castle = {

	cfh_buildings_ca_expanded_walls_0 = { 
		desc = cfh_buildings_ca_expanded_walls_0_desc
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 75
		extra_tech_building_start = 100
		
		fort_level = -1
		
		prerequisites = {
			ca_wall_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = ca_wall_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_expanded_walls_1 = { 
		desc = cfh_buildings_ca_expanded_walls_1_desc
		upgrades_from = cfh_buildings_ca_expanded_walls_0
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 75
		extra_tech_building_start = 100
		
		fort_level = -1
		
		prerequisites = {
			ca_wall_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_expanded_walls_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_expanded_walls_2 = { 
		desc = cfh_buildings_ca_expanded_walls_2_desc
		upgrades_from = cfh_buildings_ca_expanded_walls_1
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 75
		extra_tech_building_start = 100
		
		fort_level = -1
		
		prerequisites = {
			ca_wall_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_expanded_walls_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_expanded_walls_3 = { 
		desc = cfh_buildings_ca_expanded_walls_3_desc
		upgrades_from = cfh_buildings_ca_expanded_walls_2
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 75
		extra_tech_building_start = 100
		
		fort_level = -1
		
		prerequisites = {
			ca_wall_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_expanded_walls_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_expanded_walls_4 = { 
		desc = cfh_buildings_ca_expanded_walls_4_desc
		upgrades_from = cfh_buildings_ca_expanded_walls_3
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 75
		extra_tech_building_start = 100
		
		fort_level = -1
		
		prerequisites = {
			ca_wall_5
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_expanded_walls_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_merlon_0 = { 
		desc = cfh_buildings_ca_merlon_0_desc
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.5
		
		prerequisites = { 
			cfh_buildings_ca_expanded_walls_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_expanded_walls_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_merlon_1 = { 
		desc = cfh_buildings_ca_merlon_1_desc
		upgrades_from = cfh_buildings_ca_merlon_0
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.5
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_merlon_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_merlon_2 = { 
		desc = cfh_buildings_ca_merlon_2_desc
		upgrades_from = cfh_buildings_ca_merlon_1
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.5
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_merlon_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_merlon_3 = { 
		desc = cfh_buildings_ca_merlon_3_desc
		upgrades_from = cfh_buildings_ca_merlon_2
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.5
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_merlon_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_merlon_4 = { 
		desc = cfh_buildings_ca_merlon_4_desc
		upgrades_from = cfh_buildings_ca_merlon_3
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.5
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_merlon_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_tower_0 = { # gate towers
		desc = cfh_buildings_ca_tower_0_desc
		trigger = {
			
		}
		gold_cost = 400
		build_time = 1100
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		garrison_size = 0.28
		
		prerequisites = { 
			cfh_buildings_ca_gate_house_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_expanded_walls_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_tower_1 = { # corner towers
		desc = cfh_buildings_ca_tower_1_desc
		upgrades_from = cfh_buildings_ca_tower_0
		trigger = {
			
		}
		gold_cost = 480
		build_time = 1400
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		garrison_size = 0.27
		levy_size = 0.09
		
		prerequisites = {
			cfh_buildings_ca_merlon_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_tower_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_tower_2 = { # wall towers
		desc = cfh_buildings_ca_tower_2_desc
		upgrades_from = cfh_buildings_ca_tower_1
		trigger = {
			
		}
		gold_cost = 560
		build_time = 1600
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		garrison_size = 0.11
		levy_size = 0.33
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_4
			cfh_buildings_ca_merlon_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_tower_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_tower_3 = { #keep towers
		desc = cfh_buildings_ca_tower_3_desc
		upgrades_from = cfh_buildings_ca_tower_2
		trigger = {
			
		}
		gold_cost = 640
		build_time = 1800
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		levy_size = 0.52
		
		prerequisites = {
			ca_keep_4
			cfh_buildings_ca_merlon_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_tower_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_ballista_0 = { # ballista - gate towers 
		desc = cfh_buildings_ca_ballista_0_desc
		trigger = {
			
		}
		gold_cost = 260
		build_time = 770
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		archers = 40
		
		prerequisites = { 
			cfh_buildings_ca_blacksmith_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_tower_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_ballista_1 = { # ballista - corner towers
		desc = cfh_buildings_ca_ballista_1_desc
		upgrades_from = cfh_buildings_ca_ballista_0
		trigger = {
			
		}
		gold_cost = 300
		build_time = 880
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		archers = 50
		
		prerequisites = {
			cfh_buildings_ca_tower_1
			cfh_buildings_ca_blacksmith_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_ballista_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_ballista_2 = { # ballista - wall towers
		desc = cfh_buildings_ca_ballista_2_desc
		upgrades_from = cfh_buildings_ca_ballista_1
		trigger = {
			
		}
		gold_cost = 340
		build_time = 1000
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		archers = 65
		
		prerequisites = {
			cfh_buildings_ca_tower_2
			cfh_buildings_ca_blacksmith_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_ballista_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_ballista_3 = { # ballista - keep towers
		desc = cfh_buildings_ca_ballista_3_desc
		upgrades_from = cfh_buildings_ca_ballista_2
		trigger = {
			
