_defensive = 0.10
		ai_creation_factor = 100
		military_techpoints = 0.01

		extra_tech_building_start = 0.8
	}
	ca_culture_sardinian_3 = {
		desc = ca_culture_sardinian_1_desc
		potential = {
				culture = sardinian
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 3
			TECH_CONSTRUCTION = 3
			TECH_NOBLE_CUSTOMS = 3
			TECH_HEAVY_INFANTRY = 3
			ckplus_austerity = yes
		}
		upgrades_from = ca_culture_sardinian_2
		gold_cost = 400
		build_time = 2190
		pikemen = 25
		archers = 25
		pikemen_defensive = 0.10
		archers_defensive = 0.10
		ai_creation_factor = 99
		military_techpoints = 0.01

		extra_tech_building_start = 0.8
	}
	ca_culture_sardinian_4 = {
		desc = ca_culture_sardinian_1_desc
		potential = {
				culture = sardinian
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			TECH_CONSTRUCTION = 4
			TECH_NOBLE_CUSTOMS = 4
			TECH_HEAVY_INFANTRY = 4
			ckplus_austerity = yes
		}
		upgrades_from = ca_culture_sardinian_3
		gold_cost = 500
		build_time = 2190
		pikemen = 30
		archers = 30
		pikemen_defensive = 0.10
		archers_defensive = 0.10
		ai_creation_factor = 98
		military_techpoints = 0.01

		extra_tech_building_start = 0.8
	}


#########################################################################################
######## Culture Specific End / Kulturspezifisch Ende
#########################################################################################
	
	#Training grounds, gives morale and reinforce rate
	ca_training_grounds_1 = {
		desc = ca_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 500
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		retinuesize = 50
		ai_creation_factor = 89
		military_techpoints = 0.015

		extra_tech_building_start = 1.2
	}
	ca_training_grounds_2 = {
		desc = ca_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_training_grounds_1
		gold_cost = 250
		build_time = 700
		land_morale = 0.15
		levy_reinforce_rate = 0.15
		retinuesize = 50
		ai_creation_factor = 88
		military_techpoints = 0.015
		
		extra_tech_building_start = 0.5
	}
	ca_training_grounds_3 = {
		desc = ca_training_grounds_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_training_grounds_2
		gold_cost = 300
		build_time = 900
		land_morale = 0.2
		levy_reinforce_rate = 0.2
		retinuesize = 50
		ai_creation_factor = 88
		military_techpoints = 0.015
		
		extra_tech_building_start = 0.2
	}
	ca_shipyard_1 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1 
				ckplus_austerity = yes }
		gold_cost = 100
		build_time = 365
		galleys = 6
		ai_creation_factor = 100
		economy_techpoints = 0.005
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.3
	}
	
	ca_shipyard_2 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_shipyard_1
		gold_cost = 100
		build_time = 730
		galleys = 7
		ai_creation_factor = 99
		economy_techpoints = 0.005
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.3
	}
	
	ca_shipyard_3 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 3
			    TECH_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_shipyard_2
		gold_cost = 100
		build_time = 1095
		galleys = 8
		ai_creation_factor = 98
		economy_techpoints = 0.005
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.3
	}
	
	ca_shipyard_4 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_shipyard_3
		gold_cost = 100
		build_time = 1460
		galleys = 9
		ai_creation_factor = 97
		economy_techpoints = 0.005
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.3
	}	
	ca_geb_fisch_1 = {
		desc = ca_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 70
		build_time = 365
		ai_creation_factor = 100
		tax_income = 0.5
		garrison_size = 0.025
		economy_techpoints = 0.0025
		galleys = 2
		
		extra_tech_building_start = 0.3
	}
	
	ca_geb_fisch_2 = {
		desc = ca_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_fisch_1
		gold_cost = 90
		build_time = 365
		tax_income = 0.5
		garrison_size = 0.025
		ai_creation_factor = 99
		economy_techpoints = 0.0025
		galleys = 2
		
		extra_tech_building_start = 0.3
	}
	
	ca_geb_fisch_3 = {
		desc = ca_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_fisch_2
		gold_cost = 100
		build_time = 365
		tax_income = 0.5
		garrison_size = 0.025
		ai_creation_factor = 98
		economy_techpoints = 0.0025
		galleys = 2
		
		extra_tech_building_start = 0.3
	}
	
	ca_geb_fisch_4 = {
		desc = ca_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 3
			    TECH_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_fisch_3
		gold_cost = 100
		build_time = 420
		tax_income = 0.5
		garrison_size = 0.025
		ai_creation_factor = 97
		economy_techpoints = 0.0025
		galleys = 2
		
		extra_tech_building_start = 0.3
	}	

	ca_geb_fisch_5 = {
		desc = ca_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_fisch_4
		gold_cost = 100
		build_time = 420
		tax_income = 0.5
		garrison_size = 0.025
		ai_creation_factor = 97
		economy_techpoints = 0.005
		galleys = 2
		
		extra_tech_building_start = 0.3
	}	

	ca_geb_fisch_6 = {
		desc = ca_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 5
			    TECH_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_fisch_5
		gold_cost = 100
		build_time = 450
		tax_income = 0.5
		garrison_size = 0.025
		ai_creation_factor = 97
		economy_techpoints = 0.005
		galleys = 2
		
		extra_tech_building_start = 0.3
	}		
	
	#Castle town, gives income
	ca_town_1 = {
		desc = ca_town_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 100
		build_time = 365
		tax_income = 2
		ai_creation_factor = 150
		economy_techpoints = 0.005
		culture_techpoints = 0.005
		
		extra_tech_building_start = 0.5
	}
	ca_town_2 = {
		desc = ca_town_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_town_1
		gold_cost = 120
		build_time = 547
		tax_income = 2
		ai_creation_factor = 150
		economy_techpoints = 0.005
		culture_techpoints = 0.005

		extra_tech_building_start = 1.0
	}
	ca_town_3 = {
		desc = ca_town_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_town_2
		gold_cost = 200
		build_time = 730
		tax_income = 2
		ai_creation_factor = 150
		economy_techpoints = 0.005
		culture_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	ca_town_4 = {
		desc = ca_town_4_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_town_3
		gold_cost = 300
		build_time = 1095
		tax_income = 2
		ai_creation_factor = 150
		economy_techpoints = 0.005
		culture_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	ca_town_5 = {
		desc = ca_town_4_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_town_4
		gold_cost = 400
		build_time = 2190
		tax_income = 2
		ai_creation_factor = 150
		economy_techpoints = 0.005
		culture_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	ca_town_6 = {
		desc = ca_town_5_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_NOBLE_CUSTOMS = 8 
				ckplus_austerity = yes }
		upgrades_from = ca_town_5
		gold_cost = 500
		build_time = 2190
		tax_income = 2
		ai_creation_factor = 150
		economy_techpoints = 0.005
		culture_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	ca_geb_hofm_1 = {
		desc = ca_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 120
		build_time = 360
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0.3
	}


	ca_geb_hofm_2 = {
		desc = ca_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_hofm_1
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 150
		build_time = 450
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_hofm_3 = {
		desc = ca_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_hofm_2
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 150
		build_time = 450
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_hofm_4 = {
		desc = ca_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_hofm_3
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 200
		build_time = 500
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_hofm_5 = {
		desc = ca_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_hofm_4
		prerequisites = { ca_geb_burg_1_4 }
		gold_cost = 250
		build_time = 550
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_offi_1 = {
		desc = ca_geb_offi_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
				TECH_LIGHT_INFANTRY = 1
				TECH_HEAVY_INFANTRY = 1
				TECH_CAVALRY = 1
				TECH_SIEGE_EQUIPMENT = 1
				TECH_NAVAL = 1
				TECH_RECRUITMENT = 1 
				ckplus_austerity = yes }

		gold_cost = 500
		build_time = 500
		ai_creation_factor = 105
		military_techpoints = 0.250
		tech_growth_modifier = 0.05
		
		extra_tech_building_start = 2
	}


	ca_geb_offi_2 = {
		desc = ca_geb_offi_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4 
				TECH_LIGHT_INFANTRY = 3
				TECH_HEAVY_INFANTRY = 3
				TECH_CAVALRY = 3
				TECH_SIEGE_EQUIPMENT = 3
				TECH_NAVAL = 3
				TECH_RECRUITMENT = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_offi_1

		gold_cost = 700
		build_time = 550
		ai_creation_factor = 105
		military_techpoints = 0.500
		tech_growth_modifier = 0.05
		
