family_palace = {

	# Mansion
	fp_mansion_1 = {
		desc = fp_mansion_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 200
		build_time = 800
		ai_creation_factor = 105
		
		levy_size = 0.1
		tax_income = 2
		economy_techpoints = 0.1
		culture_techpoints = 0.1
		
		extra_tech_building_start = 0.0
	}
	
	# Great Mansion
	fp_mansion_2 = {
		desc = fp_mansion_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = fp_mansion_1
		gold_cost = 300
		build_time = 1000
		ai_creation_factor = 104
		
		levy_size = 0.2
		tax_income = 6
		max_tradeposts = 3
		economy_techpoints = 0.1
		culture_techpoints = 0.1
		
		extra_tech_building_start = 2.0
	}
	
	# Palace
	fp_mansion_3 = {
		desc = fp_mansion_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = fp_mansion_2
		gold_cost = 400
		build_time = 1500
		ai_creation_factor = 103
		
		levy_size = 0.3
		tax_income = 8
		max_tradeposts = 3
		economy_techpoints = 0.1
		culture_techpoints = 0.1
		
		extra_tech_building_start = 3.5
	}
	
	# Grand Palace
	fp_mansion_4 = {
		desc = fp_mansion_4_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = fp_mansion_3
		gold_cost = 500
		build_time = 1500
		ai_creation_factor = 102
		
		levy_size = 0.4
		tax_income = 10
		max_tradeposts = 3
		economy_techpoints = 0.1
		culture_techpoints = 0.1
		
		extra_tech_building_start = 5.0
	}
	
	# Guard Barracks
	fp_barracks_1 = {
		desc = fp_barracks_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 250
		ai_creation_factor = 100
		
		heavy_infantry = 70
		pikemen = 50
		military_techpoints = 0.1
		
		extra_tech_building_start = 1.0
	}
	
	# Swordsmith
	fp_barracks_2 = {
		desc = fp_barracks_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		upgrades_from = fp_barracks_1
		prerequisites = { fp_mansion_2 }
		gold_cost = 250
		build_time = 250
		ai_creation_factor = 99
		
		heavy_infantry = 85
		pikemen = 65
		military_techpoints = 0.1
		
		extra_tech_building_start = 2.5
	}
	
	# Armory
	fp_barracks_3 = {
		desc = fp_barracks_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		upgrades_from = fp_barracks_2
		prerequisites = { fp_mansion_3 }
		gold_cost = 350
		build_time = 350
		ai_creation_factor = 98
		
		heavy_infantry = 100
		pikemen = 80
		military_techpoints = 0.1
		
		extra_tech_building_start = 4.0
	}
	
	# Small Stable
	fp_stable_1 = {
		desc = fp_stable_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 250
		ai_creation_factor = 100
		
		light_cavalry = 75
		military_techpoints = 0.1
		
		extra_tech_building_start = 1.0
	}
	
	# Riding Grounds
	fp_stable_2 = {
		desc = fp_stable_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		gold_cost = 250
		build_time = 250
		upgrades_from = fp_stable_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		light_cavalry = 90
		military_techpoints = 0.1
		
		extra_tech_building_start = 2.5
	}
	
	# Horse Breeder
	fp_stable_3 = {
		desc = fp_stable_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_CAVALRY = 0 
				ckplus_austerity = yes }
		gold_cost = 350
		build_time = 300
		upgrades_from = fp_stable_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		light_cavalry = 105
		knights = 45
		military_techpoints = 0.1
		
		extra_tech_building_start = 4.0
	}
	
	# Bowyer
	fp_bowyer_1 = {
		desc = fp_bowyer_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 250
		ai_creation_factor = 100
		
		light_infantry = 95
		archers = 95
		military_techpoints = 0.1
		
		extra_tech_building_start = 1.0
	}
	
	# Target Range
	fp_bowyer_2 = {
		desc = fp_bowyer_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		gold_cost = 250
		build_time = 250
		upgrades_from = fp_bowyer_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		light_infantry = 110
		archers = 110
		military_techpoints = 0.1
		
		extra_tech_building_start = 2.5
	}
	
	# Crossbow Workshop
	fp_bowyer_3 = {
		desc = fp_bowyer_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_LIGHT_INFANTRY = 0 
				ckplus_austerity = yes }
		gold_cost = 350
		build_time = 300
		upgrades_from = fp_bowyer_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		light_infantry = 120
		archers = 120
		military_techpoints = 0.1
		
		extra_tech_building_start = 4.0
	}
	
	# Map Room
	fp_shipyard_1 = {
		desc = fp_shipyard_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 250
		ai_creation_factor = 100
		
		galleys = 6
		military_techpoints = 0.1
		economy_techpoints = 0.1
		
		extra_tech_building_start = 1.0
	}
	
	#  Private Shipyard
	fp_shipyard_2 = {
		desc = fp_shipyard_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 250
		build_time = 250
		upgrades_from = fp_shipyard_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		galleys = 12
		military_techpoints = 0.1
		economy_techpoints = 0.1
		
		extra_tech_building_start = 2.5
	}
	
	# Naval Arsenal
	fp_shipyard_3 = {
		desc = fp_shipyard_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 350
		build_time = 300
		upgrades_from = fp_shipyard_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		galleys = 18
		military_techpoints = 0.1
		economy_techpoints = 0.1
		
		extra_tech_building_start = 4.0
	}
	
	# Military Warehouse
	fp_warehouse_1 = {
		desc = fp_warehouse_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 500
		ai_creation_factor = 100
		
