castle = {

	cfh_districts_ca_building_industry_0 = { #
		desc = cfh_districts_ca_building_industry_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 10
		build_time = 100
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100
		
		potential = {
			has_province_flag = cfh_districts_industry_0_flag
			FROMFROM = { is_capital = yes }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_industry_0
		convert_to_temple = cfh_districts_tp_building_industry_0
		convert_to_tribal = cfh_districts_tb_building_industry_0

	}

	cfh_districts_ca_building_industry_1 = { #
		desc = cfh_districts_ca_building_industry_1_desc
		upgrades_from = cfh_districts_ca_building_industry_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 10
		build_time = 100
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100
		
		potential = {
			has_province_flag = cfh_districts_industry_1_flag
			FROMFROM = { is_capital = yes }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_industry_1
		convert_to_temple = cfh_districts_tp_building_industry_1
		convert_to_tribal = cfh_districts_tb_building_industry_1
	}

	cfh_districts_ca_building_industry_2 = { #
		desc = cfh_districts_ca_building_industry_2_desc
		upgrades_from = cfh_districts_ca_building_industry_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 10
		build_time = 100
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100
		
		potential = {
			has_province_flag = cfh_districts_industry_2_flag
			FROMFROM = { is_capital = yes }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_industry_2
		convert_to_temple = cfh_districts_tp_building_industry_2
		convert_to_tribal = cfh_districts_tb_building_industry_2
	}

	cfh_districts_ca_building_hard_wood_0 = { # hard_wood
		desc = cfh_districts_ca_building_hard_wood_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		heavy_infantry_defensive = 0.027
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_hard_wood_0
		convert_to_temple = cfh_districts_tp_building_hard_wood_0
		convert_to_tribal = cfh_districts_tb_building_hard_wood_0

	}

	cfh_districts_ca_building_hard_wood_1 = { # large hard_wood
		desc = cfh_districts_ca_building_hard_wood_1_desc
		upgrades_from = cfh_districts_ca_building_hard_wood_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		heavy_infantry_defensive = 0.067
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_hard_wood_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_hard_wood_1
		convert_to_temple = cfh_districts_tp_building_hard_wood_1
		convert_to_tribal = cfh_districts_tb_building_hard_wood_1
	}

	cfh_districts_ca_building_hard_wood_2 = { # huge hard_wood
		desc = cfh_districts_ca_building_hard_wood_2_desc
		upgrades_from = cfh_districts_ca_building_hard_wood_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		heavy_infantry_defensive = 0.12
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_hard_wood_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_hard_wood_2
		convert_to_temple = cfh_districts_tp_building_hard_wood_2
		convert_to_tribal = cfh_districts_tb_building_hard_wood_2
	}

	cfh_districts_ca_building_soft_wood_0 = { # soft_wood
		desc = cfh_districts_ca_building_soft_wood_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 120
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		pikemen = 27
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
				terrain = arctic
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_soft_wood_0
		convert_to_temple = cfh_districts_tp_building_soft_wood_0
		convert_to_tribal = cfh_districts_tb_building_soft_wood_0

	}

	cfh_districts_ca_building_soft_wood_1 = { # large soft_wood
		desc = cfh_districts_ca_building_soft_wood_1_desc
		upgrades_from = cfh_districts_ca_building_soft_wood_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 240
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		pikemen = 68
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_soft_wood_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_soft_wood_1
		convert_to_temple = cfh_districts_tp_building_soft_wood_1
		convert_to_tribal = cfh_districts_tb_building_soft_wood_1
	}

	cfh_districts_ca_building_soft_wood_2 = { # huge soft_wood
		desc = cfh_districts_ca_building_soft_wood_2_desc
		upgrades_from = cfh_districts_ca_building_soft_wood_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 360
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		pikemen = 123
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_soft_wood_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_soft_wood_2
		convert_to_temple = cfh_districts_tp_building_soft_wood_2
		convert_to_tribal = cfh_districts_tb_building_soft_wood_2
	}

	cfh_districts_ca_building_salt_mine_0 = { # salt_mine
		desc = cfh_districts_ca_building_salt_mine_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 280
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_tax_modifier = 0.224
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = hills
				terrain = mountain
				terrain = steppe
				terrain = desert
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_salt_mine_0
		convert_to_temple = cfh_districts_tp_building_salt_mine_0
		convert_to_tribal = cfh_districts_tb_building_salt_mine_0

	}

	cfh_districts_ca_building_salt_mine_1 = { # large salt_mine
		desc = cfh_districts_ca_building_salt_mine_1_desc
		upgrades_from = cfh_districts_ca_building_salt_mine_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 560
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_tax_modifier = 0.56
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_salt_mine_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_salt_mine_1
		convert_to_temple = cfh_districts_tp_building_salt_mine_1
		convert_to_tribal = cfh_districts_tb_building_salt_mine_1
	}

	cfh_districts_ca_building_salt_mine_2 = { # huge salt_mine
		desc = cfh_districts_ca_building_salt_mine_2_desc
		upgrades_from = cfh_districts_ca_building_salt_mine_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 840
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_tax_modifier = 1
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_salt_mine_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_salt_mine_2
		convert_to_temple = cfh_districts_tp_building_salt_mine_2
		convert_to_tribal = cfh_districts_tb_building_salt_mine_2
	}

	cfh_districts_ca_building_iron_mine_0 = { # iron_mine
		desc = cfh_districts_ca_building_iron_mine_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 280
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		heavy_infantry_offensive = 0.037
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = hills
				terrain = mountain
				terrain = plains
				terrain = desert
				terrain = arctic
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_iron_mine_0
		convert_to_temple = cfh_districts_tp_building_iron_mine_0
		convert_to_tribal = cfh_districts_tb_building_iron_mine_0

