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

# City
city = {

	geb_history_1 = {    # Arsenal von Venedig
		potential = {
			FROMFROM = { title = b_venezia }
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4
					TECH_NAVAL = 4
					TECH_CONSTRUCTION = 4 }
		desc = geb_history_1_desc
		gold_cost = 1000
		build_time = 2000
		add_number_to_name = no
		tax_income = 2.0
		galleys = 50
		garrison_size = 0.25
		levy_size = 0.1
		fort_level = 3.0
		ai_creation_factor = 110

		extra_tech_building_start = 0.0
		military_techpoints = 0.25
		culture_techpoints = 0.25
	}
			geb_history_6 = {  # Notre Dame
		potential = {
			FROMFROM = { title = b_paris }
		}
		trigger = { TECH_TEMPLE_CONSTRUCTION = 4
					TECH_CONSTRUCTION = 4 }
		desc = geb_history_6_desc
		gold_cost = 1000
		build_time = 3500
		add_number_to_name = no
		tax_income = 7.0
		liege_prestige = 2.0
		liege_piety = 1.0
		
		ai_creation_factor = 110

		extra_tech_building_start = 0.0
		culture_techpoints = 0.50
	}
	# Siedlingsstufen
	ca_geb_stad_1_0 = {
		desc = ca_geb_stad_1_0_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		add_number_to_name = no
		gold_cost = 120
		build_time = 360
		fort_level = 0.25
		economy_techpoints = 0.005
		tech_growth_modifier = 0.02
		ai_creation_factor = 99
		
		extra_tech_building_start = -1
	}
	ca_geb_stad_1_1 = {
		desc = ca_geb_stad_1_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ct_geb_arm_1
				ct_geb_buerg_1
				ct_geb_adl_1 
				ct_geb_street_1	}
		upgrades_from = ca_geb_stad_1_0
		add_number_to_name = no
		gold_cost = 180
		build_time = 360
		fort_level = 0.5
		economy_techpoints = 0.015
		tech_growth_modifier = 0.02
		ai_creation_factor = 99
		
		extra_tech_building_start = 0
	}
	ca_geb_stad_1_2 = {
		desc = ca_geb_stad_1_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		prerequisites = { ct_geb_arm_2
				ct_geb_buerg_2
				ct_geb_adl_2
				ct_geb_street_2	 }
		upgrades_from = ca_geb_stad_1_1
		add_number_to_name = no
		gold_cost = 240
		build_time = 600
		fort_level = 0.75
		economy_techpoints = 0.05
		tech_growth_modifier = 0.02
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.5
	}
	ca_geb_stad_1_3 = {
		desc = ca_geb_stad_1_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		prerequisites = { ct_geb_arm_3
				ct_geb_buerg_3
				ct_geb_adl_3
				ct_geb_street_3	 }
		upgrades_from = ca_geb_stad_1_2
		add_number_to_name = no
		gold_cost = 300
		build_time = 650
		fort_level = 1.0
		economy_techpoints = 0.1
		tech_growth_modifier = 0.02
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ca_geb_stad_1_4 = {
		desc = ca_geb_stad_1_4_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		prerequisites = { ct_geb_arm_4
				ct_geb_buerg_4
				ct_geb_adl_4
				ct_geb_street_4	 }
		upgrades_from = ca_geb_stad_1_3
		add_number_to_name = no
		gold_cost = 350
		build_time = 700
		fort_level = 1.25
		economy_techpoints = 0.5
		tech_growth_modifier = 0.02
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}
	ct_geb_street_1 = {
		desc = ct_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_stad_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
	}


	ct_geb_street_2 = {
		desc = ct_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 = ct_geb_street_1
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_street_3 = {
		desc = ct_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 = ct_geb_street_2
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_street_4 = {
		desc = ct_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 = ct_geb_street_3
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_street_5 = {
		desc = ct_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 = ct_geb_street_4
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	#Architect Bloodline buildings.
	ct_planned_infrastructure_1 = { #Garrisoned roads
		desc = ct_planned_infrastructure_1_desc
		potential = { 
			OR = {
				FROMFROM = { has_building = ct_planned_infrastructure_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_architect 
					}
				}
				FROM = {
					any_liege = {
						any_owned_bloodline = {
							has_bloodline_flag = bloodline_architect 
						}	
					}
				}
			}
		}
		trigger = { 
			TECH_CITY_CONSTRUCTION = 1
			custom_tooltip = {
				text = tooltip_has_architect_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_architect 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_architect 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROMFROM = {
				owner = {
					NOR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
			}
		}

		gold_cost = 125
		build_time = 365
		tax_income = 3
		land_morale = 0.05
		tech_growth_modifier = 0.05
		tradevalue = 5
		culture_techpoints = 0.01
		economy_techpoints = 0.01
		add_number_to_name = no

		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	ct_planned_infrastructure_2 = { #Stone Roads
		desc = ct_planned_infrastructure_2_desc
		trigger = { 
			TECH_CITY_CONSTRUCTION = 3
			custom_tooltip = {
				text = tooltip_has_architect_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_architect 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_architect 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROMFROM = {
				owner = {
					NOR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
			}
		}
		upgrades_from = ct_planned_infrastructure_1
		gold_cost = 250
		build_time = 560
		tax_income = 3
		max_tradeposts = 2
		tech_growth_modifier = 0.05
		tradevalue = 5
		culture_techpoints = 0.01
		economy_techpoints = 0.01
		add_number_to_name = no
		
		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	ct_planned_infrastructure_3 = { #Cleared Pathways
		desc = ct_planned_infrastructure_3_desc
		trigger = { 
			TECH_CITY_CONSTRUCTION = 5
			custom_tooltip = {
				text = tooltip_has_architect_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_architect 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_architect 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROMFROM = {
				owner = {
					NOR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
			}
		}
		upgrades_from = ct_planned_infrastructure_2
		gold_cost = 450
		build_time = 760
		culture_techpoints = 0.01
		economy_techpoints = 0.01
		tech_growth_modifier = 0.1
		levy_reinforce_rate = 0.1
		disease_defence = 0.05
		tradevalue = 5

		add_number_to_name = no
		
		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	ct_planned_infrastructure_4 = { #Great Acqueduct
		desc = ct_planned_infrastructure_4_desc
		trigger = { 
			TECH_CITY_CONSTRUCTION = 7
			custom_tooltip = {
				text = tooltip_has_architect_bloodline
				hidden_tooltip = {
					OR = {
						FROM = {
							any_owned_bloodline = {
								has_bloodline_flag = bloodline_architect 
							}
						}
						FROM = {
							any_liege = {
								any_owned_bloodline = {
									has_bloodline_flag = bloodline_architect 
								}	
							}
						}
					}
				}
			}
		}
		is_active_trigger = {
			FROMFROM = {
				owner = {
					NOR = {
						is_tribal = yes
						is_nomadic = yes
					}
				}
			}
		}
		upgrades_from = ct_planned_infrastructure_3
		gold_cost = 750
		build_time = 1250
		tech_growth_modifier = 0.05
		economy_techpoints = 0.1
		disease_defence = 0.1
		tradevalue = 5
		culture_techpoints = 0.01
		economy_techpoints = 0.01
		add_number_to_name = no
		
