 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.

tribal = {

	# Siedlingsstufen
	tb_geb_trib_1_0 = {
		desc = tb_geb_trib_1_0_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0
			    TECH_SIEGE_EQUIPMENT = 0 }
		add_number_to_name = no
		prestige_cost = 200
		build_time = 360
		fort_level = 0.5
		retinuesize = 50
		ai_creation_factor = 105
		military_techpoints = 0.1
		culture_techpoints = 0.15

		convert_to_castle = ca_geb_burg_1_0
		convert_to_city = ca_geb_stad_1_0 

		extra_tech_building_start = -1
		
	}
	tb_geb_trib_1_1 = {
		desc = tb_geb_trib_1_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_SIEGE_EQUIPMENT = 1  }
		prerequisites = { tb_hillfort_1 }
		upgrades_from = tb_geb_trib_1_0
		add_number_to_name = no
		prestige_cost = 300
		build_time = 450
		fort_level = 0.5
		retinuesize = 50
		ai_creation_factor = 105
		military_techpoints = 0.1
		culture_techpoints = 0.15
		
		extra_tech_building_start = 2.0
		

		convert_to_castle = ca_geb_arm_1
		convert_to_city = ct_geb_arm_1
	}
	tb_geb_trib_1_2 = {
		desc = tb_geb_trib_1_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_SIEGE_EQUIPMENT = 2  }
		prerequisites = { tb_hillfort_2 }
		upgrades_from = tb_geb_trib_1_1
		add_number_to_name = no
		prestige_cost = 400
		build_time = 400
		fort_level = 0.5
		retinuesize = 50
		ai_creation_factor = 105
		military_techpoints = 0.1
		culture_techpoints = 0.15
		
		extra_tech_building_start = 2.0
		
		convert_to_castle = ca_geb_burg_1_1
		convert_to_city = ca_geb_stad_1_1
	}
	
	tb_hillfort_1 = {
		desc = tb_hillfort_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prestige_cost = 250
		build_time = 365
		
		fort_level = 0.25
		levy_size = 0.05
		ai_creation_factor = 97
		ai_feudal_modifier = 10
		ai_republic_modifier = -10
		military_techpoints = 0.01

		convert_to_city = ct_wall_1
		convert_to_castle = ca_wall_1 
		
		extra_tech_building_start = 1
	}
	
	tb_hillfort_2 = {
		desc = tb_hillfort_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		upgrades_from = tb_hillfort_1
		prestige_cost = 250
		build_time = 365
		
		fort_level = 0.25
		levy_size = 0.05
		ai_creation_factor = 98
		ai_feudal_modifier = 10
		ai_republic_modifier = -10
		military_techpoints = 0.01
		

		convert_to_castle = ca_geb_arm_2
		convert_to_city = ct_geb_arm_2
		
		extra_tech_building_start = 1.5
	}
	
	tb_hillfort_3 = {
		desc = tb_hillfort_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = tb_hillfort_2
		gold_cost = 100
		build_time = 365
		
		fort_level = 0.25
		levy_size = 0.05
		ai_creation_factor = 99
		ai_feudal_modifier = 10
		ai_republic_modifier = -10
		military_techpoints = 0.01

		convert_to_castle = ca_wall_q_1
		convert_to_city = ct_wall_q_1
		
		extra_tech_building_start = 2
	}
	
	tb_hillfort_4 = {
		desc = tb_hillfort_4_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = tb_hillfort_3
		gold_cost = 100
		build_time = 365
		
		fort_level = 0.25
		levy_size = 0.05
		ai_creation_factor = 100
		ai_feudal_modifier = 10
		ai_republic_modifier = -10
		military_techpoints = 0.01
		
		convert_to_city = ct_wall_2
		convert_to_castle = ca_wall_2
		
		extra_tech_building_start = 2.5
	}
	
	tb_market_town_1 = {
		desc = tb_market_town_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0
		ckplus_austerity = yes }
		gold_cost = 50
		build_time = 365
		
		tax_income = 1.0
		ai_creation_factor = 150
		ai_feudal_modifier = -10
		ai_republic_modifier = 10
		economy_techpoints = 0.01

		convert_to_castle = ca_geb_buerg_1
		convert_to_city = ct_geb_buerg_1
		
		extra_tech_building_start = 1
	}
	
	tb_market_town_2 = {
		desc = tb_market_town_2_desc
		trigger = { TECH_CITY_CONSTRUCTION = 1
		ckplus_austerity = yes }
		upgrades_from = tb_market_town_1
		gold_cost = 100
		build_time = 365
		
		tax_income = 1.0
		ai_creation_factor = 150
		ai_feudal_modifier = -10
		ai_republic_modifier = 10
		economy_techpoints = 0.01
		
		convert_to_castle = ca_town_1
		convert_to_city = ct_marketplace_1
		
		extra_tech_building_start = 1.5
	}
	
	tb_market_town_3 = {
		desc = tb_market_town_3_desc
		trigger = { TECH_CITY_CONSTRUCTION = 2
		ckplus_austerity = yes }
		upgrades_from = tb_market_town_2
		gold_cost = 100
		build_time = 365
		
		tax_income = 1.0
		ai_creation_factor = 150
		ai_feudal_modifier = -10
		ai_republic_modifier = 10
		economy_techpoints = 0.01

		convert_to_castle = ca_geb_buerg_2
		convert_to_city = ct_geb_buerg_2
		
		extra_tech_building_start = 2
	}
	
	tb_market_town_4 = {
		desc = tb_market_town_4_desc
		trigger = { TECH_CITY_CONSTRUCTION = 3
		ckplus_austerity = yes }
		upgrades_from = tb_market_town_3
		gold_cost = 100
		build_time = 365
		
		tax_income = 1.0
		ai_creation_factor = 150
		ai_feudal_modifier = -10
		ai_republic_modifier = 10
		economy_techpoints = 0.01
		
		convert_to_castle = ca_town_2
		convert_to_city = ct_marketplace_2
		
		extra_tech_building_start = 2.5
	}
	
	tb_defensive_fortifications_1 = {
		desc = tb_defensive_fortifications_1_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		piety_cost = 100
		build_time = 365
		
		potential = {
			FROM = {
				OR = {
					religion = baltic_pagan_reformed
					religion = baltic_pagan
					religion = finnish_pagan_reformed
					religion = finnish_pagan
					religion = slavic_pagan_reformed
					religion = slavic_pagan
					religion = west_african_pagan_reformed
					religion = west_african_pagan
					religion = bon
					religion = bon_reformed
				}
			}
		}
		
		fort_level = 0.20
		garrison_size = 0.15
		archers = 10
		ai_creation_factor = 97
		ai_feudal_modifier = 10
		ai_republic_modifier = -10
		military_techpoints = 0.01
		
		extra_tech_building_start = 0.3
	}
	
	tb_defensive_fortifications_2 = {
		desc = tb_defensive_fortifications_2_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		upgrades_from = tb_defensive_fortifications_1
		piety_cost = 150
		build_time = 365
		
		potential = {
			FROM = {
				OR = {
					religion = baltic_pagan_reformed
					religion = baltic_pagan
					religion = finnish_pagan_reformed
					religion = finnish_pagan
					religion = slavic_pagan_reformed
					religion = slavic_pagan
					religion = west_african_pagan_reformed
					religion = west_african_pagan
					religion = bon
					religion = bon_reformed
				}
			}
		}
		