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		retinuesize = 200
		military_techpoints = 0.1
		
		extra_tech_building_start = 1.0
	}
	
	# Palace Archive
	fp_warehouse_2 = {
		desc = fp_warehouse_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 250
		build_time = 500
		upgrades_from = fp_warehouse_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		stewardship = 1
		land_morale = 0.2
		levy_reinforce_rate = 0.2
		retinuesize = 400
		military_techpoints = 0.1
		
		extra_tech_building_start = 2.5
	}
	
	# Administrative Office
	fp_warehouse_3 = {
		desc = fp_warehouse_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 350
		build_time = 650
		upgrades_from = fp_warehouse_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		stewardship = 1
		land_morale = 0.3
		levy_reinforce_rate = 0.3
		retinuesize = 600
		military_techpoints = 0.1
		
		extra_tech_building_start = 4.0
	}
	
	# Palace Garden
	fp_garden_1 = {
		desc = fp_garden_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 300
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.20
		culture_techpoints = 0.1
		
		extra_tech_building_start = 1.0
	}
	
	# Scenic Pond
	fp_garden_2 = {
		desc = fp_garden_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 250
		build_time = 300
		ai_creation_factor = 99

		upgrades_from = fp_garden_1
		prerequisites = { fp_mansion_2 }

		diplomacy = 1
		monthly_character_prestige = 0.30
		culture_techpoints = 0.1
		
		extra_tech_building_start = 2.5
	}
	
	# Hedge Maze
	fp_garden_3 = {
		desc = fp_garden_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 350
		build_time = 350
		ai_creation_factor = 98

		upgrades_from = fp_garden_2
		prerequisites = { fp_mansion_3 }

		diplomacy = 2
		monthly_character_prestige = 0.50
		culture_techpoints = 0.1
		
		extra_tech_building_start = 4.0
	}
	
	# Wine Cellar
	fp_cellar_1 = {
		desc = fp_cellar_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 250
		ai_creation_factor = 100
		
		fertility = 0.1
		culture_techpoints = 0.1
		
		extra_tech_building_start = 1.0
	}
	
	# Catacombs
	fp_cellar_2 = {
		desc = fp_cellar_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 250
		build_time = 250
		ai_creation_factor = 99

		upgrades_from = fp_cellar_1
		prerequisites = { fp_mansion_2 }
		
		martial = 1
		monthly_character_piety = 0.25
		culture_techpoints = 0.1
		
		extra_tech_building_start = 2.5
	}
	
	# Dungeon Complex
	fp_cellar_3 = {
		desc = fp_cellar_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 350
		build_time = 300
		ai_creation_factor = 98
		
		upgrades_from = fp_cellar_2
		prerequisites = { fp_mansion_3 }
		
		martial = 2
		monthly_character_prestige = 0.25
		culture_techpoints = 0.1
		
		extra_tech_building_start = 4.0
	}
	
	# Secluded Shrine
	fp_shrine_1 = {
		desc = fp_shrine_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 200
		ai_creation_factor = 100
		
		church_opinion = 10
		monthly_character_piety = 0.10
		culture_techpoints = 0.1
		
		extra_tech_building_start = 1.0
	}
	
	# Private Art Collection
	fp_shrine_2 = {
		desc = fp_shrine_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 250
		build_time = 200
		upgrades_from = fp_shrine_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		learning = 1
		monthly_character_piety = 0.25
		culture_techpoints = 0.1
		
		extra_tech_building_start = 2.5
	}
	
	# Grand Library
	fp_shrine_3 = {
		desc = fp_shrine_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 350
		build_time = 350
		upgrades_from = fp_shrine_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		learning = 2
		monthly_character_piety = 0.50
		culture_techpoints = 0.1
		
		extra_tech_building_start = 4.0
	}
	
	# Fortified Vault
	fp_vault_1 = {
		desc = fp_vault_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 150
		build_time = 300
		ai_creation_factor = 100
		
		tax_income = 4
		economy_techpoints = 0.1
		military_techpoints = 0.1
		
		extra_tech_building_start = 1.0
	}
	
	# Secret Passages
	fp_vault_2 = {
		desc = fp_vault_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 250
		build_time = 360
		upgrades_from = fp_vault_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		tax_income = 5
		intrigue = 1
		economy_techpoints = 0.1
		military_techpoints = 0.1
		
		extra_tech_building_start = 2.5
	}
	
	# Hidden Chamber
	fp_vault_3 = {
		desc = fp_vault_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		gold_cost = 350
		build_time = 380
		upgrades_from = fp_vault_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		tax_income = 6
		intrigue = 2
		economy_techpoints = 0.1
		military_techpoints = 0.1
		
		extra_tech_building_start = 4.0
	}
}