		ai_creation_factor = 88

		extra_tech_building_start = 1.2
	}
	
	
	ct_geb_arm_1 = {
		desc = ct_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_stad_1_0 }
		gold_cost = 100
		build_time = 360
		levy_size = 0.05
		tax_income = 3.0
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = -1
	}


	ct_geb_arm_2 = {
		desc = ct_geb_arm_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_arm_1
		add_number_to_name = no
		prerequisites = { ca_geb_stad_1_1 }
		gold_cost = 150
		build_time = 450
		levy_size = 0.05
		tax_income = 3.0
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ct_geb_arm_3 = {
		desc = ct_geb_arm_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_arm_2
		add_number_to_name = no
		prerequisites = { ca_geb_stad_1_2 }
		gold_cost = 150
		build_time = 450
		levy_size = 0.05
		tax_income = 2.0
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ct_geb_arm_4 = {
		desc = ct_geb_arm_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_arm_3
		add_number_to_name = no
		prerequisites = { ca_geb_stad_1_3 }
		gold_cost = 200
		build_time = 500
		levy_size = 0.05
		tax_income = 2.0
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ct_geb_arm_5 = {
		desc = ct_geb_arm_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_arm_4
		add_number_to_name = no
		prerequisites = { ca_geb_stad_1_4 }
		gold_cost = 250
		build_time = 550
		levy_size = 0.05
		tax_income = 2.0
		culture_techpoints = 0.0005
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}
	ct_geb_buerg_1 = {
		desc = ct_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_stad_1_0 }
		gold_cost = 120
		build_time = 360
		tax_income = 1.0
		garrison_size = 0.025
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}


	ct_geb_buerg_2 = {
		desc = ct_geb_buerg_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_buerg_1
		add_number_to_name = no
		prerequisites = { ca_geb_stad_1_1 }
		gold_cost = 150
		build_time = 450
		tax_income = 2.0
		garrison_size = 0.025
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ct_geb_buerg_3 = {
		desc = ct_geb_buerg_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_buerg_2
		add_number_to_name = no
		prerequisites = { ca_geb_stad_1_2 }
		gold_cost = 170
		build_time = 450
		tax_income = 2.0
		garrison_size = 0.025
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ct_geb_buerg_4 = {
		desc = ct_geb_buerg_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_buerg_3
		add_number_to_name = no
		prerequisites = { ca_geb_stad_1_3 }
		gold_cost = 200
		build_time = 500
		tax_income = 2.0
		garrison_size = 0.025
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ct_geb_buerg_5 = {
		desc = ct_geb_buerg_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_buerg_4
		add_number_to_name = no
		prerequisites = { ca_geb_stad_1_4 }
		gold_cost = 250
		build_time = 550
		tax_income = 2.0
		garrison_size = 0.025
		culture_techpoints = 0.0005
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}
	ct_geb_adl_1 = {
		desc = ct_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_stad_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
	}


	ct_geb_adl_2 = {
		desc = ct_geb_adl_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_adl_1
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_adl_3 = {
		desc = ct_geb_adl_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_adl_2
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_adl_4 = {
		desc = ct_geb_adl_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_NOBLE_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_adl_3
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_adl_5 = {
		desc = ct_geb_adl_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_NOBLE_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_adl_4
		add_number_to_name = no
		prerequisites = { ca_geb_stad_1_4 }
		gold_cost = 250
		build_time = 550
		tax_income = -4.0
		culture_techpoints = 0.0005
		knights = 15
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}
	ct_geb_armh_1 = {
		desc = ct_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_stad_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
	}


	ct_geb_armh_2 = {
		desc = ct_geb_armh_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_armh_1
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_armh_3 = {
		desc = ct_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 = ct_geb_armh_2
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_armh_4 = {
		desc = ct_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 = ct_geb_armh_3
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_armh_5 = {
		desc = ct_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 = ct_geb_armh_4
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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
	}
	
	ct_wall_q_1 = {
		desc = ct_wall_q_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_SIEGE_EQUIPMENT = 0 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_1 }
		gold_cost = 100
		build_time = 182
		fort_level = 0.4
		ai_creation_factor = 60
		military_techpoints = 0.005
		
		extra_tech_building_start = 1.0
	}
	ct_wall_q_2 = {
		desc = ct_wall_q_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1
			    TECH_SIEGE_EQUIPMENT = 1 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_wall_q_1
		gold_cost = 100
		build_time = 182
		fort_level = 0.4
		ai_creation_factor = 59
		military_techpoints = 0.005

		extra_tech_building_start = 1.5
	}	
	ct_wall_q_3 = {
		desc = ca_wall_q_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3
			    TECH_SIEGE_EQUIPMENT = 3 
				ckplus_austerity = yes }
		upgrades_from = ct_wall_q_2
		gold_cost = 100
		build_time = 182
		fort_level = 0.5
		ai_creation_factor = 58
		military_techpoints = 0.005

		extra_tech_building_start = 1.0
	}
	ct_wall_q_4 = {
		desc = ca_wall_q_4_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 5
			    TECH_CONSTRUCTION = 5
			    TECH_POPULAR_CUSTOMS = 5
			    TECH_SIEGE_EQUIPMENT = 5 
				ckplus_austerity = yes }
		upgrades_from = ct_wall_q_3
		gold_cost = 150
		build_time = 365
		fort_level = 1
		ai_creation_factor = 57
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	ct_wall_q_5 = {
		desc = ca_wall_q_5_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7
			    TECH_SIEGE_EQUIPMENT = 7 
				ckplus_austerity = yes }
		upgrades_from = ct_wall_q_4
		gold_cost = 150
		build_time = 365
		fort_level = 1
		ai_creation_factor = 56
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	}

	ct_wall_1 = {
		desc = ca_wall_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_stad_1_0 }
		gold_cost = 100
		build_time = 365
		fort_level = 0.4
		levy_size = 0.025
		ai_creation_factor = 99
		military_techpoints = 0.005
		culture_techpoints = 0.001
		