		extra_tech_building_start = 2
	}

	ca_geb_offi_3 = {
		desc = ca_geb_offi_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
				TECH_NOBLE_CUSTOMS = 6 
				TECH_LIGHT_INFANTRY = 5
				TECH_HEAVY_INFANTRY = 5
				TECH_CAVALRY = 5
				TECH_SIEGE_EQUIPMENT = 5
				TECH_NAVAL = 5
				TECH_RECRUITMENT = 5 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_offi_2

		gold_cost = 750
		build_time = 650
		ai_creation_factor = 105
		military_techpoints = 0.500
		tech_growth_modifier = 0.05
		
		extra_tech_building_start = 2
	}
	
	ca_special_fortifications_1 = { #Insulated Sections
		desc = ca_special_fortifications_1_desc
		potential = { 
			OR = {
				FROMFROM = { has_building = ca_special_fortifications_1 } #Show the building only if it has been already built or if the owner has the proper bloodline to build it.
				FROM = {
					any_owned_bloodline = {
						has_bloodline_flag = bloodline_castellan 
					}
				}
				FROM = {
					any_liege = {
						any_owned_bloodline = {
							has_bloodline_flag = bloodline_castellan 
						}	
					}
				}
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 1 
			custom_tooltip = {
				text = tooltip_has_castellan_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_castellan 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_castellan 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROM = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
		}

		gold_cost = 125
		build_time = 365
		fort_level = 0.5
		land_morale = 0.05
		culture_techpoints = 0.01
		military_techpoints = 0.01
		add_number_to_name = no

		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	ca_special_fortifications_2 = { #Killing Fields
		desc = ca_special_fortifications_2_desc
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
			custom_tooltip = {
				text = tooltip_has_castellan_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_castellan 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_castellan 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROM = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
		}
		upgrades_from = ca_special_fortifications_1
		gold_cost = 250
		build_time = 560
		fort_level = 1
		land_morale = 0.05
		garrison_size = 0.05
		culture_techpoints = 0.01
		military_techpoints = 0.01

		add_number_to_name = no
		
		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	ca_special_fortifications_3 = { #Extended Machicolations
		desc = ca_special_fortifications_3_desc
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
			custom_tooltip = {
				text = tooltip_has_castellan_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_castellan 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_castellan 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROM = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
		}
		upgrades_from = ca_special_fortifications_2
		gold_cost = 450
		build_time = 760
		fort_level = 1.5
		garrison_size = 0.15
		archers = 50
		culture_techpoints = 0.01
		military_techpoints = 0.01

		add_number_to_name = no
		
		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	ca_special_fortifications_4 = { #Reinforced Barbican
		desc = ca_special_fortifications_4_desc
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 7
			custom_tooltip = {
				text = tooltip_has_castellan_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_castellan 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_castellan 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROM = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
		}
		upgrades_from = ca_special_fortifications_3
		gold_cost = 750
		build_time = 1250
		fort_level = 2
		levy_size = 0.2
		garrison_size = 0.3
		light_infantry = 100
		culture_techpoints = 0.01
		military_techpoints = 0.01

		add_number_to_name = no
		
		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}

	#Murder Builder Bloodline buildings.
	ca_oppressive_fortifications_1 = { #Gloomy Monument
		desc = ca_oppressive_fortifications_1_desc
		potential = { 
			OR = {
				FROMFROM = { has_building = ca_oppressive_fortifications_1 } #Show the building only if it has been already built or if the owner has the proper bloodline to build it.
				FROM = {
					any_owned_bloodline = {
						has_bloodline_flag = bloodline_blood_building 
					}
				}
				FROM = {
					any_liege = {
						any_owned_bloodline = {
							has_bloodline_flag = bloodline_blood_building 
						}	
					}
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2 
			custom_tooltip = {
				text = tooltip_has_murder_builder_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_blood_building 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_blood_building 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROM = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
		}

		gold_cost = 125
		build_time = 365
		local_revolt_risk = -0.05
		liege_prestige = 0.05
		culture_techpoints = 0.01
		military_techpoints = 0.01
		add_number_to_name = no

		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	ca_oppressive_fortifications_2 = { #Connected Watchtowers
		desc = ca_oppressive_fortifications_2_desc
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4
			custom_tooltip = {
				text = tooltip_has_murder_builder_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_blood_building 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_blood_building 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROM = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
		}
		upgrades_from = ca_oppressive_fortifications_1
		gold_cost = 250
		build_time = 560
		fort_level = 1
		local_revolt_risk = -0.05
		garrison_size = 0.05
		culture_techpoints = 0.01
		military_techpoints = 0.01
		add_number_to_name = no
		
		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	ca_oppressive_fortifications_3 = { #Lonely Spire
		desc = ca_oppressive_fortifications_3_desc
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 6
			custom_tooltip = {
				text = tooltip_has_murder_builder_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_blood_building 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_blood_building 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROM = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
		}
		upgrades_from = ca_oppressive_fortifications_2
		gold_cost = 300
		build_time = 560
		fort_level = 1
		local_revolt_risk = -0.05
		garrison_size = 0.05
		culture_techpoints = 0.01
		military_techpoints = 0.01
		add_number_to_name = no
		
		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	ca_oppressive_fortifications_4 = { #Palace of Justice
		desc = ca_oppressive_fortifications_4_desc
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 8
			custom_tooltip = {
				text = tooltip_has_murder_builder_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_blood_building 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_blood_building 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROM = {
				NOR = {
					is_tribal = yes
					is_nomadic = yes
				}
			}
		}
		upgrades_from = ca_oppressive_fortifications_3
		gold_cost = 450
		build_time = 760
		fort_level = 1
		local_revolt_risk = -0.05
		garrison_size = 0.05
		culture_techpoints = 0.01
		military_techpoints = 0.01
		add_number_to_name = no
		
		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}

	ca_geb_terr_1_1 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ca_geb_terr_1_6_desc
		gold_cost = 120
		build_time = 250
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}
	ca_geb_terr_1_2 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ca_geb_terr_1_6_desc
		upgrades_from = ca_geb_terr_1_1 
		gold_cost = 120
		build_time = 250
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}
	ca_geb_terr_1_3 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ca_geb_terr_1_6_desc
		upgrades_from = ca_geb_terr_1_2
		gold_cost = 140
		build_time = 275
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_1_4 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ca_geb_terr_1_6_desc
		upgrades_from = ca_geb_terr_1_3
		gold_cost = 150
		build_time = 300
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_1_5 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		prerequisites = { ca_geb_terr_1_2 }
		desc = ca_geb_terr_1_7_desc
		gold_cost = 150
		build_time = 300
		levy_size = 0.1
		tax_income = 3
		economy_techpoints = 0.02
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_2_1 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ca_geb_terr_2_6_desc
		gold_cost = 120
		build_time = 250

		tax_income = 1
		local_build_time_modifier = -0.02
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_2_2 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ca_geb_terr_2_6_desc
		upgrades_from = ca_geb_terr_2_1
		gold_cost = 130
		build_time = 250

		tax_income = 1
		local_build_time_modifier = -0.02
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_2_3 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ca_geb_terr_2_6_desc
		upgrades_from = ca_geb_terr_2_2
		gold_cost = 150
		build_time = 250

		tax_income = 1
		local_build_time_modifier = -0.02
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_2_4 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ca_geb_terr_2_6_desc
		upgrades_from = ca_geb_terr_2_3
		gold_cost = 170
		build_time = 250

		tax_income = 1
		local_build_time_modifier = -0.02
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_2_5 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		prerequisites = { ca_geb_terr_2_2 }
		desc = ca_geb_terr_2_7_desc
		gold_cost = 180
		build_time = 250

		tax_income = 3
		local_build_time_modifier = -0.02
		economy_techpoints = 0.02
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_3_1 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ca_geb_terr_3_6_desc
		gold_cost = 200
		build_time = 300

		tax_income = 2.5
		liege_prestige = 0.01
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_3_2 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ca_geb_terr_3_6_desc
		upgrades_from = ca_geb_terr_3_1
		gold_cost = 200
		build_time = 325

		tax_income = 2.5
		liege_prestige = 0.01
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_3_3 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ca_geb_terr_3_6_desc
		upgrades_from = ca_geb_terr_3_2
		gold_cost = 210
		build_time = 350

		tax_income = 2.5
		liege_prestige = 0.01
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_3_4 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ca_geb_terr_3_6_desc
		upgrades_from = ca_geb_terr_3_3
		gold_cost = 210
		build_time = 375

