tribal = {

	cfh_buildings_tb_warriors_lodge_0 = { 
		desc = cfh_buildings_tb_warriors_lodge_0_desc
		trigger = {
			
		}
		gold_cost = 40
		build_time = 91
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		heavy_infantry = 15
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_0 
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = cfh_buildings_tb_elders_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_warriors_lodge_1 = { 
		desc = cfh_buildings_tb_warriors_lodge_1_desc
		upgrades_from = cfh_buildings_tb_warriors_lodge_0
		trigger = {
			
		}
		gold_cost = 60
		build_time = 137
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		heavy_infantry = 20
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_warriors_lodge_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_warriors_lodge_2 = { 
		desc = cfh_buildings_tb_warriors_lodge_2_desc
		upgrades_from = cfh_buildings_tb_warriors_lodge_1
		trigger = {
			
		}
		gold_cost = 80
		build_time = 183
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		heavy_infantry = 25
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_warriors_lodge_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_warriors_lodge_3 = { 
		desc = cfh_buildings_tb_warriors_lodge_3_desc
		upgrades_from = cfh_buildings_tb_warriors_lodge_2
		trigger = {
			
		}
		gold_cost = 100
		build_time = 228
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		heavy_infantry = 30
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_warriors_lodge_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_warriors_lodge_4 = { 
		desc = cfh_buildings_tb_warriors_lodge_4_desc
		upgrades_from = cfh_buildings_tb_warriors_lodge_3
		trigger = {
			
		}
		gold_cost = 120
		build_time = 274
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		heavy_infantry = 35
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_warriors_lodge_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_skyforge_0 = { 
		desc = cfh_buildings_tb_skyforge_0_desc
		trigger = {
			
		}
		gold_cost = 200
		build_time = 456
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		light_infantry_offensive = 0.05
		
		prerequisites = {
			tb_training_grounds_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = tb_training_grounds_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_skyforge_1 = { 
		desc = cfh_buildings_tb_skyforge_1_desc
		upgrades_from = cfh_buildings_tb_skyforge_0
		trigger = {
			
		}
		gold_cost = 300
		build_time = 684
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		light_infantry_offensive = 0.066
		
		prerequisites = {
			tb_training_grounds_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_skyforge_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_skyforge_2 = { 
		desc = cfh_buildings_tb_skyforge_2_desc
		upgrades_from = cfh_buildings_tb_skyforge_1
		trigger = {
			
		}
		gold_cost = 4000
		build_time = 913
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		light_infantry_offensive = 0.083
		
		prerequisites = {
			tb_training_grounds_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_skyforge_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_skyforge_3 = { 
		desc = cfh_buildings_tb_skyforge_3_desc
		upgrades_from = cfh_buildings_tb_skyforge_2
		trigger = {
			
		}
		gold_cost = 500
		build_time = 1141
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		light_infantry_offensive = 0.1
		
		prerequisites = {
			tb_training_grounds_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_skyforge_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_skyforge_4 = { 
		desc = cfh_buildings_tb_skyforge_4_desc
		upgrades_from = cfh_buildings_tb_skyforge_3
		trigger = {
			
		}
		gold_cost = 6000
		build_time = 1369
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		light_infantry_offensive = 0.116
		
		prerequisites = {
			tb_practice_range_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_skyforge_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_elders_hall_0 = { 
		desc = cfh_buildings_tb_elders_hall_0_desc
		trigger = {
			
		}
		gold_cost = 120
		build_time = 274
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		military_techpoints = 0.016
		culture_techpoints = 0.024
		
		prerequisites = {
			tb_hillfort_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = tb_hillfort_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_elders_hall_1 = { 
		desc = cfh_buildings_tb_elders_hall_1_desc
		upgrades_from = cfh_buildings_tb_elders_hall_0
		trigger = {
			
		}
		gold_cost = 180
		build_time = 411
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		military_techpoints = 0.021
		culture_techpoints = 0.032
		
		prerequisites = {
			tb_hillfort_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_elders_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_elders_hall_2 = { 
		desc = cfh_buildings_tb_elders_hall_2_desc
		upgrades_from = cfh_buildings_tb_elders_hall_1
		trigger = {
			