		extra_tech_building_start = 1.0
	}
	ct_wall_2 = {
		desc = ca_wall_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_stad_1_1 }
		upgrades_from = ct_wall_1
		gold_cost = 100
		build_time = 547
		fort_level = 0.4
		levy_size = 0.025
		ai_creation_factor = 98
		military_techpoints = 0.005
		culture_techpoints = 0.001

		extra_tech_building_start = 1.5
	}
	ct_wall_3 = {
		desc = ct_wall_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_stad_1_2 }
		upgrades_from = ct_wall_2
		gold_cost = 100
		build_time = 730
		fort_level = 0.4
		levy_size = 0.05
		ai_creation_factor = 97
		military_techpoints = 0.005
		culture_techpoints = 0.001

		extra_tech_building_start = 2.0
	}
	ct_wall_4 = {
		desc = ct_wall_4_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_stad_1_3 }
		upgrades_from = ct_wall_3
		gold_cost = 100
		build_time = 1095
		fort_level = 0.5
		levy_size = 0.05
		ai_creation_factor = 96
		military_techpoints = 0.005
		culture_techpoints = 0.001

		extra_tech_building_start = 1.0
	}
	ct_wall_5 = {
		desc = ct_wall_5_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_POPULAR_CUSTOMS = 8 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_stad_1_4 }
		upgrades_from = ct_wall_4
		gold_cost = 150
		build_time = 1460
		fort_level = 1.0
		levy_size = 0.075
		ai_creation_factor = 95
		military_techpoints = 0.005
		culture_techpoints = 0.001

		extra_tech_building_start = 0.2
	}
	
	# Merchant Republic Arsenal
	ct_rep_arsenal_1 = {
		potential = {
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					}
					is_merchant_republic = yes
				}
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_SIEGE_EQUIPMENT = 0 
				ckplus_austerity = yes }
		desc = ct_rep_arsenal_1_desc
		gold_cost = 200
		build_time = 1460
		fort_level = 1.0
		garrison_size = 0.25
		levy_size = 0.075
		galleys = 15
		ai_creation_factor = 95
		military_techpoints = 0.05
		culture_techpoints = 0.05

		extra_tech_building_start = 0.2
	}
	ct_rep_arsenal_2 = {
		potential = {
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					}
					is_merchant_republic = yes
				}
			}
		}
		upgrades_from = ct_rep_arsenal_1
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4
			    TECH_SIEGE_EQUIPMENT = 4 
				ckplus_austerity = yes }
		desc = ct_rep_arsenal_2_desc
		gold_cost = 400
		build_time = 1460
		fort_level = 1.5
		garrison_size = 0.2
		levy_size = 0.075
		galleys = 15
		ai_creation_factor = 95
		military_techpoints = 0.05
		culture_techpoints = 0.05

		extra_tech_building_start = 0.2
	}
	ct_rep_arsenal_3 = {
		potential = {
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					}
					is_merchant_republic = yes
				}
			}
		}
		upgrades_from = ct_rep_arsenal_2
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7
			    TECH_SIEGE_EQUIPMENT = 7 
				ckplus_austerity = yes }
		desc = ct_rep_arsenal_3_desc
		gold_cost = 600
		build_time = 2190
		fort_level = 2.0
		garrison_size = 0.25
		levy_size = 0.125
		galleys = 15
		ai_creation_factor = 95
		military_techpoints = 0.05
		culture_techpoints = 0.05

		extra_tech_building_start = 0.2
	}
	
	ct_training_grounds_1 = {
		desc = ct_training_grounds_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 200
		build_time = 547
		levy_size = 0.05
		garrison_size = 0.05
		ai_creation_factor = 98
		military_techpoints = 0.005

		extra_tech_building_start = 0
	}
	ct_training_grounds_2 = {
		desc = ct_training_grounds_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_training_grounds_1
		gold_cost = 250
		build_time = 730
		levy_size = 0.075
		garrison_size = 0.1
		ai_creation_factor = 97
		military_techpoints = 0.005

		extra_tech_building_start = 1.2
	} 
	ct_training_grounds_3 = {
		desc = ct_training_grounds_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ct_training_grounds_2
		gold_cost = 300
		build_time = 1095
		levy_size = 0.1
		garrison_size = 0.15
		ai_creation_factor = 96
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	} 
	ct_training_grounds_4 = {
		desc = ct_training_grounds_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_training_grounds_3
		gold_cost = 400
		build_time = 1460
		levy_size = 0.125
		garrison_size = 0.2
		ai_creation_factor = 95
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	} 
	ct_training_grounds_5 = {
		desc = ct_training_grounds_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ct_training_grounds_4
		gold_cost = 500
		build_time = 2190
		levy_size = 0.15
		garrison_size = 0.25
		ai_creation_factor = 94
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	ct_training_grounds_6 = {
		desc = ct_training_grounds_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_POPULAR_CUSTOMS = 8 
				ckplus_austerity = yes }
		upgrades_from = ct_training_grounds_5
		gold_cost = 500
		build_time = 2190
		levy_size = 0.15
		garrison_size = 0.25
		ai_creation_factor = 93
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	
	ct_barracks_1 = {
		desc = ct_barracks_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		gold_cost = 120
		build_time = 365
		light_infantry = 60
		archers = 30
		ai_creation_factor = 95
		military_techpoints = 0.0025
		
		extra_tech_building_start = 0.1
	}
	ct_barracks_2 = {
		desc = ct_barracks_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_barracks_1
		gold_cost = 150
		build_time = 547
		light_infantry = 40
		archers = 70
		ai_creation_factor = 94
		military_techpoints = 0.0025

		extra_tech_building_start = 1.0
	}
	ct_barracks_3 = {
		desc = ct_barracks_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1
			    TECH_LIGHT_INFANTRY = 1 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_barracks_2
		gold_cost = 200
		build_time = 730
		light_infantry = 80
		archers = 30
		crossbowmen = 20
		ai_creation_factor = 93
		military_techpoints = 0.0025

		extra_tech_building_start = 1.0
	}
	ct_barracks_4 = {
		desc = ct_barracks_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3
			    TECH_LIGHT_INFANTRY = 3 
				ckplus_austerity = yes }
		upgrades_from = ct_barracks_3
		gold_cost = 300
		build_time = 1095
		light_infantry = 60
		crossbowmen = 90
		ai_creation_factor = 92
		military_techpoints = 0.0025

		extra_tech_building_start = 0.2
	}
	ct_barracks_5 = {
		desc = ct_barracks_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 5
			    TECH_CONSTRUCTION = 5
			    TECH_POPULAR_CUSTOMS = 5
			    TECH_LIGHT_INFANTRY = 5 
				ckplus_austerity = yes }
		upgrades_from = ct_barracks_4
		gold_cost = 400
		build_time = 2190
		light_infantry = 100
		crossbowmen = 75
		ai_creation_factor = 91
		military_techpoints = 0.0025