		tax_income = 2.5
		liege_prestige = 0.01
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_3_5 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		prerequisites = { ca_geb_terr_3_2 }
		desc = ca_geb_terr_3_7_desc
		gold_cost = 300
		build_time = 400

		tax_income = 5
		liege_prestige = 0.06
		economy_techpoints = 0.02
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_4_1 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ca_geb_terr_4_6_desc
		gold_cost = 180
		build_time = 280

		tax_income = 1
		local_build_cost_modifier = -0.02
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_4_2 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ca_geb_terr_4_6_desc
		upgrades_from = ca_geb_terr_4_1
		gold_cost = 200
		build_time = 300

		tax_income = 1
		local_build_cost_modifier = -0.02
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_4_3 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ca_geb_terr_4_6_desc
		upgrades_from = ca_geb_terr_4_2
		gold_cost = 200
		build_time = 320

		tax_income = 1
		local_build_cost_modifier = -0.02
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_4_4 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ca_geb_terr_4_6_desc
		upgrades_from = ca_geb_terr_4_3
		gold_cost = 210
		build_time = 320

		tax_income = 1
		local_build_cost_modifier = -0.02
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_4_5 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		prerequisites = { ca_geb_terr_4_2 }
		desc = ca_geb_terr_4_7_desc
		gold_cost = 300
		build_time = 400

		tax_income = 3
		local_build_cost_modifier = -0.02
		economy_techpoints = 0.02
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_5_1 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ca_geb_terr_5_5_desc
		gold_cost = 150
		build_time = 200

		tax_income = 2
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_5_2 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ca_geb_terr_5_5_desc
		upgrades_from = ca_geb_terr_5_1
		gold_cost = 150
		build_time = 250

		tax_income = 2
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_5_3 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ca_geb_terr_5_5_desc
		upgrades_from = ca_geb_terr_5_2
		gold_cost = 170
		build_time = 300

		tax_income = 2
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_5_4 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ca_geb_terr_5_5_desc
		upgrades_from = ca_geb_terr_5_3
		gold_cost = 200
		build_time = 350

		tax_income = 2
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_6_1 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ca_geb_terr_6_6_desc
		gold_cost = 70
		build_time = 190
		levy_size = 0.025
		garrison_size = 0.025
		tax_income = 0.5
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_6_2 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ca_geb_terr_6_6_desc
		upgrades_from = ca_geb_terr_6_1
		gold_cost = 80
		build_time = 210
		levy_size = 0.025
		garrison_size = 0.025
		tax_income = 0.5
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_6_3 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ca_geb_terr_6_6_desc
		upgrades_from = ca_geb_terr_6_2
		gold_cost = 90
		build_time = 230
		levy_size = 0.025
		garrison_size = 0.025
		tax_income = 0.5
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_6_4 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ca_geb_terr_6_6_desc
		upgrades_from = ca_geb_terr_6_3
		gold_cost = 100
		build_time = 250
		levy_size = 0.025
		garrison_size = 0.025
		tax_income = 0.5
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_6_5 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		prerequisites = { ca_geb_terr_6_2 }
		desc = ca_geb_terr_6_7_desc
		gold_cost = 200
		build_time = 450
		levy_size = 0.2
		garrison_size = 0.2
		tax_income = 3
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_9_1 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ca_geb_terr_9_6_desc
		gold_cost = 130
		build_time = 250

		tax_income = 1
		levy_size = 0.025
		garrison_size = 0.025
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_9_2 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ca_geb_terr_9_6_desc
		upgrades_from = ca_geb_terr_9_1
		gold_cost = 150
		build_time = 250

		tax_income = 1
		levy_size = 0.025
		garrison_size = 0.025
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_9_3 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ca_geb_terr_9_6_desc
		upgrades_from = ca_geb_terr_9_2
		gold_cost = 150
		build_time = 250

		tax_income = 1
		levy_size = 0.025
		garrison_size = 0.025
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_9_4 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ca_geb_terr_9_6_desc
		upgrades_from = ca_geb_terr_9_3
		gold_cost = 170
		build_time = 250

		tax_income = 1
		levy_size = 0.025
		garrison_size = 0.025
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_9_5 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		prerequisites = { ca_geb_terr_9_2 }
		add_number_to_name = no
		desc = ca_geb_terr_9_7_desc
		gold_cost = 170
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.02
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_10_1 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ca_geb_terr_10_6_desc
		gold_cost = 200
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_10_2 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ca_geb_terr_10_6_desc
		upgrades_from = ca_geb_terr_10_1
		gold_cost = 200
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_10_3 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ca_geb_terr_10_6_desc
		upgrades_from = ca_geb_terr_10_2
		gold_cost = 250
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_terr_10_4 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ca_geb_terr_10_6_desc
		upgrades_from = ca_geb_terr_10_3
		gold_cost = 250
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.005
		ai_creation_factor = 175

		extra_tech_building_start = 1.0

	}

	ca_geb_gilde_1_1 = {
		desc = ca_geb_gilde_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
				TECH_LIGHT_INFANTRY = 1
				TECH_HEAVY_INFANTRY = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 150
		build_time = 360
		
		light_infantry_offensive = 0.05
		light_infantry_defensive = 0.05
		light_infantry_morale = 0.05	
		heavy_infantry_offensive = 0.05
		heavy_infantry_defensive = 0.05
		heavy_infantry_morale = 0.05	
		pikemen_offensive = 0.05
		pikemen_defensive = 0.05
		pikemen_morale = 0.05	
		berserker_offensive = 0.05
		berserker_defensive = 0.05
		berserker_morale = 0.05	
		military_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 3
	}


	ca_geb_gilde_1_2 = {
		desc = ca_geb_gilde_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3
				TECH_LIGHT_INFANTRY = 3
				TECH_HEAVY_INFANTRY = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_gilde_1_1
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 200
		build_time = 500
		
		light_infantry_offensive = 0.05
		light_infantry_defensive = 0.05
		light_infantry_morale = 0.05	
		heavy_infantry_offensive = 0.05
		heavy_infantry_defensive = 0.05
		heavy_infantry_morale = 0.05	
		pikemen_offensive = 0.05
		pikemen_defensive = 0.05
		pikemen_morale = 0.05	
		berserker_offensive = 0.05
		berserker_defensive = 0.05
		berserker_morale = 0.05	
		military_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 3
	}

	ca_geb_gilde_1_3 = {
		desc = ca_geb_gilde_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
				TECH_LIGHT_INFANTRY = 4
				TECH_HEAVY_INFANTRY = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_gilde_1_2
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 250
		build_time = 550
		
		light_infantry_offensive = 0.05
		light_infantry_defensive = 0.05
		light_infantry_morale = 0.05	
		heavy_infantry_offensive = 0.05
		heavy_infantry_defensive = 0.05
		heavy_infantry_morale = 0.05	
		pikemen_offensive = 0.05
		pikemen_defensive = 0.05
		pikemen_morale = 0.05	
		berserker_offensive = 0.05
		berserker_defensive = 0.05
		berserker_morale = 0.05	
		military_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_gilde_1_4 = {
		desc = ca_geb_gilde_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
				TECH_LIGHT_INFANTRY = 6
				TECH_HEAVY_INFANTRY = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_gilde_1_3
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 300
		build_time = 600
		
		light_infantry_offensive = 0.05
		light_infantry_defensive = 0.05
		light_infantry_morale = 0.05	
		heavy_infantry_offensive = 0.05
		heavy_infantry_defensive = 0.05
		heavy_infantry_morale = 0.05	
		pikemen_offensive = 0.05
		pikemen_defensive = 0.05
		pikemen_morale = 0.05	
		berserker_offensive = 0.05
		berserker_defensive = 0.05
		berserker_morale = 0.05	
		military_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}	

	ca_geb_gilde_2_1 = {
		desc = ca_geb_gilde_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
				TECH_CAVALRY = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 150
		build_time = 360
		
		light_cavalry_offensive = 0.05
		light_cavalry_defensive = 0.05
		light_cavalry_morale = 0.05	
		knights_offensive = 0.05
		knights_defensive = 0.05
		knights_morale = 0.05	
		horse_archers_offensive = 0.05
		horse_archers_defensive = 0.05
		horse_archers_morale = 0.05
		military_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 3
	}


	ca_geb_gilde_2_2 = {
		desc = ca_geb_gilde_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3
				TECH_CAVALRY = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_gilde_2_1
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 200
		build_time = 500
		