		}
		gold_cost = 240
		build_time = 548
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		military_techpoints = 0.027
		culture_techpoints = 0.04
		
		prerequisites = {
			tb_hillfort_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_elders_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_elders_hall_3 = { 
		desc = cfh_buildings_tb_elders_hall_3_desc
		upgrades_from = cfh_buildings_tb_elders_hall_2
		trigger = {
			
		}
		gold_cost = 300
		build_time = 684
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		military_techpoints = 0.032
		culture_techpoints = 0.048
		
		prerequisites = {
			tb_hillfort_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_elders_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_elders_hall_4 = { 
		desc = cfh_buildings_tb_elders_hall_4_desc
		upgrades_from = cfh_buildings_tb_elders_hall_3
		trigger = {
			
		}
		gold_cost = 360
		build_time = 821
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		military_techpoints = 0.037
		culture_techpoints = 0.056
		
		prerequisites = {
			cfh_buildings_tb_long_hall_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_elders_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_sacred_ground_0 = { 
		desc = cfh_buildings_tb_sacred_ground_0_desc
		trigger = {
			
		}
		gold_cost = 80
		build_time = 183
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		monthly_character_piety = 0.08
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_elders_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_sacred_ground_1 = { 
		desc = cfh_buildings_tb_sacred_ground_1_desc
		upgrades_from = cfh_buildings_tb_sacred_ground_0
		trigger = {
			
		}
		gold_cost = 120
		build_time = 274
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		monthly_character_piety = 0.1
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_sacred_ground_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_sacred_ground_2 = { 
		desc = cfh_buildings_tb_sacred_ground_2_desc
		upgrades_from = cfh_buildings_tb_sacred_ground_1
		trigger = {
			
		}
		gold_cost = 160
		build_time = 365
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		monthly_character_piety = 0.13
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_sacred_ground_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_sacred_ground_3 = { 
		desc = cfh_buildings_tb_sacred_ground_3_desc
		upgrades_from = cfh_buildings_tb_sacred_ground_2
		trigger = {
			
		}
		gold_cost = 200
		build_time = 456
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		monthly_character_piety = 0.16
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_sacred_ground_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_sacred_ground_4 = { 
		desc = cfh_buildings_tb_sacred_ground_4_desc
		upgrades_from = cfh_buildings_tb_sacred_ground_3
		trigger = {
			
		}
		gold_cost = 240
		build_time = 548
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		monthly_character_piety = 0.18
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_sacred_ground_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_ancestor_stones_0 = { 
		desc = cfh_buildings_tb_ancestor_stones_0_desc
		trigger = {
			
		}
		gold_cost = 80
		build_time = 183
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		monthly_character_prestige = 0.2
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_elders_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_ancestor_stones_1 = { 
		desc = cfh_buildings_tb_ancestor_stones_1_desc
		upgrades_from = cfh_buildings_tb_ancestor_stones_0
		trigger = {
			
		}
		gold_cost = 120
		build_time = 274
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		monthly_character_prestige = 0.26
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_ancestor_stones_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_ancestor_stones_2 = { 
		desc = cfh_buildings_tb_ancestor_stones_2_desc
		upgrades_from = cfh_buildings_tb_ancestor_stones_1
		trigger = {
			
		}
		gold_cost = 160
		build_time = 365
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		monthly_character_prestige = 0.33
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_ancestor_stones_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_ancestor_stones_3 = { 
		desc = cfh_buildings_tb_ancestor_stones_3_desc
		upgrades_from = cfh_buildings_tb_ancestor_stones_2
		trigger = {
			
		}
		gold_cost = 200
		build_time = 456
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		monthly_character_prestige = 0.4
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_ancestor_stones_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_ancestor_stones_4 = { 
		desc = cfh_buildings_tb_ancestor_stones_4_desc
		upgrades_from = cfh_buildings_tb_ancestor_stones_3
		trigger = {
			