	}

	cfh_districts_ca_building_iron_mine_1 = { # large iron_mine
		desc = cfh_districts_ca_building_iron_mine_1_desc
		upgrades_from = cfh_districts_ca_building_iron_mine_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 560
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		heavy_infantry_offensive = 0.093
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_iron_mine_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_iron_mine_1
		convert_to_temple = cfh_districts_tp_building_iron_mine_1
		convert_to_tribal = cfh_districts_tb_building_iron_mine_1
	}

	cfh_districts_ca_building_iron_mine_2 = { # huge iron_mine
		desc = cfh_districts_ca_building_iron_mine_2_desc
		upgrades_from = cfh_districts_ca_building_iron_mine_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 840
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		heavy_infantry_offensive = 0.168
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_iron_mine_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_iron_mine_2
		convert_to_temple = cfh_districts_tp_building_iron_mine_2
		convert_to_tribal = cfh_districts_tb_building_iron_mine_2
	}

	cfh_districts_ca_building_stone_quarry_0 = { # stone_quarry
		desc = cfh_districts_ca_building_stone_quarry_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		fort_level = 1.6
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = mountain
				terrain = farmlands
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_clay_pit_0
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_stone_quarry_0
		convert_to_temple = cfh_districts_tp_building_stone_quarry_0
		convert_to_tribal = cfh_districts_tb_building_stone_quarry_0

	}

	cfh_districts_ca_building_stone_quarry_1 = { # large stone_quarry
		desc = cfh_districts_ca_building_stone_quarry_1_desc
		upgrades_from = cfh_districts_ca_building_stone_quarry_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		fort_level = 4
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_stone_quarry_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_stone_quarry_1
		convert_to_temple = cfh_districts_tp_building_stone_quarry_1
		convert_to_tribal = cfh_districts_tb_building_stone_quarry_1
	}

	cfh_districts_ca_building_stone_quarry_2 = { # huge stone_quarry
		desc = cfh_districts_ca_building_stone_quarry_2_desc
		upgrades_from = cfh_districts_ca_building_stone_quarry_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		fort_level = 7.2
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_stone_quarry_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_stone_quarry_2
		convert_to_temple = cfh_districts_tp_building_stone_quarry_2
		convert_to_tribal = cfh_districts_tb_building_stone_quarry_2
	}

	cfh_districts_ca_building_clay_pit_0 = { # clay_pit
		desc = cfh_districts_ca_building_clay_pit_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 120
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 0.7
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
				terrain = steppe
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = { 
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_clay_pit_0
		convert_to_temple = cfh_districts_tp_building_clay_pit_0
		convert_to_tribal = cfh_districts_tb_building_clay_pit_0

	}

	cfh_districts_ca_building_clay_pit_1 = { # large clay_pit
		desc = cfh_districts_ca_building_clay_pit_1_desc
		upgrades_from = cfh_districts_ca_building_clay_pit_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 240
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 1.7
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_clay_pit_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_clay_pit_1
		convert_to_temple = cfh_districts_tp_building_clay_pit_1
		convert_to_tribal = cfh_districts_tb_building_clay_pit_1
	}

	cfh_districts_ca_building_clay_pit_2 = { # huge clay_pit
		desc = cfh_districts_ca_building_clay_pit_2_desc
		upgrades_from = cfh_districts_ca_building_clay_pit_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 360
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 3.2
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_clay_pit_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_clay_pit_2
		convert_to_temple = cfh_districts_tp_building_clay_pit_2
		convert_to_tribal = cfh_districts_tb_building_clay_pit_2
	}

	cfh_districts_ca_building_industrial_guild_0 = { # industrial_guild
		desc = cfh_districts_ca_building_industrial_guild_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_tax_modifier = 0.16
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
			}
			FROMFROM = { 
				OR = {
					has_building = cfh_districts_ca_building_hard_wood_0
					has_building = cfh_districts_ca_building_soft_wood_0
					has_building = cfh_districts_ca_building_salt_mine_0
					has_building = cfh_districts_ca_building_iron_mine_0
					has_building = cfh_districts_ca_building_stone_quarry_0
					has_building = cfh_districts_ca_building_clay_pit_0
				}
				NOT = { has_building = cfh_districts_ca_building_worker_barracks_0 }
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_industrial_guild_0
		convert_to_temple = cfh_districts_tp_building_industrial_guild_0
		convert_to_tribal = cfh_districts_tb_building_industrial_guild_0

	}

	cfh_districts_ca_building_industrial_guild_1 = { # large industrial_guild
		desc = cfh_districts_ca_building_industrial_guild_1_desc
		upgrades_from = cfh_districts_ca_building_industrial_guild_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_tax_modifier = 0.4
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_industrial_guild_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_industrial_guild_1
		convert_to_temple = cfh_districts_tp_building_industrial_guild_1
		convert_to_tribal = cfh_districts_tb_building_industrial_guild_1
	}

	cfh_districts_ca_building_industrial_guild_2 = { # huge industrial_guild
		desc = cfh_districts_ca_building_industrial_guild_2_desc
		upgrades_from = cfh_districts_ca_building_industrial_guild_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_tax_modifier = 0.72
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_industrial_guild_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_industrial_guild_2
		convert_to_temple = cfh_districts_tp_building_industrial_guild_2
		convert_to_tribal = cfh_districts_tb_building_industrial_guild_2
	}

	cfh_districts_ca_building_worker_barracks_0 = { # worker_barracks
		desc = cfh_districts_ca_building_worker_barracks_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		retinuesize = 32
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
			}
			FROMFROM = { 
				OR = {
					has_building = cfh_districts_ca_building_hard_wood_0
					has_building = cfh_districts_ca_building_soft_wood_0
					has_building = cfh_districts_ca_building_salt_mine_0
					has_building = cfh_districts_ca_building_iron_mine_0
					has_building = cfh_districts_ca_building_stone_quarry_0
					has_building = cfh_districts_ca_building_clay_pit_0
				}
				NOT = { has_building = cfh_districts_ca_building_industrial_guild_0 }
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_worker_barracks_0
		convert_to_temple = cfh_districts_tp_building_worker_barracks_0
		convert_to_tribal = cfh_districts_tb_building_worker_barracks_0