		}
		gold_cost = 380
		build_time = 1100
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		archers = 75
		
		prerequisites = {
			cfh_buildings_ca_tower_3
			cfh_buildings_ca_blacksmith_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_ballista_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_gate_house_0 = { 
		desc = cfh_buildings_ca_gate_house_0_desc
		trigger = {
			
		}
		gold_cost = 440
		build_time = 1300
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		retinuesize = 64
		
		prerequisites = { 
			ca_keep_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_expanded_walls_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_gate_house_1 = { 
		desc = cfh_buildings_ca_gate_house_1_desc
		upgrades_from = cfh_buildings_ca_gate_house_0
		trigger = {
			
		}
		gold_cost = 520
		build_time = 1500
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		retinuesize = 80
		
		prerequisites = {
			ca_keep_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_gate_house_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_gate_house_2 = { 
		desc = cfh_buildings_ca_gate_house_2_desc
		upgrades_from = cfh_buildings_ca_gate_house_1
		trigger = {
			
		}
		gold_cost = 600
		build_time = 1700
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		retinuesize = 96
		
		prerequisites = {
			ca_keep_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_gate_house_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_hoardings_0 = { 
		desc = cfh_buildings_ca_hoardings_0_desc
		trigger = {
			
		}
		gold_cost = 410
		build_time = 1100
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.5
		archers = 205
		
		prerequisites = {
			cfh_buildings_ca_merlon_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_merlon_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_gate_0 = { # heavy wooden
		desc = cfh_buildings_ca_gate_0_desc
		trigger = {
			
		}
		gold_cost = 80
		build_time = 230
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.8
		
		prerequisites = {
			cfh_buildings_ca_gate_house_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_gate_house_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_gate_1 = { # metal reinforced
		desc = cfh_buildings_ca_gate_1_desc
		upgrades_from = cfh_buildings_ca_gate_0
		trigger = {
			
		}
		gold_cost = 100
		build_time = 290
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1
		
		prerequisites = {
			cfh_buildings_ca_gate_house_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_gate_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_gate_2 = { # metal 
		desc = cfh_buildings_ca_gate_2_desc
		upgrades_from = cfh_buildings_ca_gate_1
		trigger = {
			
		}
		gold_cost = 120
		build_time = 350
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1.2
		
		prerequisites = {
			cfh_buildings_ca_gate_house_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_gate_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_gate_extra_0 = { # drawbridge
		desc = cfh_buildings_ca_gate_extra_0_desc
		trigger = {
			
		}
		gold_cost = 400
		build_time = 1100
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 2
		tech_growth_modifier_military = 0.16
		
		prerequisites = {
			cfh_buildings_ca_gate_2
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = ca_wall_q_4 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_murderhole_0 = { 
		desc = cfh_buildings_ca_murderhole_0_desc
		trigger = {
			
		}
		gold_cost = 108
		build_time = 320
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.5
		military_techpoints = 0.01
		
		prerequisites = {
			cfh_buildings_ca_gate_house_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_gate_house_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_murderhole_1 = { # oil
		desc = cfh_buildings_ca_murderhole_1_desc
		upgrades_from = cfh_buildings_ca_murderhole_0
		trigger = {
			
		}
		gold_cost = 132
		build_time = 390
		add_number_to_name = no
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.5
		military_techpoints = 0.016
		
		prerequisites = {
			cfh_buildings_ca_gate_house_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_murderhole_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_armoury_0 = { 
		desc = cfh_buildings_ca_armoury_0_desc
		trigger = {
			
		}
		gold_cost = 160
		build_time = 470
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		light_infantry = -25
		heavy_infantry = 50
		
		prerequisites = {
			ca_militia_barracks_1
			cfh_buildings_ca_expanded_walls_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_expanded_walls_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_armoury_1 = { 
		desc = cfh_buildings_ca_armoury_1_desc
		upgrades_from = cfh_buildings_ca_armoury_0
		trigger = {
			
		}
		gold_cost = 200
		build_time = 590
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		light_infantry = -35
		heavy_infantry = 60
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_2
			ca_militia_barracks_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_armoury_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_armoury_2 = { 
		desc = cfh_buildings_ca_armoury_2_desc
		upgrades_from = cfh_buildings_ca_armoury_1
		trigger = {
			
		}
		gold_cost = 240
		build_time = 710
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		light_infantry = -40
		heavy_infantry = 75
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_3
			ca_militia_barracks_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_armoury_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_weaponsmith_0 = { 
		desc = cfh_buildings_ca_weaponsmith_0_desc
		trigger = {
			
		}
		gold_cost = 175
		build_time = 510
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		heavy_infantry_offensive = 0.014
		knights_offensive = 0.014
		
		prerequisites = {
			ca_barracks_1
			cfh_buildings_ca_armoury_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_armoury_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_weaponsmith_1 = { 
		desc = cfh_buildings_ca_weaponsmith_1_desc
		upgrades_from = cfh_buildings_ca_weaponsmith_0
		trigger = {
			