		fort_level = 0.20
		garrison_size = 0.15
		archers = 10
		ai_creation_factor = 98
		ai_feudal_modifier = 10
		ai_republic_modifier = -10
		military_techpoints = 0.01
		
		convert_to_city = ct_wall_q_1
		convert_to_castle = ca_wall_q_1
		
		extra_tech_building_start = 1.5
	}
	
	tb_defensive_fortifications_3 = {
		desc = tb_defensive_fortifications_3_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		upgrades_from = tb_defensive_fortifications_2
		piety_cost = 200
		build_time = 365
		
		potential = {
			FROM = {
				OR = {
					religion = baltic_pagan_reformed
					religion = baltic_pagan
					religion = finnish_pagan_reformed
					religion = finnish_pagan
					religion = slavic_pagan_reformed
					religion = slavic_pagan
					religion = west_african_pagan_reformed
					religion = west_african_pagan
					religion = bon
					religion = bon_reformed
				}
			}
		}
		
		fort_level = 0.20
		garrison_size = 0.15
		archers = 10
		ai_creation_factor = 99
		ai_feudal_modifier = 10
		ai_republic_modifier = -10
		military_techpoints = 0.01
		
		extra_tech_building_start = 2
	}
	
	tb_defensive_fortifications_4 = {
		desc = tb_defensive_fortifications_4_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		upgrades_from = tb_defensive_fortifications_3
		piety_cost = 250
		build_time = 365
		
		potential = {
			FROM = {
				OR = {
					religion = baltic_pagan_reformed
					religion = baltic_pagan
					religion = finnish_pagan_reformed
					religion = finnish_pagan
					religion = slavic_pagan_reformed
					religion = slavic_pagan
					religion = west_african_pagan_reformed
					religion = west_african_pagan
					religion = bon
					religion = bon_reformed
				}
			}
		}
		
		fort_level = 0.20
		garrison_size = 0.15
		archers = 10
		ai_creation_factor = 100
		ai_feudal_modifier = 10
		ai_republic_modifier = -10
		military_techpoints = 0.01
		
		convert_to_city = ct_wall_q_2
		convert_to_castle = ca_wall_q_2
		
		extra_tech_building_start = 2.5
	}
	
	tb_shipyard_1 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 1 
		ckplus_austerity = yes }
		gold_cost = 50
		build_time = 365
		galleys = 6
		ai_creation_factor = 96
		ai_republic_modifier = 5
		military_techpoints = 0.01
		
		convert_to_castle = ca_shipyard_1
		convert_to_city = ct_shipyard_1
		
		extra_tech_building_start = 0.3
	}
	
	tb_shipyard_2 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 2 
		ckplus_austerity = yes }
		upgrades_from = tb_shipyard_1
		gold_cost = 100
		build_time = 730
		galleys = 7
		ai_creation_factor = 95
		ai_republic_modifier = 5
		military_techpoints = 0.01
		
		convert_to_castle = ca_shipyard_2
		convert_to_city = ct_shipyard_2
		
		extra_tech_building_start = 0.3
	}
	
	tb_shipyard_3 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 3 
		ckplus_austerity = yes }
		upgrades_from = tb_shipyard_2
		gold_cost = 100
		build_time = 1095
		galleys = 8
		ai_creation_factor = 94
		ai_republic_modifier = 5
		military_techpoints = 0.01
		
		convert_to_castle = ca_shipyard_3
		convert_to_city = ct_shipyard_3
		
		extra_tech_building_start = 0.3
	}
	
	tb_shipyard_4 = {
		desc = shipyard_desc
		port = yes
		trigger = { TECH_NAVAL = 4 
		ckplus_austerity = yes }
		upgrades_from = tb_shipyard_3
		gold_cost = 100
		build_time = 1460
		galleys = 9
		ai_creation_factor = 93
		ai_republic_modifier = 5
		military_techpoints = 0.01
		
		convert_to_castle = ca_shipyard_4
		convert_to_city = ct_shipyard_4
		
		extra_tech_building_start = 0.3
	}
	
	tb_training_grounds_1 = {
		desc = tb_training_grounds_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 
		ckplus_austerity = yes }
		prestige_cost = 300
		build_time = 547
		levy_size = 0.025
		garrison_size = 0.025
		ai_creation_factor = 98
		military_techpoints = 0.01

		convert_to_castle = ca_geb_adl_1
		convert_to_city = ct_geb_adl_1

		extra_tech_building_start = 1
	}
	
	tb_training_grounds_2 = {
		desc = tb_training_grounds_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1
		ckplus_austerity = yes }
		upgrades_from = tb_training_grounds_1
		prestige_cost = 300
		build_time = 730
		levy_size = 0.05
		garrison_size = 0.05
		ai_creation_factor = 97
		military_techpoints = 0.01
		
		convert_to_castle = ca_keep_1
		convert_to_city = ct_training_grounds_1

		extra_tech_building_start = 1.5
	} 
	
	tb_training_grounds_3 = {
		desc = tb_training_grounds_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2
		ckplus_austerity = yes }
		upgrades_from = tb_training_grounds_2
		gold_cost = 100
		build_time = 1095
		levy_size = 0.075
		garrison_size = 0.075
		ai_creation_factor = 96
		military_techpoints = 0.01

		convert_to_castle = ca_geb_adl_2
		convert_to_city = ct_geb_adl_2

		extra_tech_building_start = 2
	}
	
	tb_training_grounds_4 = {
		desc = tb_training_grounds_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2
		ckplus_austerity = yes }
		upgrades_from = tb_training_grounds_3
		gold_cost = 100
		build_time = 1460
		levy_size = 0.1
		garrison_size = 0.1
		ai_creation_factor = 95
		military_techpoints = 0.01
		
		convert_to_castle = ca_keep_2
		convert_to_city = ct_training_grounds_2

		extra_tech_building_start = 2.5
	} 
	
	tb_war_camp_1 = {
		desc = tb_war_camp_desc
		trigger = { TECH_LIGHT_INFANTRY = 0 
		ckplus_austerity = yes }
		prestige_cost = 300
		build_time = 365
		light_infantry = 60
		ai_creation_factor = 95
		military_techpoints = 0.01

		convert_to_castle = ca_militia_barracks_1
		
		extra_tech_building_start = 1
	}
	
	tb_war_camp_2 = {
		desc = tb_war_camp_desc
		trigger = { TECH_LIGHT_INFANTRY = 1
		ckplus_austerity = yes }
		upgrades_from = tb_war_camp_1
		prestige_cost = 300
		build_time = 547
		light_infantry = 60
		ai_creation_factor = 94
		military_techpoints = 0.01
		
		convert_to_castle = ca_barracks_1
		convert_to_city = ct_guard_1

		extra_tech_building_start = 1.5
	}
	
	tb_war_camp_3 = {
		desc = tb_war_camp_desc
		trigger = { TECH_LIGHT_INFANTRY = 2
		ckplus_austerity = yes }
		upgrades_from = tb_war_camp_2
		gold_cost = 100
		build_time = 730
		light_infantry = 75
		ai_creation_factor = 93
		military_techpoints = 0.01
		