		}
		gold_cost = 240
		build_time = 548
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		monthly_character_prestige = 0.46
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_ancestor_stones_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_spiked_ditch_0 = { 
		desc = cfh_buildings_tb_spiked_ditch_0_desc
		trigger = {
			
		}
		gold_cost = 40
		build_time = 91
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		fort_level = 0.6
		
		prerequisites = {
			tb_hillfort_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = tb_hillfort_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_spiked_ditch_1 = { 
		desc = cfh_buildings_tb_spiked_ditch_1_desc
		upgrades_from = cfh_buildings_tb_spiked_ditch_0
		trigger = {
			
		}
		gold_cost = 60
		build_time = 137
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		fort_level = 0.8
		
		prerequisites = {
			tb_hillfort_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_spiked_ditch_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_spiked_ditch_2 = { 
		desc = cfh_buildings_tb_spiked_ditch_2_desc
		upgrades_from = cfh_buildings_tb_spiked_ditch_1
		trigger = {
			
		}
		gold_cost = 80
		build_time = 183
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		fort_level = 1
		
		prerequisites = {
			tb_hillfort_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_spiked_ditch_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_spiked_ditch_3 = { 
		desc = cfh_buildings_tb_spiked_ditch_3_desc
		upgrades_from = cfh_buildings_tb_spiked_ditch_2
		trigger = {
			
		}
		gold_cost = 100
		build_time = 228
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		fort_level = 1.2
		
		prerequisites = {
			tb_hillfort_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_spiked_ditch_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_spiked_ditch_4 = { 
		desc = cfh_buildings_tb_spiked_ditch_4_desc
		upgrades_from = cfh_buildings_tb_spiked_ditch_3
		trigger = {
			
		}
		gold_cost = 120
		build_time = 274
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		fort_level = 1.4
		
		prerequisites = {
			tb_training_grounds_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_spiked_ditch_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_night_fire_0 = { 
		desc = cfh_buildings_tb_night_fire_0_desc
		trigger = {
			
		}
		gold_cost = 60
		build_time = 137
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		tech_growth_modifier = 0.008
		culture_techpoints = 0.004
		military_techpoints = 0.004
		economy_techpoints = 0.004
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_0
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_elders_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_night_fire_1 = { 
		desc = cfh_buildings_tb_night_fire_1_desc
		upgrades_from = cfh_buildings_tb_night_fire_0
		trigger = {
			
		}
		gold_cost = 90
		build_time = 205
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		tech_growth_modifier = 0.01
		culture_techpoints = 0.005
		military_techpoints = 0.005
		economy_techpoints = 0.005
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_night_fire_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_night_fire_2 = { 
		desc = cfh_buildings_tb_night_fire_2_desc
		upgrades_from = cfh_buildings_tb_night_fire_1
		trigger = {
			
		}
		gold_cost = 120
		build_time = 274
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		tech_growth_modifier = 0.013
		culture_techpoints = 0.006
		military_techpoints = 0.006
		economy_techpoints = 0.006
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_night_fire_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_night_fire_3 = { 
		desc = cfh_buildings_tb_night_fire_3_desc
		upgrades_from = cfh_buildings_tb_night_fire_2
		trigger = {
			
		}
		gold_cost = 150
		build_time = 342
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		tech_growth_modifier = 0.016
		culture_techpoints = 0.008
		military_techpoints = 0.008
		economy_techpoints = 0.008
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_night_fire_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_night_fire_4 = { 
		desc = cfh_buildings_tb_night_fire_4_desc
		upgrades_from = cfh_buildings_tb_night_fire_3
		trigger = {
			
		}
		gold_cost = 180
		build_time = 441
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		tech_growth_modifier = 0.19
		culture_techpoints = 0.009
		military_techpoints = 0.009
		economy_techpoints = 0.009
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_night_fire_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_long_hall_0 = { 
		desc = cfh_buildings_tb_long_hall_0_desc
		trigger = {
			
		}
		gold_cost = 60
		build_time = 137
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		levy_size = 0.054
		liege_prestige = 0.045
		
		prerequisites = {
			tb_hillfort_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = tb_hillfort_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_long_hall_1 = { 
		desc = cfh_buildings_tb_long_hall_1_desc
		upgrades_from = cfh_buildings_tb_long_hall_0
		trigger = {
			
