# Temple
temple = {
	tp_mage_tower_1 = {
		desc = tp_mage_tower_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 50
		build_time = 182
		fort_level = 4
		ai_creation_factor = 82
		potential = {
			OR ={
				terrain = magic_tower
				culture = wilderness # wilderness shouldn't destroy already built buildings
			}
		}
		tax_income = -8
		extra_tech_building_start = 0.0
	}
	tp_observatory = {
		desc = tp_observatory_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 340
		ai_creation_factor = 100
		potential = {
			OR ={
				terrain = magic_tower
				culture = wilderness # wilderness shouldn't destroy already built buildings
			}
		}
		tax_income = -1
		economy_techpoints = 1
		extra_tech_building_start = 0.0
	}
	tp_magical_garden = {
		desc = tp_magical_garden_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 170
		build_time = 400
		ai_creation_factor = 100
		potential = {
			OR ={
				terrain = magic_tower
				culture = wilderness # wilderness shouldn't destroy already built buildings
			}
		}
		tax_income = -1
		culture_techpoints = 1
		extra_tech_building_start = 0.0
	}
	tp_magical_workshop = {
		desc = tp_magical_workshop_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 170
		build_time = 200
		ai_creation_factor = 100
		potential = {
			OR ={
				terrain = magic_tower
				culture = wilderness # wilderness shouldn't destroy already built buildings
			}
		}
		tax_income = -1
		military_techpoints = 1
		extra_tech_building_start = 0.0
	}

##

	tp_farmlands_1 = {
		desc = tp_farmlands_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 240
		ai_creation_factor = 100
		potential = {
			OR ={
				terrain = magic_tower
				culture = wilderness # wilderness shouldn't destroy already built buildings
			}
		}
		tax_income = 1
		extra_tech_building_start = 0.0
	}
	tp_farmlands_2 = {
		desc = tp_farmlands_2_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		prerequisites = { tp_farmlands_1 }
		upgrades_from = tp_farmlands_1
		gold_cost = 200
		build_time = 240
		ai_creation_factor = 100
		potential = {
			OR ={
				terrain = magic_tower
				culture = wilderness # wilderness shouldn't destroy already built buildings
			}
		}
		tax_income = 1
		extra_tech_building_start = 0.0
	}
	tp_farmlands_3 = {
		desc = tp_farmlands_3_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		prerequisites = { tp_farmlands_2 }
		upgrades_from = tp_farmlands_2
		gold_cost = 250
		build_time = 240
		ai_creation_factor = 100
		potential = {
			OR ={
				terrain = magic_tower
				culture = wilderness # wilderness shouldn't destroy already built buildings
			}
		}
		tax_income = 2
		extra_tech_building_start = 0.0
	}

}
city = {
	#Hospital
	#Sewers
	#Brothel
	ct_brothel_1 = {##Rev Selfie remember events
		desc = ct_brothel_1_desc
		potential = {
			NOT = { culture = aen_seidhe }
			NOT = { culture = aen_elle }
			NOT = { culture = dwarven }
			NOT = { culture = halfling }
			NOT = { culture = gnomish }
			NOT = { culture = dryad }
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		gold_cost = 120
		build_time = 145
		ai_creation_factor = 20
		tax_income = 1
		extra_tech_building_start = 0.0
	}
}
castle = {
	#Mine
	#Dungeon
}