		extra_tech_building_start = 0.2
	}
	ct_barracks_6 = {
		desc = ct_barracks_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7
			    TECH_LIGHT_INFANTRY = 7 
				ckplus_austerity = yes }
		upgrades_from = ct_barracks_5
		gold_cost = 500
		build_time = 2190
		light_infantry = 80
		crossbowmen = 100
		ai_creation_factor = 90
		military_techpoints = 0.0025

		extra_tech_building_start = 0.2
	}
	
	ct_guard_1 = {
		desc = ct_guard_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		gold_cost = 120
		build_time = 365
		pikemen = 45
		ai_creation_factor = 96
		military_techpoints = 0.0025
		
		extra_tech_building_start = 0.1
	}
	ct_guard_2 = {
		desc = ct_guard_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_guard_1
		gold_cost = 150
		build_time = 547
		pikemen = 55
		ai_creation_factor = 95
		military_techpoints = 0.0025

		extra_tech_building_start = 0.2
	}
	ct_guard_3 = {
		desc = ct_guard_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4
			    TECH_HEAVY_INFANTRY = 4 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_guard_2
		gold_cost = 200
		build_time = 730
		pikemen = 65
		ai_creation_factor = 94
		military_techpoints = 0.0025
		
		extra_tech_building_start = 0.2
	}
	ct_guard_4 = {
		desc = ct_guard_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6
			    TECH_HEAVY_INFANTRY = 6 
				ckplus_austerity = yes }
		upgrades_from = ct_guard_3
		gold_cost = 300
		build_time = 1095
		pikemen = 75
		ai_creation_factor = 93
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}
	ct_guard_5 = {
		desc = ct_guard_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_POPULAR_CUSTOMS = 8
			    TECH_HEAVY_INFANTRY = 8 
				ckplus_austerity = yes }
		upgrades_from = ct_guard_4
		gold_cost = 400
		build_time = 2190
		pikemen = 85
		ai_creation_factor = 92
		military_techpoints = 0.005

		extra_tech_building_start = 0.2
	}
	
	ct_marketplace_1 = {
		desc = ct_marketplace_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 100
		build_time = 365
		tax_income = 3
		ai_creation_factor = 110
		add_number_to_name = no
		economy_techpoints = 0.005
		culture_techpoints = 0.0025
		
		extra_tech_building_start = 0.4
	}
	ct_marketplace_2 = {
		desc = ct_marketplace_2_desc
		prerequisites = { ct_wall_1 }
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = ct_marketplace_1
		gold_cost = 120
		build_time = 547
		tax_income = 3
		ai_creation_factor = 109
		add_number_to_name = no
		economy_techpoints = 0.005
		culture_techpoints = 0.0025

		extra_tech_building_start = 0.8
	}
	ct_marketplace_3 = {
		desc = ct_marketplace_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_marketplace_2
		gold_cost = 200
		build_time = 730
		tax_income = 3
		ai_creation_factor = 108
		add_number_to_name = no
		economy_techpoints = 0.005
		culture_techpoints = 0.0025

		extra_tech_building_start = 0.2
	}
	ct_marketplace_4 = {
		desc = ct_marketplace_4_desc
		trigger = { TECH_CITY_CONSTRUCTION = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ct_marketplace_3
		gold_cost = 300
		build_time = 1095
		tax_income = 3
		ai_creation_factor = 107
		add_number_to_name = no
		economy_techpoints = 0.01
		culture_techpoints = 0.0025

		extra_tech_building_start = 0.2
	}
	ct_marketplace_5 = {
		desc = ct_marketplace_5_desc
		trigger = { TECH_CITY_CONSTRUCTION = 5
			    TECH_CONSTRUCTION = 5
			    TECH_POPULAR_CUSTOMS = 5 
				ckplus_austerity = yes }
		upgrades_from = ct_marketplace_4
		gold_cost = 400
		build_time = 2190
		tax_income = 3
		ai_creation_factor = 106
		add_number_to_name = no
		economy_techpoints = 0.01
		culture_techpoints = 0.0025

		extra_tech_building_start = 0.2
	}
	ct_marketplace_6 = {
		desc = ct_marketplace_6_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ct_marketplace_5
		gold_cost = 500
		build_time = 2190
		tax_income = 3
		ai_creation_factor = 105
		add_number_to_name = no
		economy_techpoints = 0.01
		culture_techpoints = 0.0025

		extra_tech_building_start = 0.2
	}
	
	ct_port_1 = {
		desc = ct_port_1_desc
		port = yes
		trigger = { TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 100
		build_time = 365
		tax_income = 3
		ai_creation_factor = 110
		economy_techpoints = 0.005
		culture_techpoints = 0.005
		tech_growth_modifier = 0.01
		
		extra_tech_building_start = 0.6
	}
	ct_port_2 = {
		desc = ct_port_1_desc
		port = yes
		trigger = { TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_port_1
		gold_cost = 120
		build_time = 547
		tax_income = 3
		ai_creation_factor = 109
		economy_techpoints = 0.005
		culture_techpoints = 0.005
		tech_growth_modifier = 0.01

		extra_tech_building_start = 0.2
	}
	ct_port_3 = {
		desc = ct_port_1_desc
		port = yes
		trigger = { TECH_TRADE_PRACTICES = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_port_2
		gold_cost = 200
		build_time = 730
		tax_income = 3
		ai_creation_factor = 108
		economy_techpoints = 0.005
		culture_techpoints = 0.0025
		tech_growth_modifier = 0.01

		extra_tech_building_start = 0.2
	}
	ct_port_4 = {
		desc = ct_port_1_desc
		port = yes
		trigger = { TECH_TRADE_PRACTICES = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_port_3
		gold_cost = 300
		build_time = 1095
		tax_income = 3
		ai_creation_factor = 107
		economy_techpoints = 0.01
		culture_techpoints = 0.005
		tech_growth_modifier = 0.01

		extra_tech_building_start = 0.2
	}
	ct_port_5 = {
		desc = ct_port_1_desc
		port = yes
		trigger = { TECH_TRADE_PRACTICES = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ct_port_4
		gold_cost = 400
		build_time = 2190
		tax_income = 3
		ai_creation_factor = 106
		economy_techpoints = 0.01
		culture_techpoints = 0.005
		tech_growth_modifier = 0.01

		extra_tech_building_start = 0.2
	}

	ct_geb_hofm_1 = {
		desc = ct_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		prerequisites = { ca_geb_stad_1_0 }
		gold_cost = 100
		build_time = 360
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 105
		