		light_cavalry_offensive = 0.05
		light_cavalry_defensive = 0.05
		light_cavalry_morale = 0.05	
		knights_offensive = 0.05
		knights_defensive = 0.05
		knights_morale = 0.05	
		horse_archers_offensive = 0.05
		horse_archers_defensive = 0.05
		horse_archers_morale = 0.05
		military_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 3
	}

	ca_geb_gilde_2_3 = {
		desc = ca_geb_gilde_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
				TECH_CAVALRY = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_gilde_2_2
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 250
		build_time = 550
		
		light_cavalry_offensive = 0.05
		light_cavalry_defensive = 0.05
		light_cavalry_morale = 0.05	
		knights_offensive = 0.05
		knights_defensive = 0.05
		knights_morale = 0.05	
		horse_archers_offensive = 0.05
		horse_archers_defensive = 0.05
		horse_archers_morale = 0.05
		military_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_gilde_2_4 = {
		desc = ca_geb_gilde_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
				TECH_CAVALRY = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_gilde_2_3
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 300
		build_time = 600
		
		light_cavalry_offensive = 0.05
		light_cavalry_defensive = 0.05
		light_cavalry_morale = 0.05	
		knights_offensive = 0.05
		knights_defensive = 0.05
		knights_morale = 0.05	
		horse_archers_offensive = 0.05
		horse_archers_defensive = 0.05
		horse_archers_morale = 0.05
		military_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}
	ca_geb_gilde_3_1 = {
		desc = ca_geb_gilde_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 150
		build_time = 360
		tax_income = 1
		economy_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0.5
	}


	ca_geb_gilde_3_2 = {
		desc = ca_geb_gilde_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 3
				TECH_TRADE_PRACTICES = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_gilde_3_1
		prerequisites = { ca_geb_burg_1_1 }
		gold_cost = 200
		build_time = 500
		tax_income = 1
		economy_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_gilde_3_3 = {
		desc = ca_geb_gilde_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_gilde_3_2
		prerequisites = { ca_geb_burg_1_2 }
		gold_cost = 250
		build_time = 550
		tax_income = 1
		economy_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ca_geb_gilde_3_4 = {
		desc = ca_geb_gilde_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_geb_gilde_3_3
		prerequisites = { ca_geb_burg_1_3 }
		gold_cost = 300
		build_time = 600
		tax_income = 1
		economy_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}
	
###########################################################################
#### Ressi Gebäude
###########################################################################
	


