 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.
 
 #<tag> = {
 #	desc = description used in the tooltip of the building
 #	trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
 #	gold_cost = cost to build the building
 #	build_time = time to build, in days
 #	
 #	ai_creation_factor = weight that the AI uses to determine what building to build
 #	extra_tech_building_start = when starting a new game this building will be pre-built if the province has higher tech than the requirement + this + random 0-1
 #}
tribal = {
	guilds_warehouse_1_tribal = { #rented
		desc = guilds_warehouse_1_tribal_desc
		potential = { always = yes }
		trigger = {
			custom_tooltip = { 
				text = warehouse_decisions_only_tt
				always = no
			}
			# FROM = { 
				# capital_holding = {
					# title = FROMFROM
				# }
				# society_member_of = the_guilds
			# }
		}
		gold_cost = 20
		build_time = 0
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		tax_income = -0.25
		
		ai_creation_factor = 0
		extra_tech_building_start = 10
		
		# convert_to_tribal = guilds_warehouse_1_tribal
		convert_to_city = guilds_warehouse_1_city
		convert_to_temple = guilds_warehouse_1_temple
		convert_to_castle = guilds_warehouse_1_castle
	}
	guilds_warehouse_2_tribal = { #normal
		desc = guilds_warehouse_2_tribal_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_1_tribal
		gold_cost = 300
		build_time = 150
		tax_income = 0.25
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		ai_creation_factor = 70
		extra_tech_building_start = 10
		
		# convert_to_tribal = guilds_warehouse_2_tribal
		convert_to_city = guilds_warehouse_2_city
		convert_to_temple = guilds_warehouse_2_temple
		convert_to_castle = guilds_warehouse_2_castle
	}
	guilds_warehouse_3_tribal = { #guarded
		desc = guilds_warehouse_3_tribal_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_2_tribal
		gold_cost = 80
		build_time = 30
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		
		# stewardship = 1
		tax_income = -0.5
		garrison_size = 0.1
		
		ai_creation_factor = 35
		extra_tech_building_start = 10
		
		# convert_to_tribal = guilds_warehouse_3_tribal
		convert_to_city = guilds_warehouse_3_city
		convert_to_temple = guilds_warehouse_3_temple
		convert_to_castle = guilds_warehouse_3_castle
	}
}
 
temple = {
	guilds_warehouse_1_temple = { #rented
		desc = guilds_warehouse_1_temple_desc
		potential = { always = yes }
		trigger = {
			custom_tooltip = { 
				text = warehouse_decisions_only_tt
				always = no
			}
			# FROM = { 
				# capital_holding = {
					# title = FROMFROM
				# }
				# society_member_of = the_guilds
			# }
		}
		gold_cost = 25
		build_time = 0
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		tax_income = -0.5
		
		ai_creation_factor = 0
		extra_tech_building_start = 10
		
		# convert_to_temple = guilds_warehouse_1_temple
		convert_to_city = guilds_warehouse_1_city
		convert_to_castle = guilds_warehouse_1_castle
		convert_to_tribal = guilds_warehouse_1_tribal
	}
	guilds_warehouse_2_temple = { #normal
		desc = guilds_warehouse_2_temple_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_1_temple
		gold_cost = 300
		build_time = 150
		tax_income = 0.5
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		ai_creation_factor = 70
		extra_tech_building_start = 10
		
		# convert_to_temple = guilds_warehouse_2_temple
		convert_to_city = guilds_warehouse_2_city
		convert_to_castle = guilds_warehouse_2_castle
		convert_to_tribal = guilds_warehouse_2_tribal
	}
	guilds_warehouse_3_temple = { #guarded
		desc = guilds_warehouse_3_temple_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_2_temple
		gold_cost = 100
		build_time = 30
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		
		# stewardship = 1
		tax_income = -1
		garrison_size = 0.1
		
		ai_creation_factor = 35
		extra_tech_building_start = 10
		
		# convert_to_temple = guilds_warehouse_3_temple
		convert_to_city = guilds_warehouse_3_city
		convert_to_castle = guilds_warehouse_3_castle
		convert_to_tribal = guilds_warehouse_3_tribal
	}
}
 
castle = {
	guilds_warehouse_1_castle = { #rented
		desc = guilds_warehouse_1_castle_desc
		potential = { always = yes }
		trigger = {
			custom_tooltip = { 
				text = warehouse_decisions_only_tt
				always = no
			}
			# FROM = { 
				# capital_holding = {
					# title = FROMFROM
				# }
				# society_member_of = the_guilds
			# }
		}
		gold_cost = 25
		build_time = 0
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		tax_income = -0.5
		
		ai_creation_factor = 0
		extra_tech_building_start = 10
		
		# convert_to_castle = guilds_warehouse_1_castle
		convert_to_city = guilds_warehouse_1_city
		convert_to_temple = guilds_warehouse_1_temple
		convert_to_tribal = guilds_warehouse_1_tribal
	}
	guilds_warehouse_2_castle = { #normal
		desc = guilds_warehouse_2_castle_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_1_castle
		gold_cost = 300
		build_time = 150
		tax_income = 0.5
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		ai_creation_factor = 70
		extra_tech_building_start = 10
		