		extra_tech_building_start = 0.3
	}


	ct_geb_hofm_2 = {
		desc = ct_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_hofm_1
		prerequisites = { ca_geb_stad_1_1 }
		gold_cost = 150
		build_time = 450
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}

	ct_geb_hofm_3 = {
		desc = ct_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_hofm_2
		prerequisites = { ca_geb_stad_1_2 }
		gold_cost = 150
		build_time = 450
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}

	ct_geb_hofm_4 = {
		desc = ct_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_hofm_3
		prerequisites = { ca_geb_stad_1_3 }
		gold_cost = 200
		build_time = 500
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}

	ct_geb_hofm_5 = {
		desc = ct_geb_hofm_desc
		trigger = { TECH_CITY_CONSTRUCTION = 7
			    TECH_CONSTRUCTION = 7
			    TECH_POPULAR_CUSTOMS = 7 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_hofm_4
		prerequisites = { ca_geb_stad_1_4 }
		gold_cost = 250
		build_time = 550
		local_tax_modifier = 0.02
		economy_techpoints = 0.0005
		ai_creation_factor = 105
		
		extra_tech_building_start = 0
	}
	ct_geb_fisch_1 = {
		desc = ct_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_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
	}
	
	ct_geb_fisch_2 = {
		desc = ct_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = ct_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
	}
	
	ct_geb_fisch_3 = {
		desc = ct_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ct_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
	}
	
	ct_geb_fisch_4 = {
		desc = ct_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ct_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
	}	
	ct_geb_fisch_5 = {
		desc = ct_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_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
	}	
	ct_geb_fisch_6 = {
		desc = ct_geb_fisch_desc
		potential = {
			location = {
				OR = {
					port = yes
					borders_major_river = yes
					borders_lake = yes
					}
			}
		}
		trigger = { TECH_NAVAL = 5
			    TECH_CONSTRUCTION = 5
			    TECH_POPULAR_CUSTOMS = 5 
				ckplus_austerity = yes }
		upgrades_from = ct_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
	}	
		
	ct_shipyard_1 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		gold_cost = 100
		build_time = 365
		galleys = 7
		ai_creation_factor = 100
		economy_techpoints = 0.005
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}
	
	ct_shipyard_2 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ct_shipyard_1
		gold_cost = 100
		build_time = 730
		galleys = 8
		ai_creation_factor = 99
		economy_techpoints = 0.005
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}
	
	ct_shipyard_3 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ct_shipyard_2
		gold_cost = 100
		build_time = 1095
		galleys = 9
		ai_creation_factor = 98
		economy_techpoints = 0.005
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}
	
	ct_shipyard_4 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_shipyard_3
		gold_cost = 100
		build_time = 1460
		galleys = 10
		ai_creation_factor = 97
		economy_techpoints = 0.005
		military_techpoints = 0.005
		
		extra_tech_building_start = 0.2
	}

	ct_university_1 = {
		desc = ct_university_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		gold_cost = 500
		build_time = 1095
		
		tech_growth_modifier = 0.3
		economy_techpoints = 0.25
		
		ai_creation_factor = 96

		extra_tech_building_start = 0.2
	}
	ct_university_2 = {
		desc = ct_university_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_university_1
		gold_cost = 600
		build_time = 2190
		
		tech_growth_modifier = 0.3
		economy_techpoints = 0.75
		
		ai_creation_factor = 89

		extra_tech_building_start = 0.2
	}
	ct_university_3 = {
		desc = ct_university_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_POPULAR_CUSTOMS = 8 
				ckplus_austerity = yes }
		upgrades_from = ct_university_2
		gold_cost = 600
		build_time = 2190
		
		tech_growth_modifier = 0.3
		economy_techpoints = 1.00
		
		ai_creation_factor = 88

		extra_tech_building_start = 0.2
	}
	ct_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 = ct_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 = 150

		extra_tech_building_start = 0.5

	}
	ct_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 = ct_geb_terr_1_6_desc
		upgrades_from = ct_geb_terr_1_1 
		gold_cost = 120
		build_time = 250
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}
	ct_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 = ct_geb_terr_1_6_desc
		upgrades_from = ct_geb_terr_1_2
		gold_cost = 140
		build_time = 275
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_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 = ct_geb_terr_1_6_desc
		upgrades_from = ct_geb_terr_1_3
		gold_cost = 150
		build_time = 300
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_1_5 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { ct_geb_terr_1_2 }
		desc = ct_geb_terr_1_7_desc
		gold_cost = 150
		build_time = 300
		levy_size = 0.1
		tax_income = 3
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_2_1 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ct_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 = 150

		extra_tech_building_start = 0.5

	}

	ct_geb_terr_2_2 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ct_geb_terr_2_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_2_3 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ct_geb_terr_2_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_2_4 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ct_geb_terr_2_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_2_5 = {
	potential = {
		location = { 
				OR = {
						terrain = forest
						terrain = woods
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { ct_geb_terr_2_2 }
		desc = ct_geb_terr_2_7_desc
		gold_cost = 180
		build_time = 250

		tax_income = 3
		local_build_time_modifier = -0.2
		economy_techpoints = 0.02
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_3_1 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ct_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 = 150

		extra_tech_building_start = 0.5

	}

	ct_geb_terr_3_2 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ct_geb_terr_3_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_3_3 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ct_geb_terr_3_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_3_4 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ct_geb_terr_3_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_3_5 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { ct_geb_terr_3_2 }
		desc = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_4_1 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ct_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 = 150

		extra_tech_building_start = 0.5

	}

	ct_geb_terr_4_2 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ct_geb_terr_4_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_4_3 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ct_geb_terr_4_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_4_4 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ct_geb_terr_4_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_4_5 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { ct_geb_terr_4_2 }
		desc = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_5_1 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ct_geb_terr_5_5_desc
		gold_cost = 150
		build_time = 200

		tax_income = 2
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 0.5

	}

	ct_geb_terr_5_2 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ct_geb_terr_5_5_desc
		upgrades_from = ct_geb_terr_5_1
		gold_cost = 150
		build_time = 250

		tax_income = 2
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_5_3 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ct_geb_terr_5_5_desc
		upgrades_from = ct_geb_terr_5_2
		gold_cost = 170
		build_time = 300

		tax_income = 2
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_5_4 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ct_geb_terr_5_5_desc
		upgrades_from = ct_geb_terr_5_3
		gold_cost = 200
		build_time = 350

		tax_income = 2
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_6_1 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ct_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 = 150

		extra_tech_building_start = 0.5

	}

	ct_geb_terr_6_2 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ct_geb_terr_6_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_6_3 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ct_geb_terr_6_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_6_4 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ct_geb_terr_6_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_6_5 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { ct_geb_terr_6_2 }
		desc = ct_geb_terr_6_7_desc
		gold_cost = 200
		build_time = 450
		levy_size = 0.2
		garrison_size = 0.2
		tax_income = 3
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_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 = ct_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 = 150

		extra_tech_building_start = 0.5

	}

	ct_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 = ct_geb_terr_9_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_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 = ct_geb_terr_9_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_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 = ct_geb_terr_9_6_desc
		upgrades_from = ct_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 = 150

		extra_tech_building_start = 1.0

	}

	ct_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 = { ct_geb_terr_9_2 }
		add_number_to_name = no
		desc = ct_geb_terr_9_7_desc
		gold_cost = 170
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.02
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}
	ct_geb_terr_10_1 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = ct_geb_terr_10_6_desc
		gold_cost = 200
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 0.5