		convert_to_castle = ca_militia_barracks_2
		extra_tech_building_start = 2
	}
	
	tb_war_camp_4 = {
		desc = tb_war_camp_desc
		trigger = { TECH_LIGHT_INFANTRY = 2
		ckplus_austerity = yes }
		upgrades_from = tb_war_camp_3
		gold_cost = 100
		build_time = 1095
		light_infantry = 75
		ai_creation_factor = 92
		military_techpoints = 0.01
		
		convert_to_castle = ca_barracks_2
		convert_to_city = ct_guard_2

		extra_tech_building_start = 2.5
	}
	
	tb_practice_range_1 = {
		desc = tb_practice_range_desc
		trigger = { TECH_LIGHT_INFANTRY = 0 
		ckplus_austerity = yes }
		prestige_cost = 300
		build_time = 365
		archers = 30
		ai_creation_factor = 95
		military_techpoints = 0.01
		
		extra_tech_building_start = 1
	}
	
	tb_practice_range_2 = {
		desc = tb_practice_range_desc
		trigger = { TECH_LIGHT_INFANTRY = 1
		ckplus_austerity = yes }
		upgrades_from = tb_practice_range_1
		prestige_cost = 300
		build_time = 547
		archers = 30
		ai_creation_factor = 94
		military_techpoints = 0.01
		
		convert_to_castle = ca_bogi_1
		convert_to_city = ct_barracks_1

		extra_tech_building_start = 1.5
	}
	
	tb_practice_range_3 = {
		desc = tb_practice_range_desc
		trigger = { TECH_LIGHT_INFANTRY = 2
		ckplus_austerity = yes }
		upgrades_from = tb_practice_range_2
		gold_cost = 100
		build_time = 730
		archers = 45
		ai_creation_factor = 93
		military_techpoints = 0.01
		
		extra_tech_building_start = 2
	}
	
	tb_practice_range_4 = {
		desc = tb_practice_range_desc
		trigger = { TECH_LIGHT_INFANTRY = 3
		ckplus_austerity = yes }
		upgrades_from = tb_practice_range_3
		gold_cost = 100
		build_time = 1095
		archers = 65
		ai_creation_factor = 92
		military_techpoints = 0.01
		
		convert_to_castle = ca_bogi_2
		convert_to_city = ct_barracks_2

		extra_tech_building_start = 2.5
	}
	

	tb_berserker_1 = {
		desc = tb_berserker_1_desc
	potential = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic

		}
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 0 
				ckplus_austerity = yes }
		
		gold_cost = 75
		build_time = 360
		berserker = 50
		ai_creation_factor = 98
		military_techpoints = 0.01

		extra_tech_building_start = 0
	}
	tb_berserker_2 = {
		desc = tb_berserker_1_desc
	potential = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic

		}

		
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_berserker_1
		gold_cost = 100
		build_time = 500
		berserker = 75
		ai_creation_factor = 98
		military_techpoints = 0.01

		extra_tech_building_start = 0.5
	}
	tb_berserker_3 = {
		desc = tb_berserker_1_desc
	potential = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic

		}

		
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1
			    TECH_HEAVY_INFANTRY = 1 
				ckplus_austerity = yes }
				
		upgrades_from = tb_berserker_2
		gold_cost = 100
		build_time = 700
		berserker = 100
		ai_creation_factor = 98
		military_techpoints = 0.01

		extra_tech_building_start = 0.5
	}
	tb_berserker_4 = {
		desc = tb_berserker_1_desc
	potential = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic

		}

		
	}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2
			    TECH_HEAVY_INFANTRY = 2 
				ckplus_austerity = yes }
		upgrades_from = tb_berserker_3
		gold_cost = 250
		build_time = 1095
		berserker = 100
		ai_creation_factor = 98
		military_techpoints = 0.01

		extra_tech_building_start = 0.5
	}	
	tb_steppe_barracks_1 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			
		}
		replaces = tb_war_camp_1
		trigger = { TECH_CAVALRY = 0 
		ckplus_austerity = yes }
		prestige_cost = 300
		build_time = 365
		archers = 20
		light_cavalry = 20
		ai_creation_factor = 105
		military_techpoints = 0.01
		convert_to_castle = ca_steppe_mil_1
		
		extra_tech_building_start = 1
	}
	
	tb_steppe_barracks_2 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			
		}
		replaces = tb_war_camp_2
		trigger = { TECH_CAVALRY = 1
		ckplus_austerity = yes }
		upgrades_from = tb_steppe_barracks_1
		prestige_cost = 300
		build_time = 547
		archers = 20
		light_cavalry = 20
		ai_creation_factor = 104
		military_techpoints = 0.01
		
		convert_to_castle = ca_steppe_barracks_1
		convert_to_city = ct_guard_1
		
		extra_tech_building_start = 1.5
	}
	
	tb_steppe_barracks_3 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			
		}
		replaces = tb_war_camp_3
		trigger = { TECH_CAVALRY = 2
		ckplus_austerity = yes }
		upgrades_from = tb_steppe_barracks_2
		gold_cost = 100
		build_time = 730
		archers = 20
		light_cavalry = 20
		ai_creation_factor = 103
		military_techpoints = 0.01
		convert_to_castle = ca_steppe_mil_2
		
		extra_tech_building_start = 2
	}
	
	tb_steppe_barracks_4 = {
		desc = ca_steppe_barracks_desc
		potential = {
			terrain = steppe
			
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			
		}
		replaces = tb_war_camp_4
		trigger = { TECH_CAVALRY = 2
		ckplus_austerity = yes }
		upgrades_from = tb_steppe_barracks_3
		gold_cost = 100
		build_time = 1095
		archers = 25
		light_cavalry = 25
		ai_creation_factor = 102
		military_techpoints = 0.01
		
		convert_to_castle = ca_steppe_barracks_2
		convert_to_city = ct_guard_2
		
		extra_tech_building_start = 2.5
	}
	
	tb_steppe_stable_1 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			
		}
		replaces = tb_practice_range_1
		trigger = { TECH_CAVALRY = 0 
		ckplus_austerity = yes }
		prestige_cost = 300
		build_time = 365
		light_cavalry = 25
		horse_archers = 15
		ai_creation_factor = 89
		military_techpoints = 0.01
		
		extra_tech_building_start = 1
	}
	
	tb_steppe_stable_2 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			
		}
		replaces = tb_practice_range_2
		trigger = { TECH_CAVALRY = 1
		ckplus_austerity = yes }
		upgrades_from = tb_steppe_stable_1
		prestige_cost = 300
		build_time = 547
		light_cavalry = 25
		horse_archers = 15
		ai_creation_factor = 88
		military_techpoints = 0.01
		
		convert_to_castle = ca_steppe_stable_1
		convert_to_city = ct_barracks_1

		extra_tech_building_start = 1.5
	}
	
	tb_steppe_stable_3 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			
		}
		replaces = tb_practice_range_3
		trigger = { TECH_CAVALRY = 2
		ckplus_austerity = yes }
		upgrades_from = tb_steppe_stable_2
		gold_cost = 100
		build_time = 730
		light_cavalry = 25
		horse_archers = 15
		ai_creation_factor = 87
		military_techpoints = 0.01

		extra_tech_building_start = 2
	}
	
	tb_steppe_stable_4 = {
		desc = ca_steppe_stable_desc
		potential = {
			terrain = steppe
			
				OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
				}
			
		}
		replaces = tb_practice_range_4
		trigger = { TECH_CAVALRY = 2
		ckplus_austerity = yes }
		upgrades_from = tb_steppe_stable_3
		gold_cost = 100
		build_time = 1095
		light_cavalry = 25
		horse_archers = 15
		ai_creation_factor = 86
		military_techpoints = 0.01
		
		convert_to_castle = ca_steppe_stable_2
		convert_to_city = ct_barracks_2

		extra_tech_building_start = 2.5
	}
	
	tb_arsenal_1 = {
		desc = tb_arsenal_desc
		trigger = { TECH_RECRUITMENT = 0 
		ckplus_austerity = yes }
		prestige_cost = 300
		build_time = 547
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 98
		military_techpoints = 0.01

		convert_to_castle = ca_geb_armh_1
		convert_to_city = ct_geb_armh_1

		extra_tech_building_start = 1
	}
	
	tb_arsenal_2 = {
		desc = tb_arsenal_desc
		trigger = { TECH_RECRUITMENT = 1
		ckplus_austerity = yes }
		upgrades_from = tb_arsenal_1
		prestige_cost = 300
		build_time = 730
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 97
		military_techpoints = 0.01

		extra_tech_building_start = 1.5
		
		convert_to_castle = ca_training_grounds_1
		convert_to_city = ct_rep_arsenal_1
	}
	
	tb_arsenal_3 = {
		desc = tb_arsenal_desc
		trigger = { TECH_RECRUITMENT = 2
		ckplus_austerity = yes }
		upgrades_from = tb_arsenal_2
		gold_cost = 100
		build_time = 1095
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 96
		military_techpoints = 0.01

		convert_to_castle = ca_geb_hofm_1
		convert_to_city = ct_geb_hofm_1
		
		extra_tech_building_start = 2
	}
	
	tb_arsenal_4 = {
		desc = tb_arsenal_desc
		trigger = { TECH_RECRUITMENT = 3
		ckplus_austerity = yes }
		upgrades_from = tb_arsenal_3
		gold_cost = 100
		build_time = 1460
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 95
		military_techpoints = 0.01
		
		extra_tech_building_start = 2.5
		
		convert_to_castle = ca_training_grounds_2
		convert_to_city = ct_rep_arsenal_2
	}
	
	tb_desert_stable_1 = {
		desc = tb_desert_stable_desc
		potential = {
			terrain = desert
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					culture_group = iranian
				}
		}
		replaces = tb_practice_range_1
		trigger = { TECH_CAVALRY = 0
		ckplus_austerity = yes 		}
		prestige_cost = 300
		build_time = 365
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 89
		
		extra_tech_building_start = 0.3
	}
	
	tb_desert_stable_2 = {
		desc = tb_desert_stable_desc
		potential = {
			terrain = desert
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					culture_group = iranian
				}
		}
		replaces = tb_practice_range_2
		trigger = { TECH_CAVALRY = 1 
		ckplus_austerity = yes}
		upgrades_from = tb_desert_stable_1
		prestige_cost = 400
		build_time = 547
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 88
		
		convert_to_castle = ca_desert_stable_1
		convert_to_city = ct_barracks_1

		extra_tech_building_start = 1.5
	}
	
	tb_desert_stable_3 = {
		desc = tb_desert_stable_desc
		potential = {
			terrain = desert
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					culture_group = iranian
				}
		}
		replaces = tb_practice_range_3
		trigger = { TECH_CAVALRY = 2
		ckplus_austerity = yes		}
		upgrades_from = tb_desert_stable_2
		prestige_cost = 500
		build_time = 730
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 87

		extra_tech_building_start = 2
	}
	
	tb_desert_stable_4 = {
		desc = tb_desert_stable_desc
		potential = {
			terrain = desert
				OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					culture_group = iranian
				}
		}
		replaces = tb_practice_range_4
		trigger = { TECH_CAVALRY = 2
		ckplus_austerity = yes		}
		upgrades_from = tb_desert_stable_3
		prestige_cost = 600
		build_time = 1095
		light_cavalry = 12
		horse_archers = 5
		ai_creation_factor = 86
		
		convert_to_castle = ca_desert_stable_2
		convert_to_city = ct_barracks_2

		extra_tech_building_start = 2.5
	}
	
	trib_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 = trib_geb_terr_1_6_desc
		gold_cost = 85
		build_time = 250
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 0.5
		
		convert_to_castle = ca_geb_terr_1_1
		convert_to_city = ct_geb_terr_1_1

	}
	trib_geb_terr_1_2 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_1_6_desc
		upgrades_from = trib_geb_terr_1_1 
		gold_cost = 100
		build_time = 250
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_1_2
		convert_to_city = ct_geb_terr_1_2

	}
	trib_geb_terr_1_3 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = trib_geb_terr_1_6_desc
		upgrades_from = trib_geb_terr_1_2
		gold_cost = 115
		build_time = 275
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_1_3
		convert_to_city = ct_geb_terr_1_3

	}

	trib_geb_terr_1_4 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 2
		    TECH_CONSTRUCTION = 2 
			ckplus_austerity = yes }
		desc = trib_geb_terr_1_6_desc
		upgrades_from = trib_geb_terr_1_3
		gold_cost = 130
		build_time = 300
		levy_size = 0.05
		tax_income = 1
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_1_4
		convert_to_city = ct_geb_terr_1_4

	}

	trib_geb_terr_1_5 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		prerequisites = { trib_geb_terr_1_2 }
		desc = trib_geb_terr_1_7_desc
		gold_cost = 150
		build_time = 300
		levy_size = 0.1
		tax_income = 3
		economy_techpoints = 0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_1_5
		convert_to_city = ct_geb_terr_1_5

	}

	trib_geb_terr_2_1 = {
	potential = {
				location     = { terrain = forest }
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_2_6_desc
		gold_cost = 95
		build_time = 250

		tax_income = 1
		economy_techpoints = 0.01
		local_build_time_modifier = -0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_2_1
		convert_to_city = ct_geb_terr_2_1

	}

	trib_geb_terr_2_2 = {
	potential = {
				location     = { terrain = forest }
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_2_6_desc
		upgrades_from = trib_geb_terr_2_1
		gold_cost = 105
		build_time = 250

		tax_income = 1
		economy_techpoints = 0.01
		local_build_time_modifier = -0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_2_2
		convert_to_city = ct_geb_terr_2_2

	}

	trib_geb_terr_2_3 = {
	potential = {
				location     = { terrain = forest }
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = trib_geb_terr_2_6_desc
		upgrades_from = trib_geb_terr_2_2
		gold_cost = 115
		build_time = 250

		tax_income = 1
		economy_techpoints = 0.01
		local_build_time_modifier = -0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_2_3
		convert_to_city = ct_geb_terr_2_3

