city = {
	# Halfling farm
	ct_halfling_farm_1 = {
		desc = ct_halfling_farm_desc
		potential = {
			FROMFROM = { culture = halfling }
		}
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		gold_cost = 100
		build_time = 365
		ai_creation_factor = 99
		extra_tech_building_start = 1.0
		
		tax_income = 5
	}
	ct_halfling_farm_2 = {
		desc = ct_halfling_farm_desc
		potential = {
			FROMFROM = { culture = halfling }
		}
		trigger = { TECH_CITY_CONSTRUCTION = 2 }
		upgrades_from = ct_halfling_farm_1
		gold_cost = 150
		build_time = 547 #1.5y
		ai_creation_factor = 98
		extra_tech_building_start = 1.5
		
		tax_income = 7.5
	}
	ct_halfling_farm_3 = {
		desc = ct_halfling_farm_desc
		potential = {
			FROMFROM = { culture = halfling }
		}
		trigger = { TECH_CITY_CONSTRUCTION = 4 }
		upgrades_from = ct_halfling_farm_2
		gold_cost = 200
		build_time = 730 #2y
		ai_creation_factor = 97
		extra_tech_building_start = 2.0
		
		tax_income = 10
	}
	ct_halfling_farm_4 = {
		desc = ct_halfling_farm_desc
		potential = {
			FROMFROM = { culture = halfling }
		}
		trigger = { TECH_CITY_CONSTRUCTION = 6 }
		upgrades_from = ct_halfling_farm_3
		gold_cost = 250
		build_time = 1095 #3y
		ai_creation_factor = 96
		extra_tech_building_start = 1.0
		
		tax_income = 12.5
	}
}