city = {

	cfh_buildings_ct_art_guild_0 = { 
		desc = cfh_buildings_ct_art_guild_0_desc
		trigger = {
			
		}
		gold_cost = 245
		build_time = 741
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		tax_income = 0.45
		culture_techpoints = 0.041
		
		prerequisites = {
			ct_marketplace_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = ct_marketplace_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_art_guild_1 = { 
		desc = cfh_buildings_ct_art_guild_1_desc
		upgrades_from = cfh_buildings_ct_art_guild_0
		trigger = {
			
		}
		gold_cost = 315
		build_time = 953
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		tax_income = 0.58
		culture_techpoints = 0.053
		
		fort_level = -1
		
		prerequisites = {
			ct_marketplace_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_art_guild_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_art_guild_2 = { 
		desc = cfh_buildings_ct_art_guild_2_desc
		upgrades_from = cfh_buildings_ct_art_guild_1
		trigger = {
			
		}
		gold_cost = 385
		build_time = 1164
		add_number_to_name = yes
		ai_creation_factor = 85
		extra_tech_building_start = 100
		
		tax_income = 0.71
		culture_techpoints = 0.064
		
		prerequisites = {
			ct_marketplace_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_art_guild_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_art_guild_3 = { 
		desc = cfh_buildings_ct_art_guild_3_desc
		upgrades_from = cfh_buildings_ct_art_guild_2
		trigger = {
			
		}
		gold_cost = 455
		build_time = 1376
		add_number_to_name = yes
		ai_creation_factor = 85
		extra_tech_building_start = 100
		
		tax_income = 0.84
		culture_techpoints = 0.076
		
		prerequisites = {
			ct_marketplace_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_art_guild_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_blacksmith_guild_0 = { 
		desc = cfh_buildings_ct_blacksmith_guild_0_desc
		trigger = {
			
		}
		gold_cost = 245
		build_time = 741
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		light_infantry_offensive = 0.04
		
		prerequisites = {
			ct_marketplace_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = ct_marketplace_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_blacksmith_guild_1 = { 
		desc = cfh_buildings_ct_blacksmith_guild_1_desc
		upgrades_from = cfh_buildings_ct_blacksmith_guild_0
		trigger = {
			
		}
		gold_cost = 315
		build_time = 953
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		light_infantry_offensive = 0.053
		
		prerequisites = {
			ct_marketplace_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_blacksmith_guild_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_blacksmith_guild_2 = { 
		desc = cfh_buildings_ct_blacksmith_guild_2_desc
		upgrades_from = cfh_buildings_ct_blacksmith_guild_1
		trigger = {
			
		}
		gold_cost = 385
		build_time = 1164
		add_number_to_name = yes
		ai_creation_factor = 85
		extra_tech_building_start = 100
		
		light_infantry_offensive = 0.064
		
		prerequisites = {
			ct_marketplace_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_blacksmith_guild_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_blacksmith_guild_3 = { 
		desc = cfh_buildings_ct_blacksmith_guild_3_desc
		upgrades_from = cfh_buildings_ct_blacksmith_guild_2
		trigger = {
			
		}
		gold_cost = 455
		build_time = 1376
		add_number_to_name = yes
		ai_creation_factor = 85
		extra_tech_building_start = 100
		
		light_infantry_offensive = 0.076
		
		prerequisites = {
			ct_marketplace_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_blacksmith_guild_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_supply_depot_0 = { 
		desc = cfh_buildings_ct_supply_depot_0_desc
		trigger = {
			
		}
		gold_cost = 175
		build_time = 529
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		land_morale = 0.14
		levy_reinforce_rate = 0.21
		
		prerequisites = { 
			ct_guard_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = ct_guard_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_supply_depot_1 = { 
		desc = cfh_buildings_ct_supply_depot_1_desc
		upgrades_from = cfh_buildings_ct_supply_depot_0
		trigger = {
			
		}
		gold_cost = 225
		build_time = 680
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		land_morale = 0.18
		levy_reinforce_rate = 0.27
		
		prerequisites = {
			ct_guard_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_supply_depot_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_supply_depot_2 = { 
		desc = cfh_buildings_ct_supply_depot_2_desc
		upgrades_from = cfh_buildings_ct_supply_depot_1
		trigger = {
			
		}
		gold_cost = 275
		build_time = 832
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		land_morale = 0.22
		levy_reinforce_rate = 0.33
		
		prerequisites = {
			ct_guard_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_supply_depot_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_supply_depot_3 = { 
		desc = cfh_buildings_ct_supply_depot_3_desc
		upgrades_from = cfh_buildings_ct_supply_depot_2
		trigger = {
			