	ca_ress_1_1 = {
		desc = ca_ress_1_desc
		potential = {
			OR = {
			vanilla_map_ressi_1 = yes
			ck2plus_map_ressi_1 = yes
			hip_map_ressi_1 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 600
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_1_2 = {
		desc = ca_ress_1_desc
		potential = {
			OR = {
			vanilla_map_ressi_1 = yes
			ck2plus_map_ressi_1 = yes
			hip_map_ressi_1 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_1_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 650
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_1_3 = {
		desc = ca_ress_1_desc
		potential = {
			OR = {
			vanilla_map_ressi_1 = yes
			ck2plus_map_ressi_1 = yes
			hip_map_ressi_1 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_1_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 700
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_1_4 = {
		desc = ca_ress_1_desc
		potential = {
			OR = {
			vanilla_map_ressi_1 = yes
			ck2plus_map_ressi_1 = yes
			hip_map_ressi_1 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 }
		upgrades_from = ca_ress_1_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 800
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_2_1 = {
		desc = ca_ress_2_desc
		potential = {
			OR = {
			vanilla_map_ressi_2 = yes
			ck2plus_map_ressi_2 = yes
			hip_map_ressi_2 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 200
		build_time = 600
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_2_2 = {
		desc = ca_ress_2_desc
		potential = {
			OR = {
			vanilla_map_ressi_2 = yes
			ck2plus_map_ressi_2 = yes
			hip_map_ressi_2 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_2_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 650
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_2_3 = {
		desc = ca_ress_2_desc
		potential = {
			OR = {
			vanilla_map_ressi_2 = yes
			ck2plus_map_ressi_2 = yes
			hip_map_ressi_2 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_2_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 700
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_2_4 = {
		desc = ca_ress_2_desc
		potential = {
			OR = {
			vanilla_map_ressi_2 = yes
			ck2plus_map_ressi_2 = yes
			hip_map_ressi_2 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_2_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 800
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_3_1 = {
		desc = ca_ress_3_desc
		potential = {
			OR = {
			vanilla_map_ressi_3 = yes
			ck2plus_map_ressi_3 = yes
			hip_map_ressi_3 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 200
		build_time = 600
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_3_2 = {
		desc = ca_ress_3_desc
		potential = {
			OR = {
			vanilla_map_ressi_3 = yes
			ck2plus_map_ressi_3 = yes
			hip_map_ressi_3 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_3_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 650
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_3_3 = {
		desc = ca_ress_3_desc
		potential = {
			OR = {
			vanilla_map_ressi_3 = yes
			ck2plus_map_ressi_3 = yes
			hip_map_ressi_3 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_3_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 700
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_3_4 = {
		desc = ca_ress_3_desc
		potential = {
			OR = {
			vanilla_map_ressi_3 = yes
			ck2plus_map_ressi_3 = yes
			hip_map_ressi_3 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_3_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 800
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_4_1 = {
		desc = ca_ress_4_desc
		potential = {
			OR = {
			vanilla_map_ressi_4 = yes
			ck2plus_map_ressi_4 = yes
			hip_map_ressi_4 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 150
		build_time = 600
		tax_income = 1
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_4_2 = {
		desc = ca_ress_4_desc
		potential = {
			OR = {
			vanilla_map_ressi_4 = yes
			ck2plus_map_ressi_4 = yes
			hip_map_ressi_4 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_4_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 200
		build_time = 650
		tax_income = 1
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_4_3 = {
		desc = ca_ress_4_desc
		potential = {
			OR = {
			vanilla_map_ressi_4 = yes
			ck2plus_map_ressi_4 = yes
			hip_map_ressi_4 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_4_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 700
		tax_income = 1
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_4_4 = {
		desc = ca_ress_4_desc
		potential = {
			OR = {
			vanilla_map_ressi_4 = yes
			ck2plus_map_ressi_4 = yes
			hip_map_ressi_4 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_4_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 800
		tax_income = 1
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_5_1 = {
		desc = ca_ress_5_desc
		potential = {
			OR = {
			vanilla_map_ressi_5 = yes
			ck2plus_map_ressi_5 = yes
			hip_map_ressi_5 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 200
		build_time = 600
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_5_2 = {
		desc = ca_ress_5_desc
		potential = {
			OR = {
			vanilla_map_ressi_5 = yes
			ck2plus_map_ressi_5 = yes
			hip_map_ressi_5 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_5_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 650
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_5_3 = {
		desc = ca_ress_5_desc
		potential = {
			OR = {
			vanilla_map_ressi_5 = yes
			ck2plus_map_ressi_5 = yes
			hip_map_ressi_5 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_5_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 700
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_5_4 = {
		desc = ca_ress_5_desc
		potential = {
			OR = {
			vanilla_map_ressi_5 = yes
			ck2plus_map_ressi_5 = yes
			hip_map_ressi_5 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_5_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 800
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_6_1 = {
		desc = ca_ress_6_desc
		potential = {
			OR = {
			vanilla_map_ressi_6 = yes
			ck2plus_map_ressi_6 = yes
			hip_map_ressi_6 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 600
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_6_2 = {
		desc = ca_ress_6_desc
		potential = {
			OR = {
			vanilla_map_ressi_6 = yes
			ck2plus_map_ressi_6 = yes
			hip_map_ressi_6 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_6_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 650
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_6_3 = {
		desc = ca_ress_6_desc
		potential = {
			OR = {
			vanilla_map_ressi_6 = yes
			ck2plus_map_ressi_6 = yes
			hip_map_ressi_6 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_6_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 700
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_6_4 = {
		desc = ca_ress_6_desc
		potential = {
			OR = {
			vanilla_map_ressi_6 = yes
			ck2plus_map_ressi_6 = yes
			hip_map_ressi_6 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_6_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 800
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_7_1 = {
		desc = ca_ress_7_desc
		potential = {
			OR = {
			vanilla_map_ressi_7 = yes
			ck2plus_map_ressi_7 = yes
			hip_map_ressi_7 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 150
		build_time = 600
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_7_2 = {
		desc = ca_ress_7_desc
		potential = {
			OR = {
			vanilla_map_ressi_7 = yes
			ck2plus_map_ressi_7 = yes
			hip_map_ressi_7 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_7_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 200
		build_time = 650
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_7_3 = {
		desc = ca_ress_7_desc
		potential = {
			OR = {
			vanilla_map_ressi_7 = yes
			ck2plus_map_ressi_7 = yes
			hip_map_ressi_7 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_7_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 700
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_7_4 = {
		desc = ca_ress_7_desc
		potential = {
			OR = {
			vanilla_map_ressi_7 = yes
			ck2plus_map_ressi_7 = yes
			hip_map_ressi_7 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_7_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 800
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_8_1 = {
		desc = ca_ress_8_desc
		potential = {
			OR = {
			vanilla_map_ressi_8 = yes
			ck2plus_map_ressi_8 = yes
			hip_map_ressi_8 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 150
		build_time = 600
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_8_2 = {
		desc = ca_ress_8_desc
		potential = {
			OR = {
			vanilla_map_ressi_8 = yes
			ck2plus_map_ressi_8 = yes
			hip_map_ressi_8 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_8_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 200
		build_time = 650
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_8_3 = {
		desc = ca_ress_8_desc
		potential = {
			OR = {
			vanilla_map_ressi_8 = yes
			ck2plus_map_ressi_8 = yes
			hip_map_ressi_8 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_8_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 700
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_8_4 = {
		desc = ca_ress_8_desc
		potential = {
			OR = {
			vanilla_map_ressi_8 = yes
			ck2plus_map_ressi_8 = yes
			hip_map_ressi_8 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_8_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 800
		tax_income = 1.5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_9_1 = {
		desc = ca_ress_9_desc
		potential = {
			OR = {
			vanilla_map_ressi_9 = yes
			ck2plus_map_ressi_9 = yes
			hip_map_ressi_9 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 600
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_9_2 = {
		desc = ca_ress_9_desc
		potential = {
			OR = {
			vanilla_map_ressi_9 = yes
			ck2plus_map_ressi_9 = yes
			hip_map_ressi_9 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_9_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 650
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_9_3 = {
		desc = ca_ress_9_desc
		potential = {
			OR = {
			vanilla_map_ressi_9 = yes
			ck2plus_map_ressi_9 = yes
			hip_map_ressi_9 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_9_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 700
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_9_4 = {
		desc = ca_ress_9_desc
		potential = {
			OR = {
			vanilla_map_ressi_9 = yes
			ck2plus_map_ressi_9 = yes
			hip_map_ressi_9 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_9_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 800
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_10_1 = {
		desc = ca_ress_10_desc
		potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 150
		build_time = 600
		tax_income = 1
		local_build_cost_modifier = -0.03
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_10_2 = {
		desc = ca_ress_10_desc
		potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_10_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 200
		build_time = 650
		tax_income = 1
		local_build_cost_modifier = -0.02
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_10_3 = {
		desc = ca_ress_10_desc
		potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_10_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 700
		tax_income = 1
		local_build_cost_modifier = -0.03
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_10_4 = {
		desc = ca_ress_10_desc
		potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_10_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 800
		tax_income = 1
		local_build_cost_modifier = -0.02
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_11_1 = {
		desc = ca_ress_11_desc
		potential = {
			OR = {
			vanilla_map_ressi_11 = yes
			ck2plus_map_ressi_11 = yes
			hip_map_ressi_11 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 600
		tax_income = 4
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_11_2 = {
		desc = ca_ress_11_desc
		potential = {
			OR = {
			vanilla_map_ressi_11 = yes
			ck2plus_map_ressi_11 = yes
			hip_map_ressi_11 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_11_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 650
		tax_income = 4
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_11_3 = {
		desc = ca_ress_11_desc
		potential = {
			OR = {
			vanilla_map_ressi_11 = yes
			ck2plus_map_ressi_11 = yes
			hip_map_ressi_11 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_11_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 700
		tax_income = 4
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_11_4 = {
		desc = ca_ress_11_desc
		potential = {
			OR = {
			vanilla_map_ressi_11 = yes
			ck2plus_map_ressi_11 = yes
			hip_map_ressi_11 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_11_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 450
		build_time = 800
		tax_income = 4
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_12_1 = {
		desc = ca_ress_12_desc
		potential = {
			OR = {
			vanilla_map_ressi_12 = yes
			ck2plus_map_ressi_12 = yes
			hip_map_ressi_12 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 600
		tax_income = 5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_12_2 = {
		desc = ca_ress_12_desc
		potential = {
			OR = {
			vanilla_map_ressi_12 = yes
			ck2plus_map_ressi_12 = yes
			hip_map_ressi_12 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_12_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 650
		tax_income = 5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_12_3 = {
		desc = ca_ress_12_desc
		potential = {
			OR = {
			vanilla_map_ressi_12 = yes
			ck2plus_map_ressi_12 = yes
			hip_map_ressi_12 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_12_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 700
		tax_income = 5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_12_4 = {
		desc = ca_ress_12_desc
		potential = {
			OR = {
			vanilla_map_ressi_12 = yes
			ck2plus_map_ressi_12 = yes
			hip_map_ressi_12 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_12_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 450
		build_time = 800
		tax_income = 5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_13_1 = {
		desc = ca_ress_13_desc
		potential = {
			OR = {
			vanilla_map_ressi_13 = yes
			ck2plus_map_ressi_13 = yes
			hip_map_ressi_13 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 600
		tax_income = 4
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_13_2 = {
		desc = ca_ress_13_desc
		potential = {
			OR = {
			vanilla_map_ressi_13 = yes
			ck2plus_map_ressi_13 = yes
			hip_map_ressi_13 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_13_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 650
		tax_income = 4
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_13_3 = {
		desc = ca_ress_13_desc
		potential = {
			OR = {
			vanilla_map_ressi_13 = yes
			ck2plus_map_ressi_13 = yes
			hip_map_ressi_13 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_13_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 700
		tax_income = 4
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_13_4 = {
		desc = ca_ress_13_desc
		potential = {
			OR = {
			vanilla_map_ressi_13 = yes
			ck2plus_map_ressi_13 = yes
			hip_map_ressi_13 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_13_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 450
		build_time = 800
		tax_income = 4
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_14_1 = {
		desc = ca_ress_14_desc
		potential = {
			OR = {
			vanilla_map_ressi_14 = yes
			ck2plus_map_ressi_14 = yes
			hip_map_ressi_14 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 600
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_14_2 = {
		desc = ca_ress_14_desc
		potential = {
			OR = {
			vanilla_map_ressi_14 = yes
			ck2plus_map_ressi_14 = yes
			hip_map_ressi_14 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_14_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 650
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_14_3 = {
		desc = ca_ress_14_desc
		potential = {
			OR = {
			vanilla_map_ressi_14 = yes
			ck2plus_map_ressi_14 = yes
			hip_map_ressi_14 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_14_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 700
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_14_4 = {
		desc = ca_ress_14_desc
		potential = {
			OR = {
			vanilla_map_ressi_14 = yes
			ck2plus_map_ressi_14 = yes
			hip_map_ressi_14 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_14_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 800
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	