	}

	ct_geb_terr_10_2 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = ct_geb_terr_10_6_desc
		upgrades_from = ct_geb_terr_10_1
		gold_cost = 200
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_10_3 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 3
		    TECH_CONSTRUCTION = 3 
			ckplus_austerity = yes }
		desc = ct_geb_terr_10_6_desc
		upgrades_from = ct_geb_terr_10_2
		gold_cost = 250
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}

	ct_geb_terr_10_4 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 5
		    TECH_CONSTRUCTION = 5 
			ckplus_austerity = yes }
		desc = ct_geb_terr_10_6_desc
		upgrades_from = ct_geb_terr_10_3
		gold_cost = 250
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.005
		ai_creation_factor = 150

		extra_tech_building_start = 1.0

	}


	ct_geb_gilde_1_1 = {
		desc = ct_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_stad_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
	}


	ct_geb_gilde_1_2 = {
		desc = ct_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 = ct_geb_gilde_1_1
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_gilde_1_3 = {
		desc = ct_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 = ct_geb_gilde_1_2
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_gilde_1_4 = {
		desc = ct_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 = ct_geb_gilde_1_3
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_gilde_2_1 = {
		desc = ct_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_stad_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
	}


	ct_geb_gilde_2_2 = {
		desc = ct_geb_gilde_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 3
				TECH_CAVALRY = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_gilde_2_1
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_gilde_2_3 = {
		desc = ct_geb_gilde_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
				TECH_CAVALRY = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_gilde_2_2
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_gilde_2_4 = {
		desc = ct_geb_gilde_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
				TECH_CAVALRY = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_gilde_2_3
		prerequisites = { ca_geb_stad_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
	}

	ct_geb_gilde_3_1 = {
		desc = ct_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_stad_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
	}


	ct_geb_gilde_3_2 = {
		desc = ct_geb_gilde_3_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 3
				TECH_TRADE_PRACTICES = 3
			    TECH_CONSTRUCTION = 3
			    TECH_POPULAR_CUSTOMS = 3 
				ckplus_austerity = yes }
		upgrades_from = ct_geb_gilde_3_1
		prerequisites = { ca_geb_stad_1_1 }
		gold_cost = 200
		build_time = 500
		tax_income = 1
		economy_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ct_geb_gilde_3_3 = {
		desc = ct_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 = ct_geb_gilde_3_2
		prerequisites = { ca_geb_stad_1_2 }
		gold_cost = 250
		build_time = 550
		tax_income = 1
		economy_techpoints = 0.005
		
		ai_creation_factor = 150
		
		extra_tech_building_start = 0
	}

	ct_geb_gilde_3_4 = {
		desc = ct_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 = ct_geb_gilde_3_3
		prerequisites = { ca_geb_stad_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
#####################################################

	ct_ress_1_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_1_2 = {
		desc = ct_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 = ct_ress_1_1
		prerequisites = { ct_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
	}

	ct_ress_1_3 = {
		desc = ct_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 = ct_ress_1_2
		prerequisites = { ct_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
	}

	ct_ress_1_4 = {
		desc = ct_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 
				ckplus_austerity = yes }
		upgrades_from = ct_ress_1_3		
		prerequisites = { ct_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
	}	

	ct_ress_2_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_2_2 = {
		desc = ct_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 = ct_ress_2_1
		prerequisites = { ct_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
	}

	ct_ress_2_3 = {
		desc = ct_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 = ct_ress_2_2
		prerequisites = { ct_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
	}

	ct_ress_2_4 = {
		desc = ct_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 = ct_ress_2_3		
		prerequisites = { ct_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
	}	

	ct_ress_3_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_3_2 = {
		desc = ct_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 = ct_ress_3_1
		prerequisites = { ct_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
	}

	ct_ress_3_3 = {
		desc = ct_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 = ct_ress_3_2
		prerequisites = { ct_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
	}

	ct_ress_3_4 = {
		desc = ct_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 = ct_ress_3_3		
		prerequisites = { ct_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
	}	

	ct_ress_4_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_4_2 = {
		desc = ct_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 = ct_ress_4_1
		prerequisites = { ct_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
	}

	ct_ress_4_3 = {
		desc = ct_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 = ct_ress_4_2
		prerequisites = { ct_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
	}

	ct_ress_4_4 = {
		desc = ct_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 = ct_ress_4_3		
		prerequisites = { ct_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
	}	

	ct_ress_5_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_5_2 = {
		desc = ct_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 = ct_ress_5_1
		prerequisites = { ct_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
	}

	ct_ress_5_3 = {
		desc = ct_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 = ct_ress_5_2
		prerequisites = { ct_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
	}

	ct_ress_5_4 = {
		desc = ct_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 = ct_ress_5_3		
		prerequisites = { ct_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
	}	

	ct_ress_6_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_6_2 = {
		desc = ct_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 = ct_ress_6_1
		prerequisites = { ct_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
	}

	ct_ress_6_3 = {
		desc = ct_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 = ct_ress_6_2
		prerequisites = { ct_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
	}

	ct_ress_6_4 = {
		desc = ct_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 = ct_ress_6_3		
		prerequisites = { ct_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
	}	

	ct_ress_7_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_7_2 = {
		desc = ct_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 = ct_ress_7_1
		prerequisites = { ct_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
	}

	ct_ress_7_3 = {
		desc = ct_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 = ct_ress_7_2
		prerequisites = { ct_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
	}

	ct_ress_7_4 = {
		desc = ct_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 = ct_ress_7_3		
		prerequisites = { ct_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
	}	

	ct_ress_8_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_8_2 = {
		desc = ct_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 = ct_ress_8_1
		prerequisites = { ct_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
	}

	ct_ress_8_3 = {
		desc = ct_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 = ct_ress_8_2
		prerequisites = { ct_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
	}

	ct_ress_8_4 = {
		desc = ct_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 = ct_ress_8_3		
		prerequisites = { ct_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
	}	

