 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.
 
 #<tag> = {
 #	desc = description used in the tooltip of the building
 #	trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
 #	gold_cost = cost to build the building
 #	build_time = time to build, in days
 #	
 #	ai_creation_factor = weight that the AI uses to determine what building to build
 #	extra_tech_building_start = when starting a new game this building will be pre-built if the province has higher tech than the requirement + this + random 0-1
 #}

#artifact vaults

##Castle
castle = {
	ca_vault_1 = {
		desc = ca_vault_1_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			}
		}
		gold_cost = 200
		build_time = 365
		
		tax_income = -1
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 10.0
	}
	ca_vault_2 = {
		desc = ca_vault_2_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		upgrades_from = ca_vault_1
		prerequisites = { ca_vault_1 }
		gold_cost = 300
		build_time = 365
		
		tax_income = -1
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 50

		extra_tech_building_start = 10.0
	}
	ca_vault_3 = {
		desc = ca_vault_3_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		upgrades_from = ca_vault_2
		prerequisites = { ca_vault_2 }
		gold_cost = 400
		build_time = 365
		
		tax_income = -1
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 20

		extra_tech_building_start = 10.0
	}
}
##City
city = {
	ct_vault_1 = {
		desc = ca_vault_1_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		gold_cost = 200
		build_time = 365
		
		tax_income = -1.5
		fort_level = 0.25
		artifact_protection = 0.10
		
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 10.0
	}
	ct_vault_2 = {
		desc = ca_vault_2_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		upgrades_from = ct_vault_1
		prerequisites = { ct_vault_1 }
		gold_cost = 300
		build_time = 365
		
		tax_income = -1.5
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 50

		extra_tech_building_start = 10.0
	}
	ct_vault_3 = {
		desc = ca_vault_3_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		upgrades_from = ct_vault_2
		prerequisites = { ct_vault_2 }
		gold_cost = 400
		build_time = 365
		
		tax_income = -1.5
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 20

		extra_tech_building_start = 10.0
	}
}
##Temple
temple = {
	tp_vault_1 = {
		desc = ca_vault_1_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		gold_cost = 200
		build_time = 365
		
		tax_income = -1
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 10.0
	}
	tp_vault_2 = {
		desc = ca_vault_2_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		upgrades_from = tp_vault_1
		prerequisites = { tp_vault_1 }
		gold_cost = 300
		build_time = 365
		
		tax_income = -1
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 50

		extra_tech_building_start = 10.0
	}
	tp_vault_3 = {
		desc = ca_vault_3_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		upgrades_from = tp_vault_2
		prerequisites = { tp_vault_2 }
		gold_cost = 400
		build_time = 365
		
		tax_income = -1
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 20

		extra_tech_building_start = 10.0
	}
}
##Family palace
family_palace = {
	fp_avault_1 = {
		desc = ca_vault_1_desc
		potential = { 
			FROM = { has_game_rule = { name = aao_vaults value = on } }
			is_capital = yes 
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 }
		gold_cost = 200
		build_time = 365
		
		tax_income = -1.5
		fort_level = 0.25
		artifact_protection = 0.10
		
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 10.0
	}
	fp_avault_2 = {
		desc = ca_vault_2_desc
		potential = { 
			FROM = { has_game_rule = { name = aao_vaults value = on } }
			is_capital = yes 
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 }
		upgrades_from = fp_avault_1
		prerequisites = { fp_avault_1 }
		gold_cost = 300
		build_time = 365
		
		tax_income = -1.5
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 50

		extra_tech_building_start = 10.0
	}
	fp_avault_3 = {
		desc = ca_vault_3_desc
		potential = { 
			FROM = { has_game_rule = { name = aao_vaults value = on } }
			is_capital = yes 
		}
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 }
		upgrades_from = fp_avault_2
		prerequisites = { fp_avault_2 }
		gold_cost = 400
		build_time = 365
		
		tax_income = -1.5
		fort_level = 0.25
		artifact_protection = 0.10
		
		ai_creation_factor = 20

		extra_tech_building_start = 10.0
	}
}


##Tribal
tribal = {
	tb_vault_1 = {
		desc = tb_vault_1_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 1
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		gold_cost = 100
		build_time = 365
		
		tax_income = -0.5
		fort_level = 0.1
		artifact_protection = 0.05
		
		convert_to_castle = ca_vault_1
		convert_to_city = ct_vault_1
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 10.0
	}
	tb_vault_2 = {
		desc = tb_vault_2_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 3
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		upgrades_from = tb_vault_1
		prerequisites = { tb_vault_1 }
		gold_cost = 200
		build_time = 365
		
		tax_income = -0.5
		fort_level = 0.1
		artifact_protection = 0.05
		
		convert_to_castle = ca_vault_2
		convert_to_city = ct_vault_2
		
		ai_creation_factor = 50

		extra_tech_building_start = 10.0
	}
	tb_vault_3 = {
		desc = tb_vault_3_desc
		potential = {
			FROM = {
				has_game_rule = { name = aao_vaults value = on }
				NOT = { government = merchant_republic_government } 
			}
		}
		trigger = { 
			TECH_FORTIFICATIONS_CONSTRUCTION = 5
			FROM = { ai = no }
		}
		is_active_trigger = { 
			FROM = { 
				capital_holding = { title = FROMFROM } 
				higher_tier_than = baron
			} 
		}
		upgrades_from = tb_vault_2
		prerequisites = { tb_vault_2 }
		gold_cost = 300
		build_time = 365
		
		tax_income = -0.5
		fort_level = 0.1
		artifact_protection = 0.05
		
		convert_to_castle = ca_vault_3
		convert_to_city = ct_vault_3
		
		ai_creation_factor = 20

		extra_tech_building_start = 10.0
	}
}
##Nomad
nomad = {
	no_vault_1 = {
		desc = tb_vault_1_desc
		potential = { 
			FROM = { has_game_rule = { name = aao_vaults value = on } }
			is_capital = yes 
		}
		trigger = { FROM = { TECH_FORTIFICATIONS_CONSTRUCTION = 1 } }
		gold_cost = 100
		build_time = 365
		
		nomad_tax_modifier = -0.1
		fort_level = 0.1
		artifact_protection = 0.05
		
		convert_to_tribal = tb_vault_1
		
		ai_creation_factor = 70
		
		extra_tech_building_start = 10.0
	}
	no_vault_2 = {
		desc = tb_vault_2_desc
		potential = { 
			FROM = { has_game_rule = { name = aao_vaults value = on } }
			is_capital = yes 
		}
		trigger = { FROM = { TECH_FORTIFICATIONS_CONSTRUCTION = 3 } }
		upgrades_from = no_vault_1
		prerequisites = { no_vault_1 }
		gold_cost = 200
		build_time = 365
		
		nomad_tax_modifier = -0.1
		fort_level = 0.1
		artifact_protection = 0.05
		
		convert_to_tribal = tb_vault_2
		
		ai_creation_factor = 50

		extra_tech_building_start = 10.0
	}
	no_vault_3 = {
		desc = tb_vault_3_desc
		potential = { 
			FROM = { has_game_rule = { name = aao_vaults value = on } }
			is_capital = yes 
		}
		trigger = { FROM = { TECH_FORTIFICATIONS_CONSTRUCTION = 5 } }
		upgrades_from = no_vault_2
		prerequisites = { no_vault_2 }
		gold_cost = 300
		build_time = 365
		
		nomad_tax_modifier = -0.1
		fort_level = 0.1
		artifact_protection = 0.05
		
		convert_to_tribal = tb_vault_3
		
		ai_creation_factor = 20

		extra_tech_building_start = 10.0
	}
}





