	ca_ress_15_1 = {
		desc = ca_ress_15_desc
		potential = {
			OR = {
			vanilla_map_ressi_15 = yes
			ck2plus_map_ressi_15 = yes
			hip_map_ressi_15 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 600
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_15_2 = {
		desc = ca_ress_15_desc
		potential = {
			OR = {
			vanilla_map_ressi_15 = yes
			ck2plus_map_ressi_15 = yes
			hip_map_ressi_15 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_15_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 650
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_15_3 = {
		desc = ca_ress_15_desc
		potential = {
			OR = {
			vanilla_map_ressi_15 = yes
			ck2plus_map_ressi_15 = yes
			hip_map_ressi_15 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_15_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 700
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_15_4 = {
		desc = ca_ress_15_desc
		potential = {
			OR = {
			vanilla_map_ressi_15 = yes
			ck2plus_map_ressi_15 = yes
			hip_map_ressi_15 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_15_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 800
		tax_income = 2
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_16_1 = {
		desc = ca_ress_16_desc
		potential = {
			OR = {
			vanilla_map_ressi_16 = yes
			ck2plus_map_ressi_16 = yes
			hip_map_ressi_16 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 3
				TECH_TRADE_PRACTICES = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 600
		tax_income = 5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_16_2 = {
		desc = ca_ress_16_desc
		potential = {
			OR = {
			vanilla_map_ressi_16 = yes
			ck2plus_map_ressi_16 = yes
			hip_map_ressi_16 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 5
				TECH_TRADE_PRACTICES = 5
			    TECH_CONSTRUCTION = 5
			    TECH_POPULAR_CUSTOMS = 5 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_16_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 650
		tax_income = 5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_16_3 = {
		desc = ca_ress_16_desc
		potential = {
			OR = {
			vanilla_map_ressi_16 = yes
			ck2plus_map_ressi_16 = yes
			hip_map_ressi_16 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_16_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 700
		tax_income = 5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_16_4 = {
		desc = ca_ress_16_desc
		potential = {
			OR = {
			vanilla_map_ressi_16 = yes
			ck2plus_map_ressi_16 = yes
			hip_map_ressi_16 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_16_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 450
		build_time = 800
		tax_income = 5
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_17_1 = {
		desc = ca_ress_17_desc
		potential = {
			OR = {
			vanilla_map_ressi_17 = yes
			ck2plus_map_ressi_17 = yes
			hip_map_ressi_17 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 5
				TECH_TRADE_PRACTICES = 5
			    TECH_CONSTRUCTION = 5
			    TECH_POPULAR_CUSTOMS = 5 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 600
		tax_income = 1
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_17_2 = {
		desc = ca_ress_17_desc
		potential = {
			OR = {
			vanilla_map_ressi_17 = yes
			ck2plus_map_ressi_17 = yes
			hip_map_ressi_17 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_17_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 650
		tax_income = 1
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_17_3 = {
		desc = ca_ress_17_desc
		potential = {
			OR = {
			vanilla_map_ressi_17 = yes
			ck2plus_map_ressi_17 = yes
			hip_map_ressi_17 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_17_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 700
		tax_income = 1
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_17_4 = {
		desc = ca_ress_17_desc
		potential = {
			OR = {
			vanilla_map_ressi_17 = yes
			ck2plus_map_ressi_17 = yes
			hip_map_ressi_17 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 8
				TECH_TRADE_PRACTICES = 8
			    TECH_CONSTRUCTION = 8
			    TECH_POPULAR_CUSTOMS = 8 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_17_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 800
		tax_income = 1
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_18_1 = {
		desc = ca_ress_18_desc
		potential = {
			OR = {
			vanilla_map_ressi_18 = yes
			ck2plus_map_ressi_18 = yes
			hip_map_ressi_18 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 600
		
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_18_2 = {
		desc = ca_ress_18_desc
		potential = {
			OR = {
			vanilla_map_ressi_18 = yes
			ck2plus_map_ressi_18 = yes
			hip_map_ressi_18 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_18_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 650
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_18_3 = {
		desc = ca_ress_18_desc
		potential = {
			OR = {
			vanilla_map_ressi_18 = yes
			ck2plus_map_ressi_18 = yes
			hip_map_ressi_18 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_18_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 700
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_18_4 = {
		desc = ca_ress_18_desc
		potential = {
			OR = {
			vanilla_map_ressi_18 = yes
			ck2plus_map_ressi_18 = yes
			hip_map_ressi_18 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_18_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 450
		build_time = 800
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_19_1 = {
		desc = ca_ress_19_desc
		potential = {
			OR = {
			vanilla_map_ressi_19 = yes
			ck2plus_map_ressi_19 = yes
			hip_map_ressi_19 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 600
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_19_2 = {
		desc = ca_ress_19_desc
		potential = {
			OR = {
			vanilla_map_ressi_19 = yes
			ck2plus_map_ressi_19 = yes
			hip_map_ressi_19 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_19_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 650
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_19_3 = {
		desc = ca_ress_19_desc
		potential = {
			OR = {
			vanilla_map_ressi_19 = yes
			ck2plus_map_ressi_19 = yes
			hip_map_ressi_19 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_19_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 700
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_19_4 = {
		desc = ca_ress_19_desc
		potential = {
			OR = {
			vanilla_map_ressi_19 = yes
			ck2plus_map_ressi_19 = yes
			hip_map_ressi_19 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_19_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 400
		build_time = 800
		tax_income = 3
		economy_techpoints = 0.001
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	

	ca_ress_20_1 = {
		desc = ca_ress_20_desc
		potential = {
			OR = {
			vanilla_map_ressi_20 = yes
			ck2plus_map_ressi_20 = yes
			hip_map_ressi_20 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 200
		build_time = 600
		tax_income = 1
		economy_techpoints = 0.001
		GALLEYS_PERC = 0.05
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}
	
	ca_ress_20_2 = {
		desc = ca_ress_20_desc
		potential = {
			OR = {
			vanilla_map_ressi_20 = yes
			ck2plus_map_ressi_20 = yes
			hip_map_ressi_20 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
				TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_20_1
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 250
		build_time = 650
		tax_income = 1
		economy_techpoints = 0.001
		GALLEYS_PERC = 0.05
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_20_3 = {
		desc = ca_ress_20_desc
		potential = {
			OR = {
			vanilla_map_ressi_20 = yes
			ck2plus_map_ressi_20 = yes
			hip_map_ressi_20 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6
				TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_20_2
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 300
		build_time = 700
		tax_income = 1
		economy_techpoints = 0.001
		GALLEYS_PERC = 0.05
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}

	ca_ress_20_4 = {
		desc = ca_ress_20_desc
		potential = {
			OR = {
			vanilla_map_ressi_20 = yes
			ck2plus_map_ressi_20 = yes
			hip_map_ressi_20 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 7
				TECH_TRADE_PRACTICES = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ca_ress_20_3		
		prerequisites = { ca_geb_gilde_3_1 }
		gold_cost = 350
		build_time = 800
		tax_income = 1
		economy_techpoints = 0.001
		GALLEYS_PERC = 0.05
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1
	}	
	
##########################################
######### Hauptstadgebäude
##########################################

	ha_geb_burg_1_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_1_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}	
		desc = ha_geb_burg_1_1_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0 
				ckplus_austerity = yes }
				
		add_number_to_name = no
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 100
		build_time = 500
		tech_growth_modifier = 0.02
		liege_prestige = 0.1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}

	ha_geb_burg_1_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_1_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		desc = ha_geb_burg_1_2_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		} 
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_burg_1_1
		prerequisites = { ca_geb_burg_1_1 }
		add_number_to_name = no
		gold_cost = 150
		build_time = 560
		tech_growth_modifier = 0.02
		liege_prestige = 0.2
		
		ai_creation_factor = 200
		military_techpoints = 0.01
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_1_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_1_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}	
		desc = ha_geb_burg_1_3_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_burg_1_2
		prerequisites = { ca_geb_burg_1_2 }
		add_number_to_name = no
		gold_cost = 220
		build_time = 600
		tech_growth_modifier = 0.02
		liege_prestige = 0.7
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_1_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_1_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		desc = ha_geb_burg_1_4_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_burg_1_3
		prerequisites = { ca_geb_burg_1_3 }
		add_number_to_name = no
		gold_cost = 350
		build_time = 700
		tech_growth_modifier = 0.02
		monthly_character_prestige = 1.0
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_1_5 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_1_5
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		desc = ha_geb_burg_1_5_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_burg_1_4
		prerequisites = { ca_geb_burg_1_4 }
		add_number_to_name = no
		gold_cost = 500
		build_time = 1000
		tech_growth_modifier = 0.02
		monthly_character_prestige = 2.0
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_1_6 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_1_6
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		desc = ha_geb_burg_1_6_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_NOBLE_CUSTOMS = 8 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_burg_1_5
		add_number_to_name = no
		gold_cost = 700
		build_time = 1500
		fort_level = 1.5
		tech_growth_modifier = 0.1
		monthly_character_prestige = 3.0
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
		
	# Ratssaal
	ha_geb_burg_2_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_2_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		
		desc = ha_geb_burg_2_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 70
		build_time = 270
		general_opinion = 3

		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_2_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_2_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_2_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_2_1
		gold_cost = 70
		build_time = 270
		general_opinion = 4
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_2_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_2_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_2_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_2_2
		gold_cost = 70
		build_time = 270
		general_opinion = 3
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	# Botschafterraum
	ha_geb_burg_3_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_3_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_3_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 70
		build_time = 270
		diplomacy = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_3_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_3_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_3_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_3_1
		gold_cost = 70
		build_time = 270
		diplomacy = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_3_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_3_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_3_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_3_2
		gold_cost = 70
		build_time = 270
		diplomacy = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
		# Kartenraum
	ha_geb_burg_4_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_4_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_4_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 70
		build_time = 270
		martial = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_4_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_4_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_4_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_4_1
		gold_cost = 70
		build_time = 270
		martial = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_4_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_4_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_4_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_4_2
		gold_cost = 70
		build_time = 270
		martial = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
		