		# convert_to_castle = guilds_warehouse_2_castle
		convert_to_city = guilds_warehouse_2_city
		convert_to_temple = guilds_warehouse_2_temple
		convert_to_tribal = guilds_warehouse_2_tribal
	}
	guilds_warehouse_3_castle = { #guarded
		desc = guilds_warehouse_3_castle_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_2_castle
		gold_cost = 100
		build_time = 30
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		
		# stewardship = 1
		tax_income = -1
		garrison_size = 0.1
		
		ai_creation_factor = 35
		extra_tech_building_start = 10
		
		# convert_to_castle = guilds_warehouse_3_castle
		convert_to_city = guilds_warehouse_3_city
		convert_to_temple = guilds_warehouse_3_temple
		convert_to_tribal = guilds_warehouse_3_tribal
	}
}

city = {
	guilds_warehouse_1_city = { #rented
		desc = guilds_warehouse_1_city_desc
		potential = { always = yes }
		trigger = {
			custom_tooltip = { 
				text = warehouse_decisions_only_tt
				always = no
			}
			# FROM = { 
				# capital_holding = {
					# title = FROMFROM
				# }
				# society_member_of = the_guilds
			# }
		}
		gold_cost = 25
		build_time = 0
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		tax_income = -1
		
		ai_creation_factor = 0
		extra_tech_building_start = 10
		
		# convert_to_city = guilds_warehouse_1_city
		convert_to_castle = guilds_warehouse_1_castle
		convert_to_temple = guilds_warehouse_1_temple
		convert_to_tribal = guilds_warehouse_1_tribal
	}
	guilds_warehouse_2_city = { #normal
		desc = guilds_warehouse_2_city_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_1_city
		gold_cost = 300
		build_time = 150
		tax_income = 1
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		ai_creation_factor = 0
		extra_tech_building_start = 10
		
		# convert_to_city = guilds_warehouse_2_city
		convert_to_castle = guilds_warehouse_2_castle
		convert_to_temple = guilds_warehouse_2_temple
		convert_to_tribal = guilds_warehouse_2_tribal
	}
	guilds_warehouse_3_city = { #guarded
		desc = guilds_warehouse_3_city_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_2_city
		gold_cost = 100
		build_time = 30
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		
		# stewardship = 1
		tax_income = -2
		garrison_size = 0.1
		
		ai_creation_factor = 0
		extra_tech_building_start = 10
		
		# convert_to_city = guilds_warehouse_3_city
		convert_to_castle = guilds_warehouse_3_castle
		convert_to_temple = guilds_warehouse_3_temple
		convert_to_tribal = guilds_warehouse_3_tribal
	}
}

nomad = {
	guilds_warehouse_1_nomad = { #rented
		desc = guilds_warehouse_1_nomad_desc
		potential = { always = yes }
		trigger = {
			custom_tooltip = { 
				text = warehouse_decisions_only_tt
				always = no
			}
			# FROM = { 
				# capital_holding = {
					# title = FROMFROM
				# }
				# society_member_of = the_guilds
			# }
		}
		gold_cost = 25
		build_time = 0
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		nomad_tax_modifier = -0.025
		
		ai_creation_factor = 0
		extra_tech_building_start = 10
		
		convert_to_city = guilds_warehouse_1_city
		convert_to_castle = guilds_warehouse_1_castle
		convert_to_temple = guilds_warehouse_1_temple
		convert_to_tribal = guilds_warehouse_1_tribal
	}
	guilds_warehouse_2_nomad = { #normal
		desc = guilds_warehouse_2_nomad_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_1_nomad
		gold_cost = 300
		build_time = 150
		nomad_tax_modifier = 0.025
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
			}
		}
		
		ai_creation_factor = 0
		extra_tech_building_start = 10
		
		convert_to_city = guilds_warehouse_2_city
		convert_to_castle = guilds_warehouse_2_castle
		convert_to_temple = guilds_warehouse_2_temple
		convert_to_tribal = guilds_warehouse_2_tribal
	}
	guilds_warehouse_3_nomad = { #guarded
		desc = guilds_warehouse_3_nomad_desc
		potential = { always = yes }
		trigger = {
			# always = no
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		upgrades_from = guilds_warehouse_2_nomad
		gold_cost = 100
		build_time = 30
		add_number_to_name = no
		is_active_trigger = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				# society_member_of = the_guilds
			}
		}
		
		# stewardship = 1
		nomad_tax_modifier = -0.05
		garrison_size = 0.1
		
		ai_creation_factor = 0
		extra_tech_building_start = 10
		
		convert_to_city = guilds_warehouse_3_city
		convert_to_castle = guilds_warehouse_3_castle
		convert_to_temple = guilds_warehouse_3_temple
		convert_to_tribal = guilds_warehouse_3_tribal
	}
}