		}
		gold_cost = 225
		build_time = 660
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		heavy_infantry_offensive = 0.018
		knights_offensive = 0.018
		
		prerequisites = {
			cfh_buildings_ca_armoury_1
			ca_barracks_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_weaponsmith_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_weaponsmith_2 = { 
		desc = cfh_buildings_ca_weaponsmith_2_desc
		upgrades_from = cfh_buildings_ca_weaponsmith_1
		trigger = {
			
		}
		gold_cost = 275
		build_time = 810
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		heavy_infantry_offensive = 0.023
		knights_offensive = 0.023
		
		prerequisites = {
			cfh_buildings_ca_armoury_2
			ca_barracks_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_weaponsmith_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_weaponsmith_3 = { 
		desc = cfh_buildings_ca_weaponsmith_3_desc
		upgrades_from = cfh_buildings_ca_weaponsmith_2
		trigger = {
			
		}
		gold_cost = 325
		build_time = 960
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		heavy_infantry_offensive = 0.027
		knights_offensive = 0.027
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_4
			ca_barracks_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_weaponsmith_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_blacksmith_0 = { 
		desc = cfh_buildings_ca_blacksmith_0_desc
		trigger = {
			
		}
		gold_cost = 175
		build_time = 510
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		pikemen = 50
		
		prerequisites = {
			ca_barracks_1
			cfh_buildings_ca_armoury_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_armoury_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_blacksmith_1 = { 
		desc = cfh_buildings_ca_blacksmith_1_desc
		upgrades_from = cfh_buildings_ca_blacksmith_0
		trigger = {
			
		}
		gold_cost = 225
		build_time = 660
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		pikemen = 64
		
		prerequisites = {
			cfh_buildings_ca_armoury_1
			ca_barracks_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_blacksmith_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_blacksmith_2 = { 
		desc = cfh_buildings_ca_blacksmith_2_desc
		upgrades_from = cfh_buildings_ca_blacksmith_1
		trigger = {
			
		}
		gold_cost = 275
		build_time = 810
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		pikemen = 78
		
		prerequisites = {
			cfh_buildings_ca_armoury_2
			ca_barracks_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_blacksmith_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_blacksmith_3 = { 
		desc = cfh_buildings_ca_blacksmith_3_desc
		upgrades_from = cfh_buildings_ca_blacksmith_2
		trigger = {
			
		}
		gold_cost = 325
		build_time = 960
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		pikemen = 92
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_4
			ca_barracks_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_blacksmith_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_armourer_0 = { 
		desc = cfh_buildings_ca_armourer_0_desc
		trigger = {
			
		}
		gold_cost = 175
		build_time = 510
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		heavy_infantry_defensive = 0.014
		knights_defensive = 0.014
		
		prerequisites = {
			ca_barracks_1
			cfh_buildings_ca_armoury_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_armoury_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_armourer_1 = { 
		desc = cfh_buildings_ca_armourer_1_desc
		upgrades_from = cfh_buildings_ca_armourer_0
		trigger = {
			
		}
		gold_cost = 225
		build_time = 660
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		heavy_infantry_defensive = 0.018
		knights_defensive = 0.018
		
		prerequisites = {
			cfh_buildings_ca_armoury_1
			ca_barracks_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_armourer_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_armourer_2 = { 
		desc = cfh_buildings_ca_armourer_2_desc
		upgrades_from = cfh_buildings_ca_armourer_1
		trigger = {
			
		}
		gold_cost = 275
		build_time = 810
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		heavy_infantry_defensive = 0.023
		knights_defensive = 0.023
		
		prerequisites = {
			cfh_buildings_ca_armoury_2
			ca_barracks_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_armourer_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_armourer_3 = { 
		desc = cfh_buildings_ca_armourer_3_desc
		upgrades_from = cfh_buildings_ca_armourer_2
		trigger = {
			
		}
		gold_cost = 325
		build_time = 960
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		heavy_infantry_defensive = 0.027
		knights_defensive = 0.027
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_4
			ca_barracks_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_armourer_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_granary_0 = { 
		desc = cfh_buildings_ca_granary_0_desc
		trigger = {
			
		}
		gold_cost = 400
		build_time = 1100
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		levy_reinforce_rate = 0.32
		garrison_size = 0.12
		levy_size = 0.12
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_expanded_walls_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_granary_1 = { 
		desc = cfh_buildings_ca_granary_1_desc
		upgrades_from = cfh_buildings_ca_granary_0
		trigger = {
			
		}
		gold_cost = 500
		build_time = 1400
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		levy_reinforce_rate = 0.4
		garrison_size = 0.15
		levy_size = 0.15
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_granary_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ca_granary_2 = { 
		desc = cfh_buildings_ca_granary_2_desc
		upgrades_from = cfh_buildings_ca_granary_1
		trigger = {
			
		}
		gold_cost = 600
		build_time = 1700
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		levy_reinforce_rate = 0.48
		garrison_size = 0.18
		levy_size = 0.18
		
		prerequisites = {
			cfh_buildings_ca_expanded_walls_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ca_granary_0 }
		}

		is_active_trigger = {
			
		}
	}

}
