#Castle
castle = {
	# Dwarven Walls, gives fortlevel, levysize and income
	ca_dwarven_wall_1 = {
		desc = ca_wall_1_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_wall_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		replaces = ca_wall_1
		gold_cost = 50
		build_time = 365
		ai_creation_factor = 90
		extra_tech_building_start = 1.0
		
		fort_level = 0.5
		levy_size = 0.02
		tax_income = 0.2
	}
	ca_dwarven_wall_2 = {
		desc = ca_wall_2_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_wall_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		upgrades_from = ca_dwarven_wall_1
		replaces = ca_wall_2
		gold_cost = 50
		build_time = 547 #1.5y
		ai_creation_factor = 89
		extra_tech_building_start = 0.2
		
		fort_level = 0.7
		levy_size = 0.02
		tax_income = 0.2
	}
	ca_dwarven_wall_3 = {
		desc = ca_wall_3_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_wall_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
		upgrades_from = ca_dwarven_wall_2
		replaces = ca_wall_3
		gold_cost = 100
		build_time = 730 #2y
		ai_creation_factor = 88
		extra_tech_building_start = 0.2
		
		fort_level = 1.0
		levy_size = 0.05
		tax_income = 0.1
	}
	ca_dwarven_wall_4 = {
		desc = ca_wall_4_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_wall_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6 }
		upgrades_from = ca_dwarven_wall_3
		replaces = ca_wall_4
		gold_cost = 150
		build_time = 1095 #3y
		ai_creation_factor = 87
		extra_tech_building_start = 0.2
		
		fort_level = 1.5
		levy_size = 0.05
		tax_income = 0.1
	}
	ca_dwarven_wall_5 = {
		desc = ca_wall_5_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_wall_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 }
		upgrades_from = ca_dwarven_wall_4
		replaces = ca_wall_5
		gold_cost = 150
		build_time = 1460 #4y
		ai_creation_factor = 86
		extra_tech_building_start = 0.2
		
		fort_level = 2
		levy_size = 0.1
		tax_income = 0.1
	}
	
	# Dwarven Keeps, gives levy and garrison size
	ca_dwarven_keep_1 = {
		desc = ca_keep_1_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_keep_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		replaces = ca_keep_1
		gold_cost = 150
		build_time = 547 #1.5y
		ai_creation_factor = 102
		extra_tech_building_start = 1.0
		
		levy_size = 0.05
		garrison_size = 0.07
	}
	ca_dwarven_keep_2 = {
		desc = ca_keep_1_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_keep_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0 }
		upgrades_from = ca_dwarven_keep_1
		replaces = ca_keep_2
		gold_cost = 200
		build_time = 730 #2y
		ai_creation_factor = 101
		extra_tech_building_start = 2.0
		
		levy_size = 0.1
		garrison_size = 0.12
	}
	ca_dwarven_keep_3 = {
		desc = ca_keep_1_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_keep_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 2 }
		upgrades_from = ca_dwarven_keep_2
		replaces = ca_keep_3
		gold_cost = 300
		build_time = 1095 #3y
		ai_creation_factor = 100
		extra_tech_building_start = 1.0
		
		levy_size = 0.15
		garrison_size = 0.17
	}
	ca_dwarven_keep_4 = {
		desc = ca_keep_1_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_keep_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 4 }
		upgrades_from = ca_keep_3
		replaces = ca_keep_4
		gold_cost = 400
		build_time = 1460 #4y
		ai_creation_factor = 99
		extra_tech_building_start = 0.2
		
		levy_size = 0.2
		garrison_size = 0.22
	}
	ca_dwarven_keep_5 = {
		desc = ca_keep_1_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_keep_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 6 }
		upgrades_from = ca_dwarven_keep_4
		replaces = ca_keep_5
		gold_cost = 500
		build_time = 2190 #6y
		ai_creation_factor = 98
		extra_tech_building_start = 0.2
		
		levy_size = 0.25
		garrison_size = 0.22
	}
	ca_dwarven_keep_6 = {
		desc = ca_keep_1_desc
		potential = {
			FROMFROM = { culture = dwarven }
			always = no # Breaks other buildings where ca_keep_n is required
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 }
		upgrades_from = ca_dwarven_keep_5
		replaces = ca_keep_6
		gold_cost = 500
		build_time = 2190 #6y
		ai_creation_factor = 97
		extra_tech_building_start = 0.2
		
		levy_size = 0.3
		garrison_size = 0.22
	}
}