	}

	trib_geb_terr_2_4 = {
	potential = {
				location     = { terrain = forest }
		}
	trigger = { TECH_TRADE_PRACTICES = 2
		    TECH_CONSTRUCTION = 2 
			ckplus_austerity = yes }
		desc = trib_geb_terr_2_6_desc
		upgrades_from = trib_geb_terr_2_3
		gold_cost = 125
		build_time = 250

		tax_income = 1
		economy_techpoints = 0.01
		local_build_time_modifier = -0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_2_4
		convert_to_city = ct_geb_terr_2_4

	}

	trib_geb_terr_2_5 = {
	potential = {
				location     = { terrain = forest }
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		prerequisites = { trib_geb_terr_2_2 }
		desc = trib_geb_terr_2_7_desc
		gold_cost = 125
		build_time = 250

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

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_2_5
		convert_to_city = ct_geb_terr_2_5

	}

	trib_geb_terr_3_1 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_3_6_desc
		gold_cost = 150
		build_time = 300

		tax_income = 2.5
		liege_prestige = 0.01
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_3_1
		convert_to_city = ct_geb_terr_3_1

	}

	trib_geb_terr_3_2 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_3_6_desc
		upgrades_from = trib_geb_terr_3_1
		gold_cost = 170
		build_time = 325

		tax_income = 2.5
		liege_prestige = 0.01
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_3_2
		convert_to_city = ct_geb_terr_3_2

	}

	trib_geb_terr_3_3 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = trib_geb_terr_3_6_desc
		upgrades_from = trib_geb_terr_3_2
		gold_cost = 190
		build_time = 350

		tax_income = 2.5
		liege_prestige = 0.01
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_3_3
		convert_to_city = ct_geb_terr_3_3

	}

	trib_geb_terr_3_4 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 2
		    TECH_CONSTRUCTION = 2 
			ckplus_austerity = yes }
		desc = trib_geb_terr_3_6_desc
		upgrades_from = trib_geb_terr_3_3
		gold_cost = 210
		build_time = 375

		tax_income = 2.5
		liege_prestige = 0.01
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_3_4
		convert_to_city = ct_geb_terr_3_4

	}

	trib_geb_terr_3_5 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		prerequisites = { trib_geb_terr_3_2 }
		desc = trib_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 = 99.5
		
		convert_to_castle = ca_geb_terr_3_5
		convert_to_city = ct_geb_terr_3_5

	}

	trib_geb_terr_4_1 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_4_6_desc
		gold_cost = 120
		build_time = 280

		tax_income = 1
		economy_techpoints = 0.01
		local_build_cost_modifier = -0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_4_1
		convert_to_city = ct_geb_terr_4_1

	}

	trib_geb_terr_4_2 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_4_6_desc
		upgrades_from = trib_geb_terr_4_1
		gold_cost = 140
		build_time = 300

		tax_income = 1
		economy_techpoints = 0.01
		local_build_cost_modifier = -0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_4_2
		convert_to_city = ct_geb_terr_4_2

	}

	trib_geb_terr_4_3 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = trib_geb_terr_4_6_desc
		upgrades_from = trib_geb_terr_4_2
		gold_cost = 160
		build_time = 320

		tax_income = 1
		economy_techpoints = 0.01
		local_build_cost_modifier = -0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_4_3
		convert_to_city = ct_geb_terr_4_3

	}

	trib_geb_terr_4_4 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 2
		    TECH_CONSTRUCTION = 2 
			ckplus_austerity = yes }
		desc = trib_geb_terr_4_6_desc
		upgrades_from = trib_geb_terr_4_3
		gold_cost = 180
		build_time = 320

		tax_income = 1
		economy_techpoints = 0.01
		local_build_cost_modifier = -0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_4_4
		convert_to_city = ct_geb_terr_4_4

	}

	trib_geb_terr_4_5 = {
	potential = {
			location = { 
				terrain = mountain
			} 
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		prerequisites = { trib_geb_terr_4_2 }
		desc = trib_geb_terr_4_7_desc
		gold_cost = 200
		build_time = 400

		tax_income = 3
		economy_techpoints = 0.02
		local_build_cost_modifier = -0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_4_5
		convert_to_city = ct_geb_terr_4_5

	}

	trib_geb_terr_5_1 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_5_5_desc
		gold_cost = 150
		build_time = 200

		tax_income = 2.5
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_5_1
		convert_to_city = ct_geb_terr_5_1

	}

	trib_geb_terr_5_2 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_5_5_desc
		upgrades_from = trib_geb_terr_5_1
		gold_cost = 150
		build_time = 250

		tax_income = 2.5
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_5_2
		convert_to_city = ct_geb_terr_5_2

	}

	trib_geb_terr_5_3 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = trib_geb_terr_5_5_desc
		upgrades_from = trib_geb_terr_5_2
		gold_cost = 170
		build_time = 300

		tax_income = 2.5
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_5_3
		convert_to_city = ct_geb_terr_5_3

	}

	trib_geb_terr_5_4 = {
	potential = {
				location = { 
					terrain = hills
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 2
		    TECH_CONSTRUCTION = 2 
			ckplus_austerity = yes }
		desc = trib_geb_terr_5_5_desc
		upgrades_from = trib_geb_terr_5_3
		gold_cost = 200
		build_time = 350

		tax_income = 2.5
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_5_4
		convert_to_city = ct_geb_terr_5_4

	}

	trib_geb_terr_6_1 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_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 = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_6_1
		convert_to_city = ct_geb_terr_6_1

	}

	trib_geb_terr_6_2 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_6_6_desc
		upgrades_from = trib_geb_terr_6_1
		gold_cost = 80
		build_time = 210
		levy_size = 0.025
		garrison_size = 0.025
		tax_income = 0.5
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_6_2
		convert_to_city = ct_geb_terr_6_2

	}

	trib_geb_terr_6_3 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = trib_geb_terr_6_6_desc
		upgrades_from = trib_geb_terr_6_2
		gold_cost = 90
		build_time = 230
		levy_size = 0.025
		garrison_size = 0.025
		tax_income = 0.5
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_6_3
		convert_to_city = ct_geb_terr_6_3

	}

	trib_geb_terr_6_4 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 2
		    TECH_CONSTRUCTION = 2 
			ckplus_austerity = yes }
		desc = trib_geb_terr_6_6_desc
		upgrades_from = trib_geb_terr_6_3
		gold_cost = 100
		build_time = 250
		levy_size = 0.025
		garrison_size = 0.025
		tax_income = 0.5
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_6_4
		convert_to_city = ct_geb_terr_6_4

	}

	trib_geb_terr_6_5 = {
	potential = {
			location = { 
				terrain = desert
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		prerequisites = { trib_geb_terr_6_2 }
		desc = trib_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 = 99.5
		
		convert_to_castle = ca_geb_terr_6_5
		convert_to_city = ct_geb_terr_6_5

	}

		trib_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 = trib_geb_terr_9_6_desc
		gold_cost = 95
		build_time = 250

		tax_income = 1
		levy_size = 0.025
		garrison_size = 0.025
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 0.5
		
		convert_to_castle = ca_geb_terr_9_1
		convert_to_city = ct_geb_terr_9_1

	}

	trib_geb_terr_9_2 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_9_6_desc
		upgrades_from = trib_geb_terr_9_1
		gold_cost = 105
		build_time = 250

		tax_income = 1
		levy_size = 0.025
		garrison_size = 0.025
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_9_2
		convert_to_city = ct_geb_terr_9_2

