# 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
#}

castle = {
	ca_great_gate = {
		desc = ca_great_gate_desc
		potential = {
			FROM = { 
				culture_group = elven
				has_landed_title = e_elven
			}
			province_id = 437 # Praha
		}
		upgrades_from = ca_con_wall_6
		#trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 8 }
		#prerequisites = { ca_wall_4 }
		gold_cost = 9999 # Only created through special decisions
		build_time = 99999 # Only created through special decisions
		#fort_level = 3.5
		tax_income = 0.7
		garrison_size = 0.5
		archers = 100
		ai_creation_factor = 101
		
		extra_tech_building_start = 1.0
	}
	ca_raptor_stable_1 = {
		desc = ca_raptor_stable_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		replaces = ca_stable_1
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		} 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		gold_cost = 150
		build_time = 730
		garrison_size = 0.05
		knights = 30
		knights_offensive = 0.05
		knights_defensive = 0.05
		knights_morale = 0.5
		ai_creation_factor = 89
		
		extra_tech_building_start = 0.4
	}
	ca_raptor_stable_2 = {
		desc = ca_raptor_stable_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		replaces = ca_stable_2
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		} 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_raptor_stable_1
		gold_cost = 175
		build_time = 730
		garrison_size = 0.05
		knights = 35
		knights_offensive = 0.1
		knights_defensive = 0.1
		knights_morale = 0.6
		ai_creation_factor = 88
		
		extra_tech_building_start = 0.8
	}
	ca_raptor_stable_3 = {
		desc = ca_raptor_stable_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		replaces = ca_stable_3
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		} 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_raptor_stable_2
		gold_cost = 200
		build_time = 1095
		garrison_size = 0.05
		knights = 40
		knights_offensive = 0.15
		knights_defensive = 0.15
		knights_morale = 0.7
		ai_creation_factor = 87
		
		extra_tech_building_start = 0.2
	}
	ca_raptor_stable_4 = {
		desc = ca_raptor_stable_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		replaces = ca_stable_4
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		} 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		prerequisites = { ca_wall_3 }
		upgrades_from = ca_raptor_stable_3
		gold_cost = 250
		build_time = 1095
		garrison_size = 0.05
		knights = 50
		knights_offensive = 0.2
		knights_defensive = 0.2
		knights_morale = 0.8
		ai_creation_factor = 86
		
		extra_tech_building_start = 0.2
	}
	ca_raptor_stable_5 = {
		desc = ca_raptor_stable_large_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		replaces = ca_stable_5
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		} 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 6
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		prerequisites = { ca_wall_4 }
		upgrades_from = ca_raptor_stable_4
		gold_cost = 300
		build_time = 2190
		garrison_size = 0.05
		knights = 60
		knights_offensive = 0.25
		knights_defensive = 0.25
		knights_morale = 0.9
		ai_creation_factor = 85
		
		extra_tech_building_start = 0.2
	}
	ca_raptor_stable_6 = {
		desc = ca_raptor_stable_large_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		replaces = ca_stable_6
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		} 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 8
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		upgrades_from = ca_raptor_stable_5
		gold_cost = 400
		build_time = 2190
		garrison_size = 0.05
		knights = 80
		knights_offensive = 0.25
		knights_defensive = 0.25
		knights_morale = 1
		ai_creation_factor = 84
		
		extra_tech_building_start = 0.2
	}
	
	ca_culture_elven_1 = {
		desc = ca_culture_elven_desc
		potential = {
			OR = {
				culture_group = elven
				has_building = ca_culture_elven_1
			}
		}
		is_active_trigger = {
			ROOT = { culture_group = elven }
		} 
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
			ROOT = { culture_group = elven }
		}
		prerequisites = { ca_wall_1 }
		gold_cost = 200
		build_time = 730
		archers_offensive = 0.15
		archers_defensive = 0.15
		archers = 40
		horse_archers = 10
		horse_archers_morale = 0.2
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_elven_2 = {
		desc = ca_culture_elven_desc
		potential = {
			OR = {
				culture_group = elven
				has_building = ca_culture_elven_1
				has_building = ca_culture_elven_2
			}
		}
		is_active_trigger = {
			ROOT = { culture_group = elven }
		} 
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 1 
			ROOT = { culture_group = elven }
		}
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_culture_elven_1
		gold_cost = 300
		build_time = 1095
		archers_offensive = 0.15
		archers_defensive = 0.15
		archers = 80
		horse_archers = 20
		horse_archers_morale = 0.2
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_elven_3 = {
		desc = ca_culture_elven_desc
		potential = {
			OR = {
				culture_group = elven
				has_building = ca_culture_elven_1
				has_building = ca_culture_elven_2
				has_building = ca_culture_elven_3
			}
		}
		is_active_trigger = {
			ROOT = { culture_group = elven }
		} 
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 2 
			ROOT = { culture_group = elven }
		}
		upgrades_from = ca_culture_elven_2
		gold_cost = 400
		build_time = 2190
		archers_offensive = 0.15
		archers_defensive = 0.15
		archers = 100
		horse_archers = 30
		horse_archers_morale = 0.2
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_elven_4 = {
		desc = ca_culture_elven_desc
		potential = {
			OR = {
				culture_group = elven
				has_building = ca_culture_elven_1
				has_building = ca_culture_elven_2
				has_building = ca_culture_elven_3
				has_building = ca_culture_elven_4
			}
		}
		is_active_trigger = {
			ROOT = { culture_group = elven }
		} 
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 4 
			ROOT = { culture_group = elven }
		}
		upgrades_from = ca_culture_elven_3
		gold_cost = 500
		build_time = 2190
		archers_offensive = 0.15
		archers_defensive = 0.15
		archers = 120
		horse_archers = 40
		horse_archers_morale = 0.2
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
}
tribal = {	
	tb_raptor_pin_1 = {
		desc = tb_raptor_pin_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		trigger = {
			TECH_CAVALRY = 0
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		prestige_cost = 300
		build_time = 182
		knights = 5
		ai_creation_factor = 105
		
		extra_tech_building_start = 1
	}
	tb_raptor_pin_2 = {
		desc = tb_raptor_pin_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		trigger = {
			TECH_CAVALRY = 0
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		upgrades_from = tb_raptor_pin_1
		prestige_cost = 400
		build_time = 365
		knights = 10
		knights_morale = 0.01
		ai_creation_factor = 104
		
		convert_to_castle = ca_raptor_stable_1
		convert_to_city = ct_guard_1
		
		extra_tech_building_start = 1.5
	}
	tb_raptor_pin_3 = {
		desc = tb_raptor_pin_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		trigger = {
			TECH_CAVALRY = 0
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		upgrades_from = tb_raptor_pin_2
		prestige_cost = 500
		build_time = 547
		knights = 15
		knights_morale = 0.01
		ai_creation_factor = 103
		
		convert_to_castle = ca_raptor_stable_1
		convert_to_city = ct_guard_1
		
		extra_tech_building_start = 2
	}
	tb_raptor_pin_4 = {
		desc = tb_raptor_pin_desc
		potential = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		trigger = {
			TECH_CAVALRY = 0
			FROM = {
				OR = {
					culture = drakken
					culture = wrym
					culture = lern
				}
			}
		}
		upgrades_from = tb_raptor_pin_3
		prestige_cost = 600
		build_time = 547
		knights = 20
		knights_morale = 0.02
		ai_creation_factor = 102
		
		convert_to_castle = ca_raptor_stable_2
		convert_to_city = ct_guard_2
		
		extra_tech_building_start = 2.5
	}
}