	# Verwaltungsraum
	ha_geb_burg_5_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_5_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_5_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 70
		build_time = 270
		stewardship = 1
		tech_growth_modifier = 0.1


		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_5_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_5_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_5_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_5_1
		gold_cost = 70
		build_time = 270
		stewardship = 1
		tech_growth_modifier = 0.1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_5_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_5_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_5_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_5_2
		gold_cost = 70
		build_time = 270
		stewardship = 1
		tech_growth_modifier = 0.1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
		
		# Geheimgang etc.
	ha_geb_burg_11_1= {
		potential = {
			OR = {
			has_building = ha_geb_burg_11_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_11_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 70
		build_time = 270
		intrigue = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_11_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_11_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_11_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_11_1
		gold_cost = 70
		build_time = 270
		intrigue = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_11_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_11_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_11_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_11_2
		gold_cost = 70
		build_time = 270
		intrigue = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}

	# Bibliothek
	ha_geb_burg_6_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_6_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_6_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 90
		build_time = 270
		learning = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_6_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_6_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_6_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_6_1
		gold_cost = 90
		build_time = 270
		learning = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_6_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_6_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_6_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_6_2
		gold_cost = 90
		build_time = 270
		learning = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	# Hofmeisterarchitektengilde
	ha_geb_burg_14_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_14_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_14_desc
		prerequisites = { ha_geb_burg_5_1
						  ha_geb_burg_6_1 }		
		gold_cost = 200
		build_time = 400
		
		LOCAL_BUILD_TIME_MODIFIER = -0.02
		LOCAL_BUILD_COST_MODIFIER = -0.05
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_14_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_14_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_14_desc
		prerequisites = { ha_geb_burg_5_2
						  ha_geb_burg_6_2 }
		upgrades_from = ha_geb_burg_14_1
		gold_cost = 250
		build_time = 400
		
		LOCAL_BUILD_TIME_MODIFIER = -0.02
		LOCAL_BUILD_COST_MODIFIER = -0.05
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_14_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_14_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_14_desc
		prerequisites = { ha_geb_burg_5_3
							ha_geb_burg_6_3 }
		upgrades_from = ha_geb_burg_14_2
		gold_cost = 300
		build_time = 450
		
		LOCAL_BUILD_TIME_MODIFIER = -0.02
		LOCAL_BUILD_COST_MODIFIER = -0.05
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	# Badehaus
	ha_geb_burg_12_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_12_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_12_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 100
		build_time = 360
		
		fertility = 0.05
		health = 0.25
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_12_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_12_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_12_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_12_1
		gold_cost = 100
		build_time = 360
		
		fertility = 0.025
		health = 0.25
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_12_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_12_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_12_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_12_2
		gold_cost = 100
		build_time = 360
		
		fertility = 0.025
		health = 0.25
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	# Statue
	ha_geb_burg_13_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_13_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_13_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 100
		build_time = 360
		monthly_character_prestige = 0.5

		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_13_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_13_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_13_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_13_1
		gold_cost = 100
		build_time = 360
		monthly_character_prestige = 1.0

		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_13_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_13_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_13_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_13_2
		gold_cost = 100
		build_time = 360
		monthly_character_prestige = 1.5

		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	

		
	# Schatzkammer
	ha_geb_burg_7_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_7_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_7_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 100
		build_time = 250
		tax_income = 2
		fort_level = 0.25
		ai_creation_factor = 210
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_7_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_7_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_7_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_7_1
		gold_cost = 100
		build_time = 250
		tax_income = 2
		fort_level = 0.25
		ai_creation_factor = 210
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_7_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_7_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_7_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_7_2
		gold_cost = 100
		build_time = 250
		tax_income = 2
		fort_level = 0.25
		ai_creation_factor = 210
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_7_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_7_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_7_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_7_3
		gold_cost = 100
		build_time = 250
		tax_income = 2
		fort_level = 0.25
		ai_creation_factor = 210
		
		extra_tech_building_start = 1.0
	}
		# Kapelle
	ha_geb_burg_8_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_8_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_8_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 75
		build_time = 270
		church_opinion = 3
		monthly_character_piety = 0.5
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_8_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_8_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_8_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_8_1
		gold_cost = 75
		build_time = 270
		church_opinion = 3
		monthly_character_piety = 0.5
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
		ha_geb_burg_8_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_8_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_8_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_8_2
		gold_cost = 75
		build_time = 270
		church_opinion = 4
		monthly_character_piety = 1.0
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	# Wache
	ha_geb_burg_9_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_9_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_9_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 150
		build_time = 360
		garrison_size = 0.02
		pikemen = 50
		archers = 20
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1.0
	}
	
		ha_geb_burg_9_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_9_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_9_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_9_1
		gold_cost = 200
		build_time = 360
		garrison_size = 0.02
		pikemen = 50
		archers = 20
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_9_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_9_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_9_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_9_2
		gold_cost = 250
		build_time = 360
		garrison_size = 0.02
		pikemen = 50
		archers = 20
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_9_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_9_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_9_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_9_3
		gold_cost = 300
		build_time = 360
		garrison_size = 0.02
		pikemen = 50
		archers = 20
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 1.0
	}
		
	
	
################################################################################	
####### Eliteeinheit Gelände
################################################################################
	
	ha_geb_burg_15_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_15_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_15_1_desc
		prerequisites = { ca_geb_burg_1_0 }
		gold_cost = 250
		build_time = 1200
		add_number_to_name = no
		retinuesize = 250
		military_techpoints = 0.005
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_15_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_15_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_15_1_desc
		prerequisites = { ca_geb_burg_1_1 }
		upgrades_from = ha_geb_burg_15_1
		gold_cost = 400
		build_time = 1200
		add_number_to_name = no
		retinuesize = 250
		military_techpoints = 0.01
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_15_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_15_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_15_1_desc
		prerequisites = { ca_geb_burg_1_2 }
		upgrades_from = ha_geb_burg_15_2
		gold_cost = 500
		build_time = 1250
		add_number_to_name = no
		retinuesize = 250
		military_techpoints = 0.01
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}	
	
	ha_geb_burg_15_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_15_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_15_1_desc
		prerequisites = { ca_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_15_3
		gold_cost = 600
		build_time = 1250
		add_number_to_name = no
		retinuesize = 250
		military_techpoints = 0.01
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}	
	
	ha_geb_burg_15_5 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_15_5
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_15_1_desc
		prerequisites = { ca_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_15_4
		gold_cost = 600
		build_time = 1250
		add_number_to_name = no
		retinuesize = 250
		military_techpoints = 0.01
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}	
	
	ha_geb_burg_15_6 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_15_6
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_15_1_desc
		prerequisites = { ca_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_15_5
		gold_cost = 600
		build_time = 1250
		add_number_to_name = no
		retinuesize = 250
		military_techpoints = 0.01
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}	
	

################################################################################	
####### Leibgarde
################################################################################

	ha_geb_burg_10_1 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_10_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_10_1_desc
		prerequisites = { 
		ha_geb_burg_1_2
		ha_geb_burg_15_1	}
		gold_cost = 200
		build_time = 400
		retinuesize = 250
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_10_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_10_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_10_1_desc
		prerequisites = { ha_geb_burg_1_3 
		ha_geb_burg_15_3	}
		upgrades_from = ha_geb_burg_10_1
		gold_cost = 250
		build_time = 400
		retinuesize = 250
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_burg_10_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_10_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_10_1_desc
		prerequisites = { ha_geb_burg_1_4 
		ha_geb_burg_15_4 }
		upgrades_from = ha_geb_burg_10_2
		gold_cost = 300
		build_time = 450
		retinuesize = 250
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_10_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_10_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = {
			ckplus_austerity = yes 
		}
		desc = ha_geb_burg_10_1_desc
		prerequisites = { ha_geb_burg_1_4 
		ha_geb_burg_15_5 }
		upgrades_from = ha_geb_burg_10_3
		gold_cost = 400
		build_time = 500
		retinuesize = 250
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}	
	