	}

	cfh_districts_ca_building_worker_barracks_1 = { # large worker_barracks
		desc = cfh_districts_ca_building_worker_barracks_1_desc
		upgrades_from = cfh_districts_ca_building_worker_barracks_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		retinuesize = 80
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_worker_barracks_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_worker_barracks_1
		convert_to_temple = cfh_districts_tp_building_worker_barracks_1
		convert_to_tribal = cfh_districts_tb_building_worker_barracks_1
	}

	cfh_districts_ca_building_worker_barracks_2 = { # huge worker_barracks
		desc = cfh_districts_ca_building_worker_barracks_2_desc
		upgrades_from = cfh_districts_ca_building_worker_barracks_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		retinuesize = 144
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_worker_barracks_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_worker_barracks_2
		convert_to_temple = cfh_districts_tp_building_worker_barracks_2
		convert_to_tribal = cfh_districts_tb_building_worker_barracks_2
	}

	cfh_districts_ca_building_pig_farm_0 = { # pig_farm
		desc = cfh_districts_ca_building_pig_farm_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		garrison_size = 0.12
		levy_size = 0.04
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROM = {
				NOT = {
					religion_group = muslim
					religion_group = jewish_group
				}
			}
			NOT = {
				religion_group = muslim
				religion_group = jewish_group
			}
			terrain = forest
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_pig_farm_0
		convert_to_temple = cfh_districts_tp_building_pig_farm_0
		convert_to_tribal = cfh_districts_tb_building_pig_farm_0

	}

	cfh_districts_ca_building_pig_farm_1 = { # large pig_farm
		desc = cfh_districts_ca_building_pig_farm_1_desc
		upgrades_from = cfh_districts_ca_building_pig_farm_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		garrison_size = 0.2
		levy_size = 0.2
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_pig_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_pig_farm_1
		convert_to_temple = cfh_districts_tp_building_pig_farm_1
		convert_to_tribal = cfh_districts_tb_building_pig_farm_1
	}

	cfh_districts_ca_building_pig_farm_2 = { # huge pig_farm
		desc = cfh_districts_ca_building_pig_farm_2_desc
		upgrades_from = cfh_districts_ca_building_pig_farm_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		garrison_size = 0.18
		levy_size = 0.54
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_pig_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_pig_farm_2
		convert_to_temple = cfh_districts_tp_building_pig_farm_2
		convert_to_tribal = cfh_districts_tb_building_pig_farm_2
	}

	cfh_districts_ca_building_hunter_0 = { # hunter
		desc = cfh_districts_ca_building_hunter_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 120
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		archers = 56
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = forest
				terrain = jungle
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_hunter_0
		convert_to_temple = cfh_districts_tp_building_hunter_0
		convert_to_tribal = cfh_districts_tb_building_hunter_0

	}

	cfh_districts_ca_building_hunter_1 = { # large hunter
		desc = cfh_districts_ca_building_hunter_1_desc
		upgrades_from = cfh_districts_ca_building_hunter_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 240
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		archers = 140
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_hunter_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_hunter_1
		convert_to_temple = cfh_districts_tp_building_hunter_1
		convert_to_tribal = cfh_districts_tb_building_hunter_1
	}

	cfh_districts_ca_building_hunter_2 = { # huge hunter
		desc = cfh_districts_ca_building_hunter_2_desc
		upgrades_from = cfh_districts_ca_building_hunter_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 360
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		archers = 254
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_hunter_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_hunter_2
		convert_to_temple = cfh_districts_tp_building_hunter_2
		convert_to_tribal = cfh_districts_tb_building_hunter_2
	}

	cfh_districts_ca_building_orchard_0 = { # orchard
		desc = cfh_districts_ca_building_orchard_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 120
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		retinuesize = 19
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = forest
				terrain = farmlands
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_orchard_0
		convert_to_temple = cfh_districts_tp_building_orchard_0
		convert_to_tribal = cfh_districts_tb_building_orchard_0

	}

	cfh_districts_ca_building_orchard_1 = { # large orchard
		desc = cfh_districts_ca_building_orchard_1_desc
		upgrades_from = cfh_districts_ca_building_orchard_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 240
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		retinuesize = 48
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_orchard_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_orchard_1
		convert_to_temple = cfh_districts_tp_building_orchard_1
		convert_to_tribal = cfh_districts_tb_building_orchard_1
	}

	cfh_districts_ca_building_orchard_2 = { # huge orchard
		desc = cfh_districts_ca_building_orchard_2_desc
		upgrades_from = cfh_districts_ca_building_orchard_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 360
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		retinuesize = 86
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_orchard_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_orchard_2
		convert_to_temple = cfh_districts_tp_building_orchard_2
		convert_to_tribal = cfh_districts_tb_building_orchard_2
	}

	cfh_districts_ca_building_sheep_farm_0 = { # sheep_farm
		desc = cfh_districts_ca_building_sheep_farm_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.16
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = hills
				terrain = mountain
				terrain = plains
				terrain = farmlands
				terrain = steppe
				terrain = arctic
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_sheep_farm_0
		convert_to_temple = cfh_districts_tp_building_sheep_farm_0
		convert_to_tribal = cfh_districts_tb_building_sheep_farm_0