	ct_ress_9_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_9_2 = {
		desc = ct_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 = ct_ress_9_1
		prerequisites = { ct_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
	}

	ct_ress_9_3 = {
		desc = ct_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 = ct_ress_9_2
		prerequisites = { ct_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
	}

	ct_ress_9_4 = {
		desc = ct_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 = ct_ress_9_3		
		prerequisites = { ct_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
	}	

	ct_ress_10_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_10_2 = {
		desc = ct_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 = ct_ress_10_1
		prerequisites = { ct_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
	}

	ct_ress_10_3 = {
		desc = ct_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 = ct_ress_10_2
		prerequisites = { ct_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
	}

	ct_ress_10_4 = {
		desc = ct_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 = ct_ress_10_3		
		prerequisites = { ct_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
	}	

	ct_ress_11_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_11_2 = {
		desc = ct_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 = ct_ress_11_1
		prerequisites = { ct_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
	}

	ct_ress_11_3 = {
		desc = ct_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 = ct_ress_11_2
		prerequisites = { ct_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
	}

	ct_ress_11_4 = {
		desc = ct_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 = ct_ress_11_3		
		prerequisites = { ct_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
	}	

	ct_ress_12_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_12_2 = {
		desc = ct_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 = ct_ress_12_1
		prerequisites = { ct_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
	}

	ct_ress_12_3 = {
		desc = ct_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 = ct_ress_12_2
		prerequisites = { ct_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
	}

	ct_ress_12_4 = {
		desc = ct_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 = ct_ress_12_3		
		prerequisites = { ct_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
	}	

	ct_ress_13_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_13_2 = {
		desc = ct_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 = ct_ress_13_1
		prerequisites = { ct_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
	}

	ct_ress_13_3 = {
		desc = ct_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 = ct_ress_13_2
		prerequisites = { ct_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
	}

	ct_ress_13_4 = {
		desc = ct_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 = ct_ress_13_3		
		prerequisites = { ct_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
	}	

	ct_ress_14_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_14_2 = {
		desc = ct_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 = ct_ress_14_1
		prerequisites = { ct_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
	}

	ct_ress_14_3 = {
		desc = ct_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 = ct_ress_14_2
		prerequisites = { ct_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
	}

	ct_ress_14_4 = {
		desc = ct_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 = ct_ress_14_3		
		prerequisites = { ct_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
	}	


	ct_ress_15_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_15_2 = {
		desc = ct_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 = ct_ress_15_1
		prerequisites = { ct_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
	}

	ct_ress_15_3 = {
		desc = ct_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 = ct_ress_15_2
		prerequisites = { ct_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
	}

	ct_ress_15_4 = {
		desc = ct_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 = ct_ress_15_3		
		prerequisites = { ct_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
	}	

	ct_ress_16_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_16_2 = {
		desc = ct_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 = ct_ress_16_1
		prerequisites = { ct_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
	}

	ct_ress_16_3 = {
		desc = ct_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 = ct_ress_16_2
		prerequisites = { ct_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
	}

	ct_ress_16_4 = {
		desc = ct_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 = ct_ress_16_3		
		prerequisites = { ct_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
	}	

	ct_ress_17_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_17_2 = {
		desc = ct_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 = ct_ress_17_1
		prerequisites = { ct_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
	}

	ct_ress_17_3 = {
		desc = ct_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 = ct_ress_17_2
		prerequisites = { ct_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
	}

	ct_ress_17_4 = {
		desc = ct_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 = ct_ress_17_3		
		prerequisites = { ct_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
	}	

	ct_ress_18_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_18_2 = {
		desc = ct_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 = ct_ress_18_1
		prerequisites = { ct_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
	}

	ct_ress_18_3 = {
		desc = ct_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 = ct_ress_18_2
		prerequisites = { ct_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
	}

	ct_ress_18_4 = {
		desc = ct_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 = ct_ress_18_3		
		prerequisites = { ct_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
	}	

	ct_ress_19_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_19_2 = {
		desc = ct_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 = ct_ress_19_1
		prerequisites = { ct_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
	}

	ct_ress_19_3 = {
		desc = ct_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 = ct_ress_19_2
		prerequisites = { ct_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
	}

	ct_ress_19_4 = {
		desc = ct_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 = ct_ress_19_3		
		prerequisites = { ct_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
	}	

	ct_ress_20_1 = {
		desc = ct_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 = { ct_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
	}
	
	ct_ress_20_2 = {
		desc = ct_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 = ct_ress_20_1
		prerequisites = { ct_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
	}

	ct_ress_20_3 = {
		desc = ct_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 = ct_ress_20_2
		prerequisites = { ct_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
	}

	ct_ress_20_4 = {
		desc = ct_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 = ct_ress_20_3		
		prerequisites = { ct_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_stad_1_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_1_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}	
		desc = ha_geb_stad_1_1_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
				
		add_number_to_name = no
		prerequisites = { ca_geb_stad_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_stad_1_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_1_2
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		desc = ha_geb_stad_1_2_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		} 
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_stad_1_1
		prerequisites = { ca_geb_stad_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_stad_1_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_1_3
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}	
		desc = ha_geb_stad_1_3_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_stad_1_2
		prerequisites = { ca_geb_stad_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_stad_1_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_1_4
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		desc = ha_geb_stad_1_4_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4
			    TECH_CONSTRUCTION = 4
			    TECH_POPULAR_CUSTOMS = 4 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_stad_1_3
		prerequisites = { ca_geb_stad_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_stad_1_5 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_1_5
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		desc = ha_geb_stad_1_5_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 6
			    TECH_CONSTRUCTION = 6
			    TECH_POPULAR_CUSTOMS = 6 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_stad_1_4
		prerequisites = { ca_geb_stad_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_stad_1_6 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_1_6
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}
		desc = ha_geb_stad_1_6_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 8
			    TECH_CONSTRUCTION = 8
			    TECH_POPULAR_CUSTOMS = 8 
				ckplus_austerity = yes }
		upgrades_from = ha_geb_stad_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_stad_2_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_2_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 70
		build_time = 270
		general_opinion = 3

		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_2_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_2_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_2_1
		gold_cost = 70
		build_time = 270
		general_opinion = 4
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_stad_2_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_2_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_2_2
		gold_cost = 70
		build_time = 270
		general_opinion = 3
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	# Botschafterraum
	ha_geb_stad_3_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_3_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 70
		build_time = 270
		diplomacy = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_3_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_3_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_3_1
		gold_cost = 70
		build_time = 270
		diplomacy = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_3_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_3_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_3_2
		gold_cost = 70
		build_time = 270
		diplomacy = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
		# Kartenraum
	ha_geb_stad_4_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_4_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 70
		build_time = 270
		martial = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_4_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_4_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_4_1
		gold_cost = 70
		build_time = 270
		martial = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_stad_4_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_4_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_4_2
		gold_cost = 70
		build_time = 270
		martial = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
		