	}

	trib_geb_terr_9_3 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = trib_geb_terr_9_6_desc
		upgrades_from = trib_geb_terr_9_2
		gold_cost = 115
		build_time = 250

		tax_income = 1
		levy_size = 0.025
		garrison_size = 0.025
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_9_3
		convert_to_city = ct_geb_terr_9_3

	}

	trib_geb_terr_9_4 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 2
		    TECH_CONSTRUCTION = 2 
			ckplus_austerity = yes }
		desc = trib_geb_terr_9_6_desc
		upgrades_from = trib_geb_terr_9_3
		gold_cost = 125
		build_time = 250

		tax_income = 1
		levy_size = 0.025
		garrison_size = 0.025
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_9_4
		convert_to_city = ct_geb_terr_9_4

	}

	trib_geb_terr_9_5 = {
	potential = {
			location = { 
				OR = {	
					terrain = plains
					terrain = steppe 
					terrain = farmlands
					}
				}
		}
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		prerequisites = { trib_geb_terr_9_2 }
		add_number_to_name = no
		desc = trib_geb_terr_9_7_desc
		gold_cost = 125
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.02
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_9_5
		convert_to_city = ct_geb_terr_9_5

	}

	trib_geb_terr_10_1 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_10_6_desc
		gold_cost = 120
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_10_1
		convert_to_city = ct_geb_terr_10_1

	}

	trib_geb_terr_10_2 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 0
		    TECH_CONSTRUCTION = 0 
			ckplus_austerity = yes }
		desc = trib_geb_terr_10_6_desc
		upgrades_from = trib_geb_terr_10_1
		gold_cost = 150
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_10_2
		convert_to_city = ct_geb_terr_10_2

	}

	trib_geb_terr_10_3 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 1
		    TECH_CONSTRUCTION = 1 
			ckplus_austerity = yes }
		desc = trib_geb_terr_10_6_desc
		upgrades_from = trib_geb_terr_10_2
		gold_cost = 170
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_10_3
		convert_to_city = ct_geb_terr_10_3

	}

	trib_geb_terr_10_4 = {
	potential = {
				location     = { terrain = jungle }
		} 
	trigger = { TECH_TRADE_PRACTICES = 2
		    TECH_CONSTRUCTION = 2 
			ckplus_austerity = yes }
		desc = trib_geb_terr_10_6_desc
		upgrades_from = trib_geb_terr_10_3
		gold_cost = 170
		build_time = 250

		tax_income = 3
		economy_techpoints = 0.01
		ai_creation_factor = 150

		extra_tech_building_start = 99.5
		
		convert_to_castle = ca_geb_terr_10_4
		convert_to_city = ct_geb_terr_10_4

	}


##############################################
#### Ressi Geb Trib
##############################################


	tb_ress_1_1 = {
		desc = tb_ress_1_desc
		potential = {
			OR = {
			vanilla_map_ressi_1 = yes
			ck2plus_map_ressi_1 = yes
			hip_map_ressi_1 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 250
		build_time = 600
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_1_2 = {
		desc = tb_ress_1_desc
		potential = {
			OR = {
			vanilla_map_ressi_1 = yes
			ck2plus_map_ressi_1 = yes
			hip_map_ressi_1 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_1_1
		 
		gold_cost = 300
		build_time = 650
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_1_1
		convert_to_city = ct_ress_1_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_1_3 = {
		desc = tb_ress_1_desc
		potential = {
			OR = {
			vanilla_map_ressi_1 = yes
			ck2plus_map_ressi_1 = yes
			hip_map_ressi_1 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_1_2
		 
		gold_cost = 350
		build_time = 700
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_1_2
		convert_to_city = ct_ress_1_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_1_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_1_3		
		 
		gold_cost = 400
		build_time = 800
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_1_3
		convert_to_city = ct_ress_1_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

	tb_ress_2_1 = {
		desc = tb_ress_2_desc
		potential = {
			OR = {
			vanilla_map_ressi_2 = yes
			ck2plus_map_ressi_2 = yes
			hip_map_ressi_2 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 200
		build_time = 600
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_2_2 = {
		desc = tb_ress_2_desc
		potential = {
			OR = {
			vanilla_map_ressi_2 = yes
			ck2plus_map_ressi_2 = yes
			hip_map_ressi_2 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_2_1
		 
		gold_cost = 250
		build_time = 650
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_2_1
		convert_to_city = ct_ress_2_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_2_3 = {
		desc = tb_ress_2_desc
		potential = {
			OR = {
			vanilla_map_ressi_2 = yes
			ck2plus_map_ressi_2 = yes
			hip_map_ressi_2 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_2_2
		 
		gold_cost = 300
		build_time = 700
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_2_2
		convert_to_city = ct_ress_2_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_2_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_2_3		
		 
		gold_cost = 350
		build_time = 800
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_2_3
		convert_to_city = ct_ress_2_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

	tb_ress_3_1 = {
		desc = tb_ress_3_desc
		potential = {
			OR = {
			vanilla_map_ressi_3 = yes
			ck2plus_map_ressi_3 = yes
			hip_map_ressi_3 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 200
		build_time = 600
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_3_2 = {
		desc = tb_ress_3_desc
		potential = {
			OR = {
			vanilla_map_ressi_3 = yes
			ck2plus_map_ressi_3 = yes
			hip_map_ressi_3 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_3_1
		 
		gold_cost = 250
		build_time = 650
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_3_1
		convert_to_city = ct_ress_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_3_3 = {
		desc = tb_ress_3_desc
		potential = {
			OR = {
			vanilla_map_ressi_3 = yes
			ck2plus_map_ressi_3 = yes
			hip_map_ressi_3 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_3_2
		 
		gold_cost = 300
		build_time = 700
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_3_2
		convert_to_city = ct_ress_3_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_3_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_3_3		
		 
		gold_cost = 350
		build_time = 800
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_3_3
		convert_to_city = ct_ress_3_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

	tb_ress_4_1 = {
		desc = tb_ress_4_desc
		potential = {
			OR = {
			vanilla_map_ressi_4 = yes
			ck2plus_map_ressi_4 = yes
			hip_map_ressi_4 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 150
		build_time = 600
		tax_income = 1
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_4_2 = {
		desc = tb_ress_4_desc
		potential = {
			OR = {
			vanilla_map_ressi_4 = yes
			ck2plus_map_ressi_4 = yes
			hip_map_ressi_4 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_4_1
		 
		gold_cost = 200
		build_time = 650
		tax_income = 1
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_4_1
		convert_to_city = ct_ress_4_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_4_3 = {
		desc = tb_ress_4_desc
		potential = {
			OR = {
			vanilla_map_ressi_4 = yes
			ck2plus_map_ressi_4 = yes
			hip_map_ressi_4 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_4_2
		 
		gold_cost = 250
		build_time = 700
		tax_income = 1
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_4_2
		convert_to_city = ct_ress_4_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_4_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_4_3		
		 
		gold_cost = 300
		build_time = 800
		tax_income = 1
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_4_3
		convert_to_city = ct_ress_4_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