	}

	cfh_districts_ca_building_sheep_farm_1 = { # large sheep_farm
		desc = cfh_districts_ca_building_sheep_farm_1_desc
		upgrades_from = cfh_districts_ca_building_sheep_farm_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.4
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_sheep_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_sheep_farm_1
		convert_to_temple = cfh_districts_tp_building_sheep_farm_1
		convert_to_tribal = cfh_districts_tb_building_sheep_farm_1
	}

	cfh_districts_ca_building_sheep_farm_2 = { # huge sheep_farm
		desc = cfh_districts_ca_building_sheep_farm_2_desc
		upgrades_from = cfh_districts_ca_building_sheep_farm_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.72
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_sheep_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_sheep_farm_2
		convert_to_temple = cfh_districts_tp_building_sheep_farm_2
		convert_to_tribal = cfh_districts_tb_building_sheep_farm_2
	}

	cfh_districts_ca_building_honey_0 = { # honey
		desc = cfh_districts_ca_building_honey_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 1.2
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = hills
				terrain = plains
				terrain = jungle
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_honey_0
		convert_to_temple = cfh_districts_tp_building_honey_0
		convert_to_tribal = cfh_districts_tb_building_honey_0

	}

	cfh_districts_ca_building_honey_1 = { # large honey
		desc = cfh_districts_ca_building_honey_1_desc
		upgrades_from = cfh_districts_ca_building_honey_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 3
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_honey_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_honey_1
		convert_to_temple = cfh_districts_tp_building_honey_1
		convert_to_tribal = cfh_districts_tb_building_honey_1
	}

	cfh_districts_ca_building_honey_2 = { # huge honey
		desc = cfh_districts_ca_building_honey_2_desc
		upgrades_from = cfh_districts_ca_building_honey_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 5
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_honey_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_honey_2
		convert_to_temple = cfh_districts_tp_building_honey_2
		convert_to_tribal = cfh_districts_tb_building_honey_2
	}

	cfh_districts_ca_building_goat_farm_0 = { # goat_farm
		desc = cfh_districts_ca_building_goat_farm_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_reinforce_rate = 0.32
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = mountain
				terrain = steppe
				terrain = desert
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_goat_farm_0
		convert_to_temple = cfh_districts_tp_building_goat_farm_0
		convert_to_tribal = cfh_districts_tb_building_goat_farm_0

	}

	cfh_districts_ca_building_goat_farm_1 = { # large goat_farm
		desc = cfh_districts_ca_building_goat_farm_1_desc
		upgrades_from = cfh_districts_ca_building_goat_farm_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_reinforce_rate = 0.8
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_goat_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_goat_farm_1
		convert_to_temple = cfh_districts_tp_building_goat_farm_1
		convert_to_tribal = cfh_districts_tb_building_goat_farm_1
	}

	cfh_districts_ca_building_goat_farm_2 = { # huge goat_farm
		desc = cfh_districts_ca_building_goat_farm_2_desc
		upgrades_from = cfh_districts_ca_building_goat_farm_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_reinforce_rate = 1.44
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_goat_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_goat_farm_2
		convert_to_temple = cfh_districts_tp_building_goat_farm_2
		convert_to_tribal = cfh_districts_tb_building_goat_farm_2
	}

	cfh_districts_ca_building_cattle_farm_0 = { # cattle_farm
		desc = cfh_districts_ca_building_cattle_farm_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 280
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		garrison_size = 0.224
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROM = {
				NOT = { religion_group = indian_group }
			}
			NOT = { religion_group = indian_group }
			OR = {
				terrain = plains
				terrain = farmlands
				terrain = arctic
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_cattle_farm_0
		convert_to_temple = cfh_districts_tp_building_cattle_farm_0
		convert_to_tribal = cfh_districts_tb_building_cattle_farm_0

	}

	cfh_districts_ca_building_cattle_farm_1 = { # large cattle_farm
		desc = cfh_districts_ca_building_cattle_farm_1_desc
		upgrades_from = cfh_districts_ca_building_cattle_farm_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 560
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		garrison_size = 0.56
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_cattle_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_cattle_farm_1
		convert_to_temple = cfh_districts_tp_building_cattle_farm_1
		convert_to_tribal = cfh_districts_tb_building_cattle_farm_1
	}

	cfh_districts_ca_building_cattle_farm_2 = { # huge cattle_farm
		desc = cfh_districts_ca_building_cattle_farm_2_desc
		upgrades_from = cfh_districts_ca_building_cattle_farm_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 840
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		garrison_size = 1
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_cattle_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_cattle_farm_2
		convert_to_temple = cfh_districts_tp_building_cattle_farm_2
		convert_to_tribal = cfh_districts_tb_building_cattle_farm_2
	}

	cfh_districts_ca_building_grain_farm_0 = { # grain_farm
		desc = cfh_districts_ca_building_grain_farm_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 280
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.224
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				terrain = plains
				terrain = farmlands
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_grain_farm_0
		convert_to_temple = cfh_districts_tp_building_grain_farm_0
		convert_to_tribal = cfh_districts_tb_building_grain_farm_0