		}
		gold_cost = 325
		build_time = 983
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		land_morale = 0.26
		levy_reinforce_rate = 0.39
		
		prerequisites = {
			ct_guard_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_supply_depot_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_horse_trader_0 = { 
		desc = cfh_buildings_ct_horse_trader_0_desc
		trigger = {
			
		}
		gold_cost = 108
		build_time = 327
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		light_cavalry = 36
		
		prerequisites = { 
			cfh_buildings_ct_supply_depot_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_supply_depot_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_horse_trader_1 = { 
		desc = cfh_buildings_ct_horse_trader_1_desc
		upgrades_from = cfh_buildings_ct_horse_trader_0
		trigger = {
			
		}
		gold_cost = 144
		build_time = 435
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		light_cavalry = 48
		
		prerequisites = {
			cfh_buildings_ct_supply_depot_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_horse_trader_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_horse_trader_2 = { 
		desc = cfh_buildings_ct_horse_trader_2_desc
		upgrades_from = cfh_buildings_ct_horse_trader_1
		trigger = {
			
		}
		gold_cost = 180
		build_time = 544
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		light_cavalry = 60
		
		prerequisites = {
			cfh_buildings_ct_supply_depot_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_horse_trader_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_horse_trader_3 = { 
		desc = cfh_buildings_ct_horse_trader_3_desc
		upgrades_from = cfh_buildings_ct_horse_trader_2
		trigger = {
			
		}
		gold_cost = 216
		build_time = 653
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		light_cavalry = 72
		
		prerequisites = {
			cfh_buildings_ct_supply_depot_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_horse_trader_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_horse_trader_4 = { 
		desc = cfh_buildings_ct_horse_trader_4_desc
		upgrades_from = cfh_buildings_ct_horse_trader_3
		trigger = {
			
		}
		gold_cost = 252
		build_time = 762
		add_number_to_name = yes
		ai_creation_factor = 85
		extra_tech_building_start = 100
		
		light_cavalry = 84
		
		prerequisites = {
			ct_guard_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_horse_trader_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_animal_market_0 = { 
		desc = cfh_buildings_ct_animal_market_0_desc
		trigger = {
			
		}
		gold_cost = 140
		build_time = 423
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		local_tax_modifier = 0.07
		garrison_size = 0.07
		
		prerequisites = { 
			cfh_buildings_ct_supply_depot_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_supply_depot_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_animal_market_1 = { 
		desc = cfh_buildings_ct_animal_market_1_desc
		upgrades_from = cfh_buildings_ct_animal_market_0
		trigger = {
			
		}
		gold_cost = 180
		build_time = 544
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		local_tax_modifier = 0.09
		garrison_size = 0.09
		
		prerequisites = {
			cfh_buildings_ct_supply_depot_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_animal_market_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_animal_market_2 = { 
		desc = cfh_buildings_ct_animal_market_2_desc
		upgrades_from = cfh_buildings_ct_animal_market_1
		trigger = {
			
		}
		gold_cost = 220
		build_time = 665
		add_number_to_name = yes
		ai_creation_factor = 85
		extra_tech_building_start = 100
		
		local_tax_modifier = 0.11
		garrison_size = 0.11
		
		prerequisites = {
			ct_marketplace_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_animal_market_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_animal_market_3 = { 
		desc = cfh_buildings_ct_animal_market_3_desc
		upgrades_from = cfh_buildings_ct_animal_market_2
		trigger = {
			
		}
		gold_cost = 260
		build_time = 786
		add_number_to_name = yes
		ai_creation_factor = 85
		extra_tech_building_start = 100
		
		local_tax_modifier = 0.13
		garrison_size = 0.13
		
		prerequisites = {
			ct_marketplace_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_animal_market_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_grain_silo_0 = { 
		desc = cfh_buildings_ct_grain_silo_0_desc
		trigger = {
			
		}
		gold_cost = 140
		build_time = 423
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 0.35
		garrison_size = 0.056
		levy_size = 0.049
		
		prerequisites = { 
			ct_marketplace_1 
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = ct_marketplace_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_grain_silo_1 = { 
		desc = cfh_buildings_ct_grain_silo_1_desc
		upgrades_from = cfh_buildings_ct_grain_silo_0
		trigger = {
			
		}
		gold_cost = 180
		build_time = 544
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		fort_level = 0.45
		garrison_size = 0.072
		levy_size = 0.063
		
		prerequisites = {
			ct_marketplace_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_grain_silo_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_grain_silo_2 = { 
		desc = cfh_buildings_ct_grain_silo_2_desc
		upgrades_from = cfh_buildings_ct_grain_silo_1
		trigger = {
			