	tb_ress_5_1 = {
		desc = tb_ress_5_desc
		potential = {
			OR = {
			vanilla_map_ressi_5 = yes
			ck2plus_map_ressi_5 = yes
			hip_map_ressi_5 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 200
		build_time = 600
		tax_income = 2
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_5_2 = {
		desc = tb_ress_5_desc
		potential = {
			OR = {
			vanilla_map_ressi_5 = yes
			ck2plus_map_ressi_5 = yes
			hip_map_ressi_5 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_5_1
		 
		gold_cost = 250
		build_time = 650
		tax_income = 2
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_5_1
		convert_to_city = ct_ress_5_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_5_3 = {
		desc = tb_ress_5_desc
		potential = {
			OR = {
			vanilla_map_ressi_5 = yes
			ck2plus_map_ressi_5 = yes
			hip_map_ressi_5 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_5_2
		 
		gold_cost = 300
		build_time = 700
		tax_income = 2
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_5_2
		convert_to_city = ct_ress_5_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_5_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_5_3		
		 
		gold_cost = 350
		build_time = 800
		tax_income = 2
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_5_3
		convert_to_city = ct_ress_5_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

	tb_ress_6_1 = {
		desc = tb_ress_6_desc
		potential = {
			OR = {
			vanilla_map_ressi_6 = yes
			ck2plus_map_ressi_6 = yes
			hip_map_ressi_6 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 250
		build_time = 600
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_6_2 = {
		desc = tb_ress_6_desc
		potential = {
			OR = {
			vanilla_map_ressi_6 = yes
			ck2plus_map_ressi_6 = yes
			hip_map_ressi_6 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_6_1
		 
		gold_cost = 300
		build_time = 650
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_6_1
		convert_to_city = ct_ress_6_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_6_3 = {
		desc = tb_ress_6_desc
		potential = {
			OR = {
			vanilla_map_ressi_6 = yes
			ck2plus_map_ressi_6 = yes
			hip_map_ressi_6 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_6_2
		 
		gold_cost = 350
		build_time = 700
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_6_2
		convert_to_city = ct_ress_6_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_6_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_6_3		
		 
		gold_cost = 400
		build_time = 800
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_6_3
		convert_to_city = ct_ress_6_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

	tb_ress_7_1 = {
		desc = tb_ress_7_desc
		potential = {
			OR = {
			vanilla_map_ressi_7 = yes
			ck2plus_map_ressi_7 = yes
			hip_map_ressi_7 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 150
		build_time = 600
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_7_2 = {
		desc = tb_ress_7_desc
		potential = {
			OR = {
			vanilla_map_ressi_7 = yes
			ck2plus_map_ressi_7 = yes
			hip_map_ressi_7 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_7_1
		 
		gold_cost = 200
		build_time = 650
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_7_1
		convert_to_city = ct_ress_7_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_7_3 = {
		desc = tb_ress_7_desc
		potential = {
			OR = {
			vanilla_map_ressi_7 = yes
			ck2plus_map_ressi_7 = yes
			hip_map_ressi_7 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_7_2
		 
		gold_cost = 250
		build_time = 700
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_7_2
		convert_to_city = ct_ress_7_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_7_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_7_3		
		 
		gold_cost = 300
		build_time = 800
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_7_3
		convert_to_city = ct_ress_7_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

	tb_ress_8_1 = {
		desc = tb_ress_8_desc
		potential = {
			OR = {
			vanilla_map_ressi_8 = yes
			ck2plus_map_ressi_8 = yes
			hip_map_ressi_8 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 150
		build_time = 600
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_8_2 = {
		desc = tb_ress_8_desc
		potential = {
			OR = {
			vanilla_map_ressi_8 = yes
			ck2plus_map_ressi_8 = yes
			hip_map_ressi_8 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_8_1
		 
		gold_cost = 200
		build_time = 650
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_8_1
		convert_to_city = ct_ress_8_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_8_3 = {
		desc = tb_ress_8_desc
		potential = {
			OR = {
			vanilla_map_ressi_8 = yes
			ck2plus_map_ressi_8 = yes
			hip_map_ressi_8 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_8_2
		 
		gold_cost = 250
		build_time = 700
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_8_2
		convert_to_city = ct_ress_8_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_8_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_8_3		
		 
		gold_cost = 300
		build_time = 800
		tax_income = 1.5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_8_3
		convert_to_city = ct_ress_8_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

	tb_ress_9_1 = {
		desc = tb_ress_9_desc
		potential = {
			OR = {
			vanilla_map_ressi_9 = yes
			ck2plus_map_ressi_9 = yes
			hip_map_ressi_9 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 250
		build_time = 600
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_9_2 = {
		desc = tb_ress_9_desc
		potential = {
			OR = {
			vanilla_map_ressi_9 = yes
			ck2plus_map_ressi_9 = yes
			hip_map_ressi_9 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_9_1
		 
		gold_cost = 300
		build_time = 650
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_9_1
		convert_to_city = ct_ress_9_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_9_3 = {
		desc = tb_ress_9_desc
		potential = {
			OR = {
			vanilla_map_ressi_9 = yes
			ck2plus_map_ressi_9 = yes
			hip_map_ressi_9 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_9_2
		 
		gold_cost = 350
		build_time = 700
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_9_2
		convert_to_city = ct_ress_9_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_9_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_9_3		
		 
		gold_cost = 400
		build_time = 800
		tax_income = 3
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_9_3
		convert_to_city = ct_ress_9_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

	tb_ress_10_1 = {
		desc = tb_ress_10_desc
		potential = {
				location     = { terrain = forest }
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 150
		build_time = 600
		tax_income = 1
		local_build_cost_modifier = -0.03
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_10_2 = {
		desc = tb_ress_10_desc
		potential = {
				location     = { terrain = forest }
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_10_1
		 
		gold_cost = 200
		build_time = 650
		tax_income = 1
		local_build_cost_modifier = -0.02
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_10_1
		convert_to_city = ct_ress_10_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_10_3 = {
		desc = tb_ress_10_desc
		potential = {
				location     = { terrain = forest }
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_10_2
		 
		gold_cost = 250
		build_time = 700
		tax_income = 1
		local_build_cost_modifier = -0.03
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_10_2
		convert_to_city = ct_ress_10_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_10_4 = {
		desc = tb_ress_10_desc
		potential = {
				location     = { terrain = forest }
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_10_3		
		 
		gold_cost = 300
		build_time = 800
		tax_income = 1
		local_build_cost_modifier = -0.02
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_10_3
		convert_to_city = ct_ress_10_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	


	tb_ress_16_1 = {
		desc = tb_ress_16_desc
		potential = {
			OR = {
			vanilla_map_ressi_16 = yes
			ck2plus_map_ressi_16 = yes
			hip_map_ressi_16 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 350
		build_time = 600
		tax_income = 5
		economy_techpoints = 0.001
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_16_2 = {
		desc = tb_ress_16_desc
		potential = {
			OR = {
			vanilla_map_ressi_16 = yes
			ck2plus_map_ressi_16 = yes
			hip_map_ressi_16 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_16_1
		 
		gold_cost = 350
		build_time = 650
		tax_income = 5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_16_1
		convert_to_city = ct_ress_16_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_16_3 = {
		desc = tb_ress_16_desc
		potential = {
			OR = {
			vanilla_map_ressi_16 = yes
			ck2plus_map_ressi_16 = yes
			hip_map_ressi_16 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_16_2
		 