	}

	cfh_districts_ca_building_grain_farm_1 = { # large grain_farm
		desc = cfh_districts_ca_building_grain_farm_1_desc
		upgrades_from = cfh_districts_ca_building_grain_farm_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 560
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.56
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_grain_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_grain_farm_1
		convert_to_temple = cfh_districts_tp_building_grain_farm_1
		convert_to_tribal = cfh_districts_tb_building_grain_farm_1
	}

	cfh_districts_ca_building_grain_farm_2 = { # huge grain_farm
		desc = cfh_districts_ca_building_grain_farm_2_desc
		upgrades_from = cfh_districts_ca_building_grain_farm_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 840
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 1
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_grain_farm_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_grain_farm_2
		convert_to_temple = cfh_districts_tp_building_grain_farm_2
		convert_to_tribal = cfh_districts_tb_building_grain_farm_2
	}

	cfh_districts_ca_building_horse_meat_0 = { # horse_meat
		desc = cfh_districts_ca_building_horse_meat_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		light_cavalry = 53
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			terrain = steppe
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_horse_meat_0
		convert_to_temple = cfh_districts_tp_building_horse_meat_0
		convert_to_tribal = cfh_districts_tb_building_horse_meat_0

	}

	cfh_districts_ca_building_horse_meat_1 = { # large horse_meat
		desc = cfh_districts_ca_building_horse_meat_1_desc
		upgrades_from = cfh_districts_ca_building_horse_meat_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		light_cavalry = 133
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_horse_meat_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_horse_meat_1
		convert_to_temple = cfh_districts_tp_building_horse_meat_1
		convert_to_tribal = cfh_districts_tb_building_horse_meat_1
	}

	cfh_districts_ca_building_horse_meat_2 = { # huge horse_meat
		desc = cfh_districts_ca_building_horse_meat_2_desc
		upgrades_from = cfh_districts_ca_building_horse_meat_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		light_cavalry = 240
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_horse_meat_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_horse_meat_2
		convert_to_temple = cfh_districts_tp_building_horse_meat_2
		convert_to_tribal = cfh_districts_tb_building_horse_meat_2
	}

	cfh_districts_ca_building_grapes_0 = { # grapes
		desc = cfh_districts_ca_building_grapes_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 280
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 1.7
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			terrain = desert
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_fish_dock_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_fish_dock_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_grapes_0
		convert_to_temple = cfh_districts_tp_building_grapes_0
		convert_to_tribal = cfh_districts_tb_building_grapes_0

	}

	cfh_districts_ca_building_grapes_1 = { # large grapes
		desc = cfh_districts_ca_building_grapes_1_desc
		upgrades_from = cfh_districts_ca_building_grapes_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 560
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 4.1
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_grapes_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_grapes_1
		convert_to_temple = cfh_districts_tp_building_grapes_1
		convert_to_tribal = cfh_districts_tb_building_grapes_1
	}

	cfh_districts_ca_building_grapes_2 = { # huge grapes
		desc = cfh_districts_ca_building_grapes_2_desc
		upgrades_from = cfh_districts_ca_building_grapes_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 840
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 7.5
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_grapes_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_grapes_2
		convert_to_temple = cfh_districts_tp_building_grapes_2
		convert_to_tribal = cfh_districts_tb_building_grapes_2
	}

	cfh_districts_ca_building_fish_dock_0 = { # fish_dock
		desc = cfh_districts_ca_building_fish_dock_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 280
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 1.7
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			OR = {
				port = yes
				borders_major_river = yes
				borders_lake = yes
			}
			FROMFROM = { 
				OR = {
					AND = {
						has_building = cfh_districts_ca_building_industry_0 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
							has_building = cfh_districts_ca_building_hard_wood_0
							has_building = cfh_districts_ca_building_soft_wood_0
							has_building = cfh_districts_ca_building_salt_mine_0
							has_building = cfh_districts_ca_building_iron_mine_0
							has_building = cfh_districts_ca_building_stone_quarry_0
							has_building = cfh_districts_ca_building_clay_pit_0
						}
					}
					AND = {
						has_building = cfh_districts_ca_building_industry_1 
						NOT = {
							has_building = cfh_districts_ca_building_pig_farm_0
							has_building = cfh_districts_ca_building_hunter_0
							has_building = cfh_districts_ca_building_orchard_0
							has_building = cfh_districts_ca_building_sheep_farm_0
							has_building = cfh_districts_ca_building_honey_0
							has_building = cfh_districts_ca_building_goat_farm_0
							has_building = cfh_districts_ca_building_cattle_farm_0
							has_building = cfh_districts_ca_building_grain_farm_0
							has_building = cfh_districts_ca_building_horse_meat_0
							has_building = cfh_districts_ca_building_grapes_0
						}
					}
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_fish_dock_0
		convert_to_temple = cfh_districts_tp_building_fish_dock_0
		convert_to_tribal = cfh_districts_tb_building_fish_dock_0

	}

	cfh_districts_ca_building_fish_dock_1 = { # large fish_dock
		desc = cfh_districts_ca_building_fish_dock_1_desc
		upgrades_from = cfh_districts_ca_building_fish_dock_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 560
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 4.1
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_fish_dock_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_fish_dock_1
		convert_to_temple = cfh_districts_tp_building_fish_dock_1
		convert_to_tribal = cfh_districts_tb_building_fish_dock_1
	}

	cfh_districts_ca_building_fish_dock_2 = { # huge fish_dock
		desc = cfh_districts_ca_building_fish_dock_2_desc
		upgrades_from = cfh_districts_ca_building_fish_dock_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 840
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 7.5
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_fish_dock_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_fish_dock_2
		convert_to_temple = cfh_districts_tp_building_fish_dock_2
		convert_to_tribal = cfh_districts_tb_building_fish_dock_2
	}

	cfh_districts_ca_building_fish_market_0 = { # fish_market
		desc = cfh_districts_ca_building_fish_market_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_tax_modifier = 0.16
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROMFROM = { 
				has_building = cfh_districts_ca_building_fish_dock_0
				NOT = {
					has_building = cfh_districts_ca_building_shipwright_0
					has_building = cfh_districts_ca_building_butcher_0
					has_building = cfh_districts_ca_building_tanner_0
					has_building = cfh_districts_ca_building_brewery_0
					has_building = cfh_districts_ca_building_confectionary_0
					has_building = cfh_districts_ca_building_weaver_0
					has_building = cfh_districts_ca_building_dairy_0
					has_building = cfh_districts_ca_building_mill_0
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_fish_market_0
		convert_to_temple = cfh_districts_tp_building_fish_market_0
		convert_to_tribal = cfh_districts_tb_building_fish_market_0