		}
		gold_cost = 220
		build_time = 665
		add_number_to_name = yes
		ai_creation_factor = 85
		extra_tech_building_start = 100
		
		fort_level = 0.55
		garrison_size = 0.088
		levy_size = 0.077
		
		prerequisites = {
			ct_marketplace_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_grain_silo_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_grain_silo_3 = { 
		desc = cfh_buildings_ct_grain_silo_3_desc
		upgrades_from = cfh_buildings_ct_grain_silo_2
		trigger = {
			
		}
		gold_cost = 260
		build_time = 786
		add_number_to_name = yes
		ai_creation_factor = 80
		extra_tech_building_start = 100
		
		fort_level = 0.65
		garrison_size = 0.104
		levy_size = 0.091
		
		prerequisites = {
			ct_marketplace_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_grain_silo_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_lighthouse_0 = { 
		desc = cfh_buildings_ct_lighthouse_0_desc
		trigger = {
			
		}
		gold_cost = 196
		build_time = 593
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		port = yes
		
		galleys = 6
		tax_income = 0.75
		
		prerequisites = { 
			ct_port_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			port = yes
			FROMFROM = { has_building = ct_port_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_lighthouse_1 = { 
		desc = cfh_buildings_ct_lighthouse_1_desc
		upgrades_from = cfh_buildings_ct_lighthouse_0
		trigger = {
			
		}
		gold_cost = 252
		build_time = 762
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		port = yes
		
		galleys = 9
		tax_income = 0.95
		
		prerequisites = {
			ct_port_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_lighthouse_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_lighthouse_2 = { 
		desc = cfh_buildings_ct_lighthouse_2_desc
		upgrades_from = cfh_buildings_ct_lighthouse_1
		trigger = {
			
		}
		gold_cost = 308
		build_time = 931
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		port = yes
		
		galleys = 10
		tax_income = 1.15
		
		prerequisites = {
			ct_port_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_lighthouse_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_lighthouse_3 = { 
		desc = cfh_buildings_ct_lighthouse_3_desc
		upgrades_from = cfh_buildings_ct_lighthouse_2
		trigger = {
			
		}
		gold_cost = 364
		build_time = 1101
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		port = yes
		
		galleys = 12
		tax_income = 1.35
		
		prerequisites = {
			ct_port_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_lighthouse_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_sheriff_0 = { 
		desc = cfh_buildings_ct_sheriff_0_desc
		trigger = {
			
		}
		gold_cost = 180
		build_time = 544
		add_number_to_name = yes
		ai_creation_factor = 115
		extra_tech_building_start = 100
		
		local_tax_modifier = 0.108
		retinuesize = 14.4
		
		prerequisites = {
			ct_barracks_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = ct_barracks_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_sheriff_1 = { 
		desc = cfh_buildings_ct_sheriff_1_desc
		upgrades_from = cfh_buildings_ct_sheriff_0
		trigger = {
			
		}
		gold_cost = 240
		build_time = 726
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		local_tax_modifier = 0.144
		retinuesize = 19.2
		
		prerequisites = {
			ct_barracks_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_sheriff_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_sheriff_2 = { 
		desc = cfh_buildings_ct_sheriff_2_desc
		upgrades_from = cfh_buildings_ct_sheriff_1
		trigger = {
			
		}
		gold_cost = 300
		build_time = 907
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		local_tax_modifier = 0.18
		retinuesize = 24
		
		prerequisites = {
			ct_barracks_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_sheriff_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_sheriff_3 = { 
		desc = cfh_buildings_ct_sheriff_3_desc
		upgrades_from = cfh_buildings_ct_sheriff_2
		trigger = {
			
		}
		gold_cost = 360
		build_time = 1089
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		local_tax_modifier = 0.216
		retinuesize = 28.8
		
		prerequisites = {
			ct_barracks_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_sheriff_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_sheriff_4 = { 
		desc = cfh_buildings_ct_sheriff_4_desc
		upgrades_from = cfh_buildings_ct_sheriff_3
		trigger = {
			
		}
		gold_cost = 420
		build_time = 1270
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		local_tax_modifier = 0.252
		retinuesize = 33.6
		
		prerequisites = {
			ct_barracks_5
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_sheriff_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_garrison_0 = { 
		desc = cfh_buildings_ct_garrison_0_desc
		trigger = {
			
		}
		gold_cost = 120
		build_time = 363
		add_number_to_name = yes
		ai_creation_factor = 115
		extra_tech_building_start = 100
		
		garrison_size = 0.072
		levy_size = 0.048
		
		prerequisites = {
			cfh_buildings_ct_sheriff_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_sheriff_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_garrison_1 = { 
		desc = cfh_buildings_ct_garrison_1_desc
		upgrades_from = cfh_buildings_ct_garrison_0
		trigger = {
			