		gold_cost = 400
		build_time = 700
		tax_income = 5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_16_2
		convert_to_city = ct_ress_16_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_16_4 = {
		desc = tb_ress_16_desc
		potential = {
			OR = {
			vanilla_map_ressi_16 = yes
			ck2plus_map_ressi_16 = yes
			hip_map_ressi_16 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2
				TECH_TRADE_PRACTICES = 2
			    TECH_CONSTRUCTION = 2
			    TECH_POPULAR_CUSTOMS = 2 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_16_3		
		 
		gold_cost = 450
		build_time = 800
		tax_income = 5
		economy_techpoints = 0.001
		convert_to_castle = ca_ress_16_3
		convert_to_city = ct_ress_16_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	


	tb_ress_20_1 = {
		desc = tb_ress_20_desc
		potential = {
			OR = {
			vanilla_map_ressi_20 = yes
			ck2plus_map_ressi_20 = yes
			hip_map_ressi_20 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		 
		gold_cost = 200
		build_time = 600
		tax_income = 1
		economy_techpoints = 0.001
		GALLEYS_PERC = 0.05
		convert_to_castle = ca_geb_gilde_3_1
		convert_to_city = ct_geb_gilde_3_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}
	
	tb_ress_20_2 = {
		desc = tb_ress_20_desc
		potential = {
			OR = {
			vanilla_map_ressi_20 = yes
			ck2plus_map_ressi_20 = yes
			hip_map_ressi_20 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0
				TECH_TRADE_PRACTICES = 0
			    TECH_CONSTRUCTION = 0
			    TECH_POPULAR_CUSTOMS = 0 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_20_1
		 
		gold_cost = 250
		build_time = 650
		tax_income = 1
		economy_techpoints = 0.001
		GALLEYS_PERC = 0.05
		convert_to_castle = ca_ress_20_1
		convert_to_city = ct_ress_20_1
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_20_3 = {
		desc = tb_ress_20_desc
		potential = {
			OR = {
			vanilla_map_ressi_20 = yes
			ck2plus_map_ressi_20 = yes
			hip_map_ressi_20 = yes
			}
		}
		trigger = { TECH_CITY_CONSTRUCTION = 1
				TECH_TRADE_PRACTICES = 1
			    TECH_CONSTRUCTION = 1
			    TECH_POPULAR_CUSTOMS = 1 
				ckplus_austerity = yes }
		upgrades_from = tb_ress_20_2
		 
		gold_cost = 300
		build_time = 700
		tax_income = 1
		economy_techpoints = 0.001
		GALLEYS_PERC = 0.05
		convert_to_castle = ca_ress_20_2
		convert_to_city = ct_ress_20_2
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}

	tb_ress_20_4 = {
		desc = tb_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 }
		upgrades_from = tb_ress_20_3		
		 
		gold_cost = 350
		build_time = 800
		tax_income = 1
		economy_techpoints = 0.001
		GALLEYS_PERC = 0.05
		convert_to_castle = ca_ress_20_3
		convert_to_city = ct_ress_20_3
		
		ai_creation_factor = 120
		
		extra_tech_building_start = 1
	}	

#############################################
### Hauptstadt Geb Trib
#############################################

	ha_geb_trib_1_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_1_1
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				}
			}
		}	
		desc = ha_geb_trib_1_1_desc
		is_active_trigger = {
			
			FROM = { 
				AND = {
					capital_holding = {
						title = FROMFROM
					is_capital = yes
					}
					}
				
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0
			    TECH_CONSTRUCTION = 0
			    TECH_NOBLE_CUSTOMS = 0 
				ckplus_austerity = yes }
		add_number_to_name = no
		prerequisites = { tb_geb_trib_1_1 }
		gold_cost = 100
		build_time = 360
		tech_growth_modifier = 0.02
		liege_prestige = 0.1

		convert_to_castle = ha_geb_burg_1_1
		convert_to_city = ha_geb_stad_1_1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}

	
		# Ratssaal
	ha_geb_trib_2_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_2_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 70
		build_time = 180
		general_opinion = 5
		convert_to_castle = ha_geb_burg_2_1
		convert_to_city = ha_geb_stad_2_1

		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
	# Botschafterraum
	ha_geb_trib_3_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_3_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 70
		build_time = 180
		diplomacy = 1
		convert_to_castle = ha_geb_burg_3_1
		convert_to_city = ha_geb_stad_3_1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
			# Kartenraum
	ha_geb_trib_4_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_4_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 70
		build_time = 180
		martial = 1
		convert_to_castle = ha_geb_burg_4_1
		convert_to_city = ha_geb_stad_4_1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
		# Verwaltungsraum
	ha_geb_trib_5_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_5_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 70
		build_time = 180
		stewardship = 1
		tech_growth_modifier = 0.1
		convert_to_castle = ha_geb_burg_5_1
		convert_to_city = ha_geb_stad_5_1


		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
			# Geheimgang etc.
	ha_geb_trib_11_1= {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_11_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 70
		build_time = 180
		intrigue = 1
		convert_to_castle = ha_geb_burg_11_1
		convert_to_city = ha_geb_stad_11_1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
	# Bibliothek
	ha_geb_trib_6_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_6_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 90
		build_time = 180
		learning = 1
		convert_to_castle = ha_geb_burg_6_1
		convert_to_city = ha_geb_stad_6_1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
		# Badehaus
	ha_geb_trib_12_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_12_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 100
		build_time = 360
		
		fertility = 0.05
		health = 0.5
		convert_to_castle = ha_geb_burg_12_1
		convert_to_city = ha_geb_stad_12_1
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
		# Statue
	ha_geb_trib_13_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_13_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 100
		build_time = 360
		monthly_character_prestige = 1.0
		convert_to_castle = ha_geb_burg_13_1
		convert_to_city = ha_geb_stad_13_1

		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
		# Schatzkammer
	ha_geb_trib_7_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_7_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 100
		build_time = 250
		tax_income = 2
		convert_to_castle = ha_geb_burg_7_1
		convert_to_city = ha_geb_stad_7_1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
		# Kapelle
	ha_geb_trib_8_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_8_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 75
		build_time = 180
		church_opinion = 5
		monthly_character_piety = 0.5
		convert_to_castle = ha_geb_burg_8_1
		convert_to_city = ha_geb_stad_8_1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
	# Wache
	ha_geb_trib_9_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_9_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 150
		build_time = 360
		garrison_size = 0.02
		pikemen = 50
		archers = 20
		convert_to_castle = ha_geb_burg_9_1
		convert_to_city = ha_geb_stad_9_1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}
	
	# Leibwache
	ha_geb_trib_10_1 = {
		potential = {
			OR = {
			has_building = ha_geb_trib_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_trib_10_1_desc
		prerequisites = { ha_geb_trib_1_1 }
		gold_cost = 200
		build_time = 400
		retinuesize = 500
		convert_to_castle = ha_geb_burg_10_1
		convert_to_city = ha_geb_stad_10_1
		
		ai_creation_factor = 80
		
		extra_tech_building_start = 1.0
	}

}