	}

	cfh_districts_ca_building_fish_market_1 = { # large fish_market
		desc = cfh_districts_ca_building_fish_market_1_desc
		upgrades_from = cfh_districts_ca_building_fish_market_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_tax_modifier = 0.4
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_fish_market_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_fish_market_1
		convert_to_temple = cfh_districts_tp_building_fish_market_1
		convert_to_tribal = cfh_districts_tb_building_fish_market_1
	}

	cfh_districts_ca_building_fish_market_2 = { # huge fish_market
		desc = cfh_districts_ca_building_fish_market_2_desc
		upgrades_from = cfh_districts_ca_building_fish_market_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_tax_modifier = 0.72
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_fish_market_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_fish_market_2
		convert_to_temple = cfh_districts_tp_building_fish_market_2
		convert_to_tribal = cfh_districts_tb_building_fish_market_2
	}

	cfh_districts_ca_building_shipwright_0 = { # shipwright
		desc = cfh_districts_ca_building_shipwright_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		galleys = 10
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			port = yes
			FROMFROM = { 
				has_building = cfh_districts_ca_building_fish_dock_0
				NOT = {
					has_building = cfh_districts_ca_building_fish_market_0
					has_building = cfh_districts_ca_building_butcher_0
					has_building = cfh_districts_ca_building_tanner_0
					has_building = cfh_districts_ca_building_brewery_0
					has_building = cfh_districts_ca_building_confectionary_0
					has_building = cfh_districts_ca_building_weaver_0
					has_building = cfh_districts_ca_building_dairy_0
					has_building = cfh_districts_ca_building_mill_0
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_shipwright_0
		convert_to_temple = cfh_districts_tp_building_shipwright_0
		convert_to_tribal = cfh_districts_tb_building_shipwright_0

	}

	cfh_districts_ca_building_shipwright_1 = { # large shipwright
		desc = cfh_districts_ca_building_shipwright_1_desc
		upgrades_from = cfh_districts_ca_building_shipwright_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		galleys = 26
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_shipwright_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_shipwright_1
		convert_to_temple = cfh_districts_tp_building_shipwright_1
		convert_to_tribal = cfh_districts_tb_building_shipwright_1
	}

	cfh_districts_ca_building_shipwright_2 = { # huge shipwright
		desc = cfh_districts_ca_building_shipwright_2_desc
		upgrades_from = cfh_districts_ca_building_shipwright_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		galleys = 48
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_shipwright_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_shipwright_2
		convert_to_temple = cfh_districts_tp_building_shipwright_2
		convert_to_tribal = cfh_districts_tb_building_shipwright_2
	}

	cfh_districts_ca_building_mill_0 = { # mill
		desc = cfh_districts_ca_building_mill_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 280
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.224
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROMFROM = { 
				has_building = cfh_districts_ca_building_grain_farm_0
				NOT = {
					has_building = cfh_districts_ca_building_fish_market_0
					has_building = cfh_districts_ca_building_shipwright_0
					has_building = cfh_districts_ca_building_butcher_0
					has_building = cfh_districts_ca_building_tanner_0
					has_building = cfh_districts_ca_building_brewery_0
					has_building = cfh_districts_ca_building_confectionary_0
					has_building = cfh_districts_ca_building_weaver_0
					has_building = cfh_districts_ca_building_dairy_0
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_mill_0
		convert_to_temple = cfh_districts_tp_building_mill_0
		convert_to_tribal = cfh_districts_tb_building_mill_0

	}

	cfh_districts_ca_building_mill_1 = { # large mill
		desc = cfh_districts_ca_building_mill_1_desc
		upgrades_from = cfh_districts_ca_building_mill_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 560
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.56
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_mill_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_mill_1
		convert_to_temple = cfh_districts_tp_building_mill_1
		convert_to_tribal = cfh_districts_tb_building_mill_1
	}

	cfh_districts_ca_building_mill_2 = { # huge mill
		desc = cfh_districts_ca_building_mill_2_desc
		upgrades_from = cfh_districts_ca_building_mill_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 840
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 1
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_mill_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_mill_2
		convert_to_temple = cfh_districts_tp_building_mill_2
		convert_to_tribal = cfh_districts_tb_building_mill_2
	}

	cfh_districts_ca_building_butcher_0 = { # butcher
		desc = cfh_districts_ca_building_butcher_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.16
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROMFROM = { 
				OR = {
					has_building = cfh_districts_ca_building_pig_farm_0
					has_building = cfh_districts_ca_building_hunter_0
					has_building = cfh_districts_ca_building_sheep_farm_0
					has_building = cfh_districts_ca_building_goat_farm_0
					has_building = cfh_districts_ca_building_cattle_farm_0
					has_building = cfh_districts_ca_building_horse_meat_0
				}
				NOT = {
					has_building = cfh_districts_ca_building_fish_market_0
					has_building = cfh_districts_ca_building_shipwright_0
					has_building = cfh_districts_ca_building_tanner_0
					has_building = cfh_districts_ca_building_brewery_0
					has_building = cfh_districts_ca_building_confectionary_0
					has_building = cfh_districts_ca_building_weaver_0
					has_building = cfh_districts_ca_building_dairy_0
					has_building = cfh_districts_ca_building_mill_0
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_butcher_0
		convert_to_temple = cfh_districts_tp_building_butcher_0
		convert_to_tribal = cfh_districts_tb_building_butcher_0