################################################################################	
####### Armbrustschützen Ausbildung
################################################################################
	
	ha_geb_burg_16_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_burg_16_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
			NOT = {
			has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture = breton
					culture = bohemian 
					culture_group = central_germanic
					culture_group = west_germanic
					culture_group = latin
					culture_group = iberian
					culture_group = south_slavic
					culture_group = israelite
					culture_group = magyar
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture = breton
					culture = bohemian 
					culture_group = central_germanic
					culture_group = west_germanic
					culture_group = latin
					culture_group = iberian
					culture_group = south_slavic
					culture_group = israelite
					culture_group = magyar
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_16_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 150
		build_time = 600
		military_techpoints = 0.005	
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_16_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_16_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture = breton
					culture = bohemian 
					culture_group = central_germanic
					culture_group = west_germanic
					culture_group = latin
					culture_group = iberian
					culture_group = south_slavic
					culture_group = israelite
					culture_group = magyar
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture = breton
					culture = bohemian 
					culture_group = central_germanic
					culture_group = west_germanic
					culture_group = latin
					culture_group = iberian
					culture_group = south_slavic
					culture_group = israelite
					culture_group = magyar
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_16_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		upgrades_from = ha_geb_burg_16_1
		gold_cost = 300
		build_time = 650
		crossbowmen_offensive = 0.05
		crossbowmen_defensive = 0.05
		crossbowmen_morale = 0.05	
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_16_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_16_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture = breton
					culture = bohemian 
					culture_group = central_germanic
					culture_group = west_germanic
					culture_group = latin
					culture_group = iberian
					culture_group = south_slavic
					culture_group = israelite
					culture_group = magyar
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture = breton
					culture = bohemian 
					culture_group = central_germanic
					culture_group = west_germanic
					culture_group = latin
					culture_group = iberian
					culture_group = south_slavic
					culture_group = israelite
					culture_group = magyar
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_16_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_16_2
		gold_cost = 400
		build_time = 700
		crossbowmen_offensive = 0.05
		crossbowmen_defensive = 0.05
		crossbowmen_morale = 0.05	
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}	
	
	ha_geb_burg_16_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_16_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture = breton
					culture = bohemian 
					culture_group = central_germanic
					culture_group = west_germanic
					culture_group = latin
					culture_group = iberian
					culture_group = south_slavic
					culture_group = israelite
					culture_group = magyar
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture = breton
					culture = bohemian 
					culture_group = central_germanic
					culture_group = west_germanic
					culture_group = latin
					culture_group = iberian
					culture_group = south_slavic
					culture_group = israelite
					culture_group = magyar
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_16_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_16_3
		gold_cost = 500
		build_time = 700
		crossbowmen_offensive = 0.05
		crossbowmen_defensive = 0.05
		crossbowmen_morale = 0.05	
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}

################################################################################	
####### Berserker Ausbildung
################################################################################

	ha_geb_burg_17_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_burg_17_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
			NOT = {
			has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture = irish 
					culture = scottish 	
					culture = welsh
					culture = pommeranian
					culture = polish
					culture_group = north_germanic
					culture_group = finno_ugric
					culture_group = baltic
					culture_group = east_slavic
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture = irish 
					culture = scottish 	
					culture = welsh
					culture = pommeranian
					culture = polish
					culture_group = north_germanic
					culture_group = finno_ugric
					culture_group = baltic
					culture_group = east_slavic
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_17_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 150
		build_time = 600
		military_techpoints = 0.005		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_17_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_17_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture = irish 
					culture = scottish 	
					culture = welsh
					culture = pommeranian
					culture = polish
					culture_group = north_germanic
					culture_group = finno_ugric
					culture_group = baltic
					culture_group = east_slavic
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture = irish 
					culture = scottish 	
					culture = welsh
					culture = pommeranian
					culture = polish
					culture_group = north_germanic
					culture_group = finno_ugric
					culture_group = baltic
					culture_group = east_slavic
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_17_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		upgrades_from = ha_geb_burg_17_1
		gold_cost = 300
		build_time = 650
		berserker_offensive = 0.05
		berserker_defensive = 0.05
		berserker_morale = 0.05	
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_17_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_17_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture = irish 
					culture = scottish 	
					culture = welsh
					culture = pommeranian
					culture = polish
					culture_group = north_germanic
					culture_group = finno_ugric
					culture_group = baltic
					culture_group = east_slavic
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture = irish 
					culture = scottish 	
					culture = welsh
					culture = pommeranian
					culture = polish
					culture_group = north_germanic
					culture_group = finno_ugric
					culture_group = baltic
					culture_group = east_slavic
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_17_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_17_2
		gold_cost = 400
		build_time = 700
		berserker_offensive = 0.05
		berserker_defensive = 0.05
		berserker_morale = 0.05	
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}	
	
	ha_geb_burg_17_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_17_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture = irish 
					culture = scottish 	
					culture = welsh
					culture = pommeranian
					culture = polish
					culture_group = north_germanic
					culture_group = finno_ugric
					culture_group = baltic
					culture_group = east_slavic
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture = irish 
					culture = scottish 	
					culture = welsh
					culture = pommeranian
					culture = polish
					culture_group = north_germanic
					culture_group = finno_ugric
					culture_group = baltic
					culture_group = east_slavic
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_17_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_17_3
		gold_cost = 500
		build_time = 700
		berserker_offensive = 0.05
		berserker_defensive = 0.05
		berserker_morale = 0.05	
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}		
	
################################################################################	
####### Berittene Bogenschützen Ausbildung
################################################################################

	ha_geb_burg_18_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_burg_18_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
			NOT = {
			has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_18_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 200
		build_time = 600
		military_techpoints = 0.005		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_18_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_18_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_18_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		upgrades_from = ha_geb_burg_18_1
		gold_cost = 350
		build_time = 700
		horse_archers_offensive = 0.05
		horse_archers_defensive = 0.05
		horse_archers_morale = 0.05
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_18_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_18_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_18_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_18_2
		gold_cost = 450
		build_time = 750
		horse_archers_offensive = 0.05
		horse_archers_defensive = 0.05
		horse_archers_morale = 0.05
		military_techpoints = 0.005	
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}	
	
	ha_geb_burg_18_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_18_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_18_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_18_3
		gold_cost = 600
		build_time = 750
		horse_archers_offensive = 0.05
		horse_archers_defensive = 0.05
		horse_archers_morale = 0.05
		military_techpoints = 0.005	
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}	

################################################################################	
####### Kamelreiter Ausbildung
################################################################################

	ha_geb_burg_19_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_burg_19_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
			NOT = {
			has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_19_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 200
		build_time = 600
		military_techpoints = 0.005		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_19_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_19_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_19_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		upgrades_from = ha_geb_burg_19_1
		gold_cost = 350
		build_time = 650
		camel_cavalry_offensive = 0.05
		camel_cavalry_defensive = 0.05
		camel_cavalry_morale = 0.05
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_19_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_19_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_19_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_19_2
		gold_cost = 450
		build_time = 750
		camel_cavalry_offensive = 0.05
		camel_cavalry_defensive = 0.05
		camel_cavalry_morale = 0.05
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}	
	
	ha_geb_burg_19_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_19_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_19_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_19_3
		gold_cost = 550
		build_time = 750
		camel_cavalry_offensive = 0.05
		camel_cavalry_defensive = 0.05
		camel_cavalry_morale = 0.05
		military_techpoints = 0.005		
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}		

################################################################################	
####### Elefanten Ausbildung
################################################################################

	ha_geb_burg_20_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_burg_20_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
			NOT = {
			has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
				}
			}
		}
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_20_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		gold_cost = 250
		build_time = 800
		military_techpoints = 0.005	
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_20_2 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_20_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_20_1_desc
		prerequisites = { ha_geb_burg_1_2 }
		upgrades_from = ha_geb_burg_20_1
		gold_cost = 400
		build_time = 1000
		military_techpoints = 0.005	
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.05
		war_elephants_morale = 0.05
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_burg_20_3 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_20_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_20_1_desc
		prerequisites = { ha_geb_burg_1_3 }
		upgrades_from = ha_geb_burg_20_2
		gold_cost = 500
		build_time = 1250
		military_techpoints = 0.005	
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.05
		war_elephants_morale = 0.05
	
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}	
	
	ha_geb_burg_20_4 = {
		potential = {
			OR = {
			has_building = ha_geb_burg_20_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		is_active_trigger = {
		
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
			FROM = {
				job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
			
				}
			
			}
		}
		trigger = {
			ckplus_austerity = yes 
			FROM = {
				job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
			
				}
			
			}
		}
		desc = ha_geb_burg_20_1_desc
		prerequisites = { ha_geb_burg_1_4 }
		upgrades_from = ha_geb_burg_20_3
		gold_cost = 600
		build_time = 1250
		military_techpoints = 0.005	
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.05
		war_elephants_morale = 0.05
		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}		

	
}