		}
		gold_cost = 90
		build_time = 205
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		levy_size = 0.072
		liege_prestige = 0.06
		
		prerequisites = {
			tb_hillfort_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_long_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_long_hall_2 = { 
		desc = cfh_buildings_tb_long_hall_2_desc
		upgrades_from = cfh_buildings_tb_long_hall_1
		trigger = {
			
		}
		gold_cost = 120
		build_time = 274
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		levy_size = 0.09
		liege_prestige = 0.075
		
		prerequisites = {
			tb_hillfort_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_long_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_long_hall_3 = { 
		desc = cfh_buildings_tb_long_hall_3_desc
		upgrades_from = cfh_buildings_tb_long_hall_2
		trigger = {
			
		}
		gold_cost = 150
		build_time = 342
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		levy_size = 0.108
		liege_prestige = 0.09
		
		prerequisites = {
			tb_hillfort_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_long_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_long_hall_4 = { 
		desc = cfh_buildings_tb_long_hall_4_desc
		upgrades_from = cfh_buildings_tb_long_hall_3
		trigger = {
			
		}
		gold_cost = 180
		build_time = 411
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		levy_size = 0.126
		liege_prestige = 0.105
		
		prerequisites = {
			cfh_buildings_tb_elders_hall_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_long_hall_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_muster_ground_0 = { 
		desc = cfh_buildings_tb_muster_ground_0_desc
		trigger = {
			
		}
		gold_cost = 120
		build_time = 274
		add_number_to_name = yes
		ai_creation_factor = 110
		extra_tech_building_start = 100
		
		light_infantry = 90
		light_cavalry = 15
		
		prerequisites = {
			tb_war_camp_1
		}
		
		potential = {
			NOT = { 
				has_game_rule = {
					name = cfh_rule_buildings
					value = off
				}
			}
			FROMFROM = { has_building = tb_war_camp_1 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_muster_ground_1 = { 
		desc = cfh_buildings_tb_muster_ground_1_desc
		upgrades_from = cfh_buildings_tb_muster_ground_0
		trigger = {
			
		}
		gold_cost = 180
		build_time = 411
		add_number_to_name = yes
		ai_creation_factor = 105
		extra_tech_building_start = 100
		
		light_infantry = 120
		light_cavalry = 20
		
		prerequisites = {
			tb_war_camp_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_muster_ground_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_muster_ground_2 = { 
		desc = cfh_buildings_tb_muster_ground_2_desc
		upgrades_from = cfh_buildings_tb_muster_ground_1
		trigger = {
			
		}
		gold_cost = 240
		build_time = 548
		add_number_to_name = yes
		ai_creation_factor = 100
		extra_tech_building_start = 100
		
		light_infantry = 150
		light_cavalry = 25
		
		prerequisites = {
			tb_war_camp_3
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_muster_ground_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_muster_ground_3 = { 
		desc = cfh_buildings_tb_muster_ground_3_desc
		upgrades_from = cfh_buildings_tb_muster_ground_2
		trigger = {
			
		}
		gold_cost = 300
		build_time = 684
		add_number_to_name = yes
		ai_creation_factor = 95
		extra_tech_building_start = 100
		
		light_infantry = 180
		light_cavalry = 30
		
		prerequisites = {
			tb_war_camp_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_muster_ground_0 }
		}

		is_active_trigger = {
			
		}
	}

	cfh_buildings_tb_muster_ground_4 = { 
		desc = cfh_buildings_tb_muster_ground_4_desc
		upgrades_from = cfh_buildings_tb_muster_ground_3
		trigger = {
			
		}
		gold_cost = 360
		build_time = 821
		add_number_to_name = yes
		ai_creation_factor = 90
		extra_tech_building_start = 100
		
		light_infantry = 210
		light_cavalry = 35
		
		prerequisites = {
			tb_practice_range_4
		}
		
		potential = {
			FROMFROM = { has_building = cfh_buildings_tb_muster_ground_0 }
		}

		is_active_trigger = {
			
		}
	}

}