	}

	cfh_districts_ca_building_butcher_1 = { # large butcher
		desc = cfh_districts_ca_building_butcher_1_desc
		upgrades_from = cfh_districts_ca_building_butcher_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.4
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_butcher_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_butcher_1
		convert_to_temple = cfh_districts_tp_building_butcher_1
		convert_to_tribal = cfh_districts_tb_building_butcher_1
	}

	cfh_districts_ca_building_butcher_2 = { # huge butcher
		desc = cfh_districts_ca_building_butcher_2_desc
		upgrades_from = cfh_districts_ca_building_butcher_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		levy_size = 0.72
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_butcher_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_butcher_2
		convert_to_temple = cfh_districts_tp_building_butcher_2
		convert_to_tribal = cfh_districts_tb_building_butcher_2
	}

	cfh_districts_ca_building_tanner_0 = { # tanner
		desc = cfh_districts_ca_building_tanner_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		light_infantry_defensive = 0.013
		light_cavalry_defensive = 0.013
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROMFROM = { 
				OR = {
					has_building = cfh_districts_ca_building_pig_farm_0
					has_building = cfh_districts_ca_building_hunter_0
					has_building = cfh_districts_ca_building_horse_meat_0
				}
				NOT = {
					has_building = cfh_districts_ca_building_fish_market_0
					has_building = cfh_districts_ca_building_shipwright_0
					has_building = cfh_districts_ca_building_butcher_0
					has_building = cfh_districts_ca_building_brewery_0
					has_building = cfh_districts_ca_building_confectionary_0
					has_building = cfh_districts_ca_building_weaver_0
					has_building = cfh_districts_ca_building_dairy_0
					has_building = cfh_districts_ca_building_mill_0
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_tanner_0
		convert_to_temple = cfh_districts_tp_building_tanner_0
		convert_to_tribal = cfh_districts_tb_building_tanner_0

	}

	cfh_districts_ca_building_tanner_1 = { # large tanner
		desc = cfh_districts_ca_building_tanner_1_desc
		upgrades_from = cfh_districts_ca_building_tanner_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		light_infantry_defensive = 0.033
		light_cavalry_defensive = 0.033
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_tanner_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_tanner_1
		convert_to_temple = cfh_districts_tp_building_tanner_1
		convert_to_tribal = cfh_districts_tb_building_tanner_1
	}

	cfh_districts_ca_building_tanner_2 = { # huge tanner
		desc = cfh_districts_ca_building_tanner_2_desc
		upgrades_from = cfh_districts_ca_building_tanner_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		light_infantry_defensive = 0.06
		light_cavalry_defensive = 0.06
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_tanner_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_tanner_2
		convert_to_temple = cfh_districts_tp_building_tanner_2
		convert_to_tribal = cfh_districts_tb_building_tanner_2
	}

	cfh_districts_ca_building_brewery_0 = { # brewery
		desc = cfh_districts_ca_building_brewery_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_revolt_risk = 0.008
		tax_income = 1.8
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROMFROM = { 
				OR = {
					has_building = cfh_districts_ca_building_orchard_0
					has_building = cfh_districts_ca_building_honey_0
					has_building = cfh_districts_ca_building_grapes_0
				}
				NOT = {
					has_building = cfh_districts_ca_building_fish_market_0
					has_building = cfh_districts_ca_building_shipwright_0
					has_building = cfh_districts_ca_building_butcher_0
					has_building = cfh_districts_ca_building_tanner_0
					has_building = cfh_districts_ca_building_confectionary_0
					has_building = cfh_districts_ca_building_weaver_0
					has_building = cfh_districts_ca_building_dairy_0
					has_building = cfh_districts_ca_building_mill_0
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_brewery_0
		convert_to_temple = cfh_districts_tp_building_brewery_0
		convert_to_tribal = cfh_districts_tb_building_brewery_0

	}

	cfh_districts_ca_building_brewery_1 = { # large brewery
		desc = cfh_districts_ca_building_brewery_1_desc
		upgrades_from = cfh_districts_ca_building_brewery_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_revolt_risk = 0.02
		tax_income = 4.4
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_brewery_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_brewery_1
		convert_to_temple = cfh_districts_tp_building_brewery_1
		convert_to_tribal = cfh_districts_tb_building_brewery_1
	}

	cfh_districts_ca_building_brewery_2 = { # huge brewery
		desc = cfh_districts_ca_building_brewery_2_desc
		upgrades_from = cfh_districts_ca_building_brewery_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		local_revolt_risk = 0.036
		tax_income = 8
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_brewery_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_brewery_2
		convert_to_temple = cfh_districts_tp_building_brewery_2
		convert_to_tribal = cfh_districts_tb_building_brewery_2
	}

	cfh_districts_ca_building_confectionary_0 = { # confectionary
		desc = cfh_districts_ca_building_confectionary_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 280
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		culture_techpoints = 0.02
		tax_income = 1
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROMFROM = { 
				OR = {
					has_building = cfh_districts_ca_building_orchard_0
					has_building = cfh_districts_ca_building_honey_0
					has_building = cfh_districts_ca_building_grapes_0
				}
				NOT = {
					has_building = cfh_districts_ca_building_fish_market_0
					has_building = cfh_districts_ca_building_shipwright_0
					has_building = cfh_districts_ca_building_butcher_0
					has_building = cfh_districts_ca_building_tanner_0
					has_building = cfh_districts_ca_building_brewery_0
					has_building = cfh_districts_ca_building_weaver_0
					has_building = cfh_districts_ca_building_dairy_0
					has_building = cfh_districts_ca_building_mill_0
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_confectionary_0
		convert_to_temple = cfh_districts_tp_building_confectionary_0
		convert_to_tribal = cfh_districts_tb_building_confectionary_0