		}
		gold_cost = 160
		build_time = 484
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		garrison_size = 0.096
		levy_size = 0.064
		
		prerequisites = {
			cfh_buildings_ct_sheriff_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_garrison_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_garrison_2 = { 
		desc = cfh_buildings_ct_garrison_2_desc
		upgrades_from = cfh_buildings_ct_garrison_1
		trigger = {
			
		}
		gold_cost = 200
		build_time = 605
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		garrison_size = 0.12
		levy_size = 0.08
		
		prerequisites = {
			cfh_buildings_ct_sheriff_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_garrison_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_garrison_3 = { 
		desc = cfh_buildings_ct_garrison_3_desc
		upgrades_from = cfh_buildings_ct_garrison_2
		trigger = {
			
		}
		gold_cost = 240
		build_time = 726
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		garrison_size = 0.144
		levy_size = 0.096
		
		prerequisites = {
			cfh_buildings_ct_sheriff_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_garrison_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_garrison_4 = { 
		desc = cfh_buildings_ct_garrison_4_desc
		upgrades_from = cfh_buildings_ct_garrison_3
		trigger = {
			
		}
		gold_cost = 280
		build_time = 847
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		garrison_size = 0.168
		levy_size = 0.112
		
		prerequisites = {
			cfh_buildings_ct_sheriff_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_garrison_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_watchtower_0 = { 
		desc = cfh_buildings_ct_watchtower_0_desc
		trigger = {
			
		}
		gold_cost = 90
		build_time = 272
		add_number_to_name = yes
		ai_creation_factor = 115
		extra_tech_building_start = 100
		
		garrison_size = 0.072
		fort_level = 0.18
		
		prerequisites = {
			cfh_buildings_ct_garrison_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_garrison_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_watchtower_1 = { 
		desc = cfh_buildings_ct_watchtower_1_desc
		upgrades_from = cfh_buildings_ct_watchtower_0
		trigger = {
			
		}
		gold_cost = 120
		build_time = 363
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		garrison_size = 0.096
		fort_level = 0.24
		
		prerequisites = {
			cfh_buildings_ct_garrison_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_watchtower_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_watchtower_2 = { 
		desc = cfh_buildings_ct_watchtower_2_desc
		upgrades_from = cfh_buildings_ct_watchtower_1
		trigger = {
			
		}
		gold_cost = 150
		build_time = 454
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		garrison_size = 0.12
		fort_level = 0.3
		
		prerequisites = {
			cfh_buildings_ct_garrison_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_watchtower_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_watchtower_3 = { 
		desc = cfh_buildings_ct_watchtower_3_desc
		upgrades_from = cfh_buildings_ct_watchtower_2
		trigger = {
			
		}
		gold_cost = 180
		build_time = 544
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		garrison_size = 0.144
		fort_level = 0.36
		
		prerequisites = {
			cfh_buildings_ct_garrison_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_watchtower_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_watchtower_4 = { 
		desc = cfh_buildings_ct_watchtower_4_desc
		upgrades_from = cfh_buildings_ct_watchtower_3
		trigger = {
			
		}
		gold_cost = 210
		build_time = 635
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		garrison_size = 0.168
		fort_level = 0.42
		
		prerequisites = {
			cfh_buildings_ct_garrison_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_watchtower_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_merc_guild_0 = { 
		desc = cfh_buildings_ct_merc_guild_0_desc
		trigger = {
			
		}
		gold_cost = 245
		build_time = 741
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		retinuesize = 29.4
		levy_size = 0.098
		
		prerequisites = {
			cfh_buildings_ct_garrison_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_garrison_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_merc_guild_1 = { 
		desc = cfh_buildings_ct_merc_guild_1_desc
		upgrades_from = cfh_buildings_ct_merc_guild_0
		trigger = {
			
		}
		gold_cost = 315
		build_time = 953
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		retinuesize = 37.8
		levy_size = 0.126
		
		prerequisites = {
			cfh_buildings_ct_garrison_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_merc_guild_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_merc_guild_2 = { 
		desc = cfh_buildings_ct_merc_guild_2_desc
		upgrades_from = cfh_buildings_ct_merc_guild_1
		trigger = {
			
		}
		gold_cost = 385
		build_time = 1164
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		retinuesize = 46.2
		levy_size = 0.154
		
		prerequisites = {
			cfh_buildings_ct_garrison_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_merc_guild_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_ct_merc_guild_3 = { 
		desc = cfh_buildings_ct_merc_guild_3_desc
		upgrades_from = cfh_buildings_ct_merc_guild_2
		trigger = {
			
		}
		gold_cost = 455
		build_time = 1376
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		retinuesize = 54.6
		levy_size = 0.182
		
		prerequisites = {
			cfh_buildings_ct_garrison_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_ct_merc_guild_0 }
		}

		is_active_trigger = {
			
		}
	}

}