	# Verwaltungsraum
	ha_geb_stad_5_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_5_1_desc
		prerequisites = { ha_geb_stad_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_stad_5_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_5_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_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_stad_5_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_5_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_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_stad_11_1= {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_11_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 70
		build_time = 270
		intrigue = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_11_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_11_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_11_1
		gold_cost = 70
		build_time = 270
		intrigue = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_11_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_11_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_11_2
		gold_cost = 70
		build_time = 270
		intrigue = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}

	# Bibliothek
	ha_geb_stad_6_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_6_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 90
		build_time = 270
		learning = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_6_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_6_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_6_1
		gold_cost = 90
		build_time = 270
		learning = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_stad_6_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_6_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_6_2
		gold_cost = 90
		build_time = 270
		learning = 1
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	# Hofmeisterarchitektengilde
	ha_geb_stad_14_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_14_desc
		prerequisites = { ha_geb_stad_5_1
						  ha_geb_stad_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_stad_14_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_14_desc
		prerequisites = { ha_geb_stad_5_2
						  ha_geb_stad_6_2 }
		upgrades_from = ha_geb_stad_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_stad_14_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_14_desc
		prerequisites = { ha_geb_stad_5_3
							ha_geb_stad_6_3 }
		upgrades_from = ha_geb_stad_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_stad_12_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_12_1_desc
		prerequisites = { ha_geb_stad_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_stad_12_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_12_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_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_stad_12_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_12_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_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_stad_13_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_13_1_desc
		prerequisites = { ha_geb_stad_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_stad_13_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_13_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_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_stad_13_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_13_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_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_stad_7_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_7_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 100
		build_time = 250
		tax_income = 2
		
		ai_creation_factor = 210
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_7_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_7_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_7_1
		gold_cost = 100
		build_time = 250
		tax_income = 2
		
		ai_creation_factor = 210
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_stad_7_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_7_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_7_2
		gold_cost = 100
		build_time = 250
		tax_income = 2
		
		ai_creation_factor = 210
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_7_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_7_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_7_3
		gold_cost = 100
		build_time = 250
		tax_income = 2
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
		# Kapelle
	ha_geb_stad_8_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_8_1_desc
		prerequisites = { ha_geb_stad_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_stad_8_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_8_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_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_stad_8_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_8_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_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_stad_9_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_9_1_desc
		prerequisites = { ha_geb_stad_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_stad_9_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_9_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_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_stad_9_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_9_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_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_stad_9_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_9_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_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_stad_15_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_15_1_desc
		prerequisites = { ca_geb_stad_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_stad_15_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_15_1_desc
		prerequisites = { ca_geb_stad_1_1 }
		upgrades_from = ha_geb_stad_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_stad_15_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_15_1_desc
		prerequisites = { ca_geb_stad_1_2 }
		upgrades_from = ha_geb_stad_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_stad_15_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_15_1_desc
		prerequisites = { ca_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_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_stad_15_5 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_15_1_desc
		prerequisites = { ca_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_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_stad_15_6 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_15_1_desc
		prerequisites = { ca_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_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_stad_10_1 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_10_1_desc
		prerequisites = { 
		ha_geb_stad_1_2
		ha_geb_stad_15_1	}
		gold_cost = 200
		build_time = 400
		retinuesize = 250
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_10_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_10_1_desc
		prerequisites = { ha_geb_stad_1_3 
		ha_geb_stad_15_3	}
		upgrades_from = ha_geb_stad_10_1
		gold_cost = 250
		build_time = 400
		retinuesize = 250
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	
	ha_geb_stad_10_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_10_1_desc
		prerequisites = { ha_geb_stad_1_4 
		ha_geb_stad_15_4 }
		upgrades_from = ha_geb_stad_10_2
		gold_cost = 300
		build_time = 450
		retinuesize = 250
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_10_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_10_1_desc
		prerequisites = { ha_geb_stad_1_4 
		ha_geb_stad_15_5 }
		upgrades_from = ha_geb_stad_10_3
		gold_cost = 400
		build_time = 500
		retinuesize = 250
		
		ai_creation_factor = 200
		
		extra_tech_building_start = 1.0
	}	
	
################################################################################	
####### Armbrustschützen Ausbildung
################################################################################
	
	ha_geb_stad_16_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_stad_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_stad_16_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 150
		build_time = 600
		military_techpoints = 0.005	
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_16_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_16_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		upgrades_from = ha_geb_stad_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_stad_16_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_16_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_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_stad_16_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_16_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_16_3
		gold_cost = 500
		build_time = 800
		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_stad_17_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_stad_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_stad_17_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 150
		build_time = 600
		military_techpoints = 0.005		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_17_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_17_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		upgrades_from = ha_geb_stad_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_stad_17_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_17_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_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_stad_17_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_17_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_17_3
		gold_cost = 500
		build_time = 750
		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_stad_18_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_stad_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_stad_18_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 200
		build_time = 600
		military_techpoints = 0.005		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_18_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_18_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		upgrades_from = ha_geb_stad_18_1
		gold_cost = 350
		build_time = 650
		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_stad_18_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_18_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_18_2
		gold_cost = 450
		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_stad_18_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_18_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_18_3
		gold_cost = 550
		build_time = 800
		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_stad_19_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_stad_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_stad_19_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 200
		build_time = 600
		military_techpoints = 0.005		
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_19_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_19_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		upgrades_from = ha_geb_stad_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_stad_19_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_19_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_19_2
		gold_cost = 450
		build_time = 700
		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_stad_19_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_19_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_19_3
		gold_cost = 550
		build_time = 800
		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_stad_20_1 = {
		potential = {
			 
			OR = {
			has_building = ha_geb_stad_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_stad_20_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		gold_cost = 250
		build_time = 1200
		military_techpoints = 0.005	
		ai_creation_factor = 1
		
		extra_tech_building_start = 1.0
	}
	
	ha_geb_stad_20_2 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_20_1_desc
		prerequisites = { ha_geb_stad_1_2 }
		upgrades_from = ha_geb_stad_20_1
		gold_cost = 400
		build_time = 1200
		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_stad_20_3 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_20_1_desc
		prerequisites = { ha_geb_stad_1_3 }
		upgrades_from = ha_geb_stad_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_stad_20_4 = {
		potential = {
			OR = {
			has_building = ha_geb_stad_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_stad_20_1_desc
		prerequisites = { ha_geb_stad_1_4 }
		upgrades_from = ha_geb_stad_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
	}		
	
	
}