	}

	cfh_districts_ca_building_confectionary_1 = { # large confectionary
		desc = cfh_districts_ca_building_confectionary_1_desc
		upgrades_from = cfh_districts_ca_building_confectionary_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 560
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		culture_techpoints = 0.05
		tax_income = 2.5
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_confectionary_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_confectionary_1
		convert_to_temple = cfh_districts_tp_building_confectionary_1
		convert_to_tribal = cfh_districts_tb_building_confectionary_1
	}

	cfh_districts_ca_building_confectionary_2 = { # huge confectionary
		desc = cfh_districts_ca_building_confectionary_2_desc
		upgrades_from = cfh_districts_ca_building_confectionary_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 840
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		culture_techpoints = 0.09
		tax_income = 4.5
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_confectionary_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_confectionary_2
		convert_to_temple = cfh_districts_tp_building_confectionary_2
		convert_to_tribal = cfh_districts_tb_building_confectionary_2
	}

	cfh_districts_ca_building_weaver_0 = { # weaver
		desc = cfh_districts_ca_building_weaver_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 120
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 0.7
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROMFROM = { 
				OR = {
					has_building = cfh_districts_ca_building_sheep_farm_0
					has_building = cfh_districts_ca_building_grain_farm_0
				}
				NOT = {
					has_building = cfh_districts_ca_building_fish_market_0
					has_building = cfh_districts_ca_building_shipwright_0
					has_building = cfh_districts_ca_building_butcher_0
					has_building = cfh_districts_ca_building_tanner_0
					has_building = cfh_districts_ca_building_brewery_0
					has_building = cfh_districts_ca_building_confectionary_0
					has_building = cfh_districts_ca_building_dairy_0
					has_building = cfh_districts_ca_building_mill_0
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_weaver_0
		convert_to_temple = cfh_districts_tp_building_weaver_0
		convert_to_tribal = cfh_districts_tb_building_weaver_0

	}

	cfh_districts_ca_building_weaver_1 = { # large weaver
		desc = cfh_districts_ca_building_weaver_1_desc
		upgrades_from = cfh_districts_ca_building_weaver_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 240
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 1.8
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_weaver_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_weaver_1
		convert_to_temple = cfh_districts_tp_building_weaver_1
		convert_to_tribal = cfh_districts_tb_building_weaver_1
	}

	cfh_districts_ca_building_weaver_2 = { # huge weaver
		desc = cfh_districts_ca_building_weaver_2_desc
		upgrades_from = cfh_districts_ca_building_weaver_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 360
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 3.2
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_weaver_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_weaver_2
		convert_to_temple = cfh_districts_tp_building_weaver_2
		convert_to_tribal = cfh_districts_tb_building_weaver_2
	}

	cfh_districts_ca_building_dairy_0 = { # dairy
		desc = cfh_districts_ca_building_dairy_0_desc
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 365
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 1.2
		
		prerequisites = {
			cfh_districts_ca_building_industry_0
		}
		
		potential = {
			FROMFROM = { 
				OR = {
					has_building = cfh_districts_ca_building_goat_farm_0
					has_building = cfh_districts_ca_building_cattle_farm_0
				}
				NOT = {
					has_building = cfh_districts_ca_building_fish_market_0
					has_building = cfh_districts_ca_building_shipwright_0
					has_building = cfh_districts_ca_building_butcher_0
					has_building = cfh_districts_ca_building_tanner_0
					has_building = cfh_districts_ca_building_brewery_0
					has_building = cfh_districts_ca_building_confectionary_0
					has_building = cfh_districts_ca_building_weaver_0
					has_building = cfh_districts_ca_building_mill_0
				}
			}
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_dairy_0
		convert_to_temple = cfh_districts_tp_building_dairy_0
		convert_to_tribal = cfh_districts_tb_building_dairy_0

	}

	cfh_districts_ca_building_dairy_1 = { # large dairy
		desc = cfh_districts_ca_building_dairy_1_desc
		upgrades_from = cfh_districts_ca_building_dairy_0
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 400
		build_time = 730
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 3
		
		prerequisites = {
			cfh_districts_ca_building_industry_1
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_dairy_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_dairy_1
		convert_to_temple = cfh_districts_tp_building_dairy_1
		convert_to_tribal = cfh_districts_tb_building_dairy_1
	}

	cfh_districts_ca_building_dairy_2 = { # huge dairy
		desc = cfh_districts_ca_building_dairy_2_desc
		upgrades_from = cfh_districts_ca_building_dairy_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 600
		build_time = 1095
		add_number_to_name = no
		ai_creation_factor = 130
		extra_tech_building_start = 100

		tax_income = 5
		
		prerequisites = {
			cfh_districts_ca_building_industry_2
		}
		
		potential = {
			FROMFROM = { has_building = cfh_districts_ca_building_dairy_0 }
		}

		is_active_trigger = {
			FROMFROM = { is_capital = yes }
		}

		convert_to_city = cfh_districts_ct_building_dairy_2
		convert_to_temple = cfh_districts_tp_building_dairy_2
		convert_to_tribal = cfh_districts_tb_building_dairy_2
	}

}