family_palace = {

	# By N0body / Rowan
	
	## GoT Vanilla Total Base Values
	# Total Cost: 1400
	# Total Time [Days]: 6935

	# tax_income = 26
	# levy_size = 1.0
	# max_tradeposts = 9
	
	## New Total Base Values
	# Total Cost: 5100
	# Total Time [Days]: 10961.5 (30 Years)

	# tax_income = 44
	# levy_size = 1.2
	# max_tradeposts = 12
	# monthly_character_prestige = 1.15
	# demesne_size = 1
	
	# CORE (Tax, prestige, levy size and trade posts)
	# These buildings function as the base tree. All buildings will require that these buildings have
	# been constructed.
	
	fp_merchant_house_1 = { # Frivolous Town House
		desc = fp_merchant_house_1_desc
		gold_cost = 150
		build_time = 143
		ai_creation_factor = 105
		
		levy_size = 0.05
		tax_income = 1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	fp_merchant_house_2 = { # Merchant's Town House
		desc = fp_merchant_house_2_desc
		upgrades_from = fp_merchant_house_1
		
		gold_cost = 200
		build_time = 215
		ai_creation_factor = 105
		
		levy_size = 0.05
		tax_income = 2
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	fp_merchant_house_3 = { # Affluent Merchant's Town House
		desc = fp_merchant_house_3_desc
		upgrades_from = fp_merchant_house_2
		
		gold_cost = 300
		build_time = 322
		ai_creation_factor = 105
		
		levy_size = 0.05
		tax_income = 3
		
		max_tradeposts = 1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	fp_merchant_house_4 = { # Merchant's Manor House
		desc = fp_merchant_house_4_desc
		upgrades_from = fp_merchant_house_3
		
		gold_cost = 400
		build_time = 483
		ai_creation_factor = 105
		
		levy_size = 0.05
		tax_income = 4
		
		monthly_character_prestige = 0.05
		max_tradeposts = 1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	fp_merchant_house_5 = { # Decrepit Mansion
		desc = fp_merchant_house_5_desc
		upgrades_from = fp_merchant_house_4
		
		gold_cost = 450
		build_time = 725
		ai_creation_factor = 105
		
		levy_size = 0.1
		tax_income = 4
		
		monthly_character_prestige = 0.05
		max_tradeposts = 1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	fp_merchant_house_6 = { # Renovated Mansion
		desc = fp_merchant_house_6_desc
		upgrades_from = fp_merchant_house_5
		
		gold_cost = 500
		build_time = 1087
		ai_creation_factor = 105
		
		levy_size = 0.1
		tax_income = 4
		
		monthly_character_prestige = 0.10
		max_tradeposts = 1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	fp_merchant_house_7 = { # Redecorated Mansion
		desc = fp_merchant_house_7_desc
		upgrades_from = fp_merchant_house_6
		
		gold_cost = 600
		build_time = 1631
		ai_creation_factor = 105
		
		levy_size = 0.1
		tax_income = 5
		
		monthly_character_prestige = 0.15
		max_tradeposts = 1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	fp_merchant_house_8 = { # Opulent Mansion
		desc = fp_merchant_house_8_desc
		upgrades_from = fp_merchant_house_7
		
		gold_cost = 700
		build_time = 1903
		ai_creation_factor = 105
		
		levy_size = 0.1
		tax_income = 6
		
		monthly_character_prestige = 0.20
		max_tradeposts = 2
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	fp_merchant_house_9 = { # Regal Mansion
		desc = fp_merchant_house_9_desc
		upgrades_from = fp_merchant_house_8
		
		gold_cost = 800
		build_time = 2039
		ai_creation_factor = 105
		
		levy_size = 0.2
		tax_income = 7
		
		monthly_character_prestige = 0.30
		max_tradeposts = 2
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	fp_merchant_house_10 = { # Republican's Palace
		desc = fp_merchant_house_10_desc
		upgrades_from = fp_merchant_house_9
		
		gold_cost = 1000
		build_time = 2411
		ai_creation_factor = 105
		
		levy_size = 0.4
		tax_income = 8
		
		monthly_character_prestige = 0.30
		demesne_size = 1
		max_tradeposts = 3
		diplomacy = 1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	
	# GARDEN (Prestige)
	# Garden tree is constructed using prestige and offers prestige (and only prestige) in return.
	# Statue tree does the same.
	
	fp_merchant_garden_1 = { # Meagre Garden
		desc = fp_merchant_garden_1_desc
		
		prerequisites = { fp_merchant_house_1 }
		
		# gold_cost = 150
		prestige_cost = 50
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.02
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_2 = { # Small Pond
		desc = fp_merchant_garden_2_desc
		upgrades_from = fp_merchant_garden_1
		
		prerequisites = { fp_merchant_house_1 }
		
		# gold_cost = 150
		prestige_cost = 75
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.02
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_3 = { # Sizeable Garden
		desc = fp_merchant_garden_3_desc
		upgrades_from = fp_merchant_garden_2
		
		prerequisites = { fp_merchant_house_2 }
		
		# gold_cost = 150
		prestige_cost = 100
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.02
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_4 = { # Scenic Pond
		desc = fp_merchant_garden_4_desc
		upgrades_from = fp_merchant_garden_3
		
		prerequisites = { fp_merchant_house_3 }
		
		# gold_cost = 150
		prestige_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.03
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_5 = { # Prestigious Garden
		desc = fp_merchant_garden_5_desc
		upgrades_from = fp_merchant_garden_4
		
		prerequisites = { fp_merchant_house_4 }
		
		# gold_cost = 150
		prestige_cost = 250
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.05
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_6 = { # Shabby Estates
		desc = fp_merchant_garden_6_desc
		upgrades_from = fp_merchant_garden_5
		
		prerequisites = { fp_merchant_house_5 }
		
		# gold_cost = 150
		prestige_cost = 350
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.05
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_7 = { # Transplanted Flora
		desc = fp_merchant_garden_7_desc
		upgrades_from = fp_merchant_garden_6
		
		prerequisites = { fp_merchant_house_6 }
		
		# gold_cost = 150
		prestige_cost = 500
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.10
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_8 = { # Impressive Estates
		desc = fp_merchant_garden_8_desc
		upgrades_from = fp_merchant_garden_7
		
		prerequisites = { fp_merchant_house_8 }
		
		# gold_cost = 150
		prestige_cost = 650
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.10
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_9 = { # Exotic Flora
		desc = fp_merchant_garden_9_desc
		upgrades_from = fp_merchant_garden_8
		
		prerequisites = { fp_merchant_house_9 }
		
		# gold_cost = 150
		prestige_cost = 800
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.10
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_10 = { # Grand Fountain
		desc = fp_merchant_garden_10_desc
		upgrades_from = fp_merchant_garden_9
		
		prerequisites = { fp_merchant_house_10 }
		
		# gold_cost = 150
		prestige_cost = 900
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.10
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_garden_11 = { # Palace Garden
		desc = fp_merchant_garden_11_desc
		upgrades_from = fp_merchant_garden_10
		
		prerequisites = { fp_merchant_house_10 }
		
		# gold_cost = 150
		prestige_cost = 1000
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.10
		diplomacy = 1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Statues
	
	fp_merchant_statues_1 = { # Aged Family Statue
		desc = fp_merchant_statues_1_desc
		
		prerequisites = { fp_merchant_house_5 }

		# gold_cost = 150
		prestige_cost = 200
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.05
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_statues_2 = { # Refurbished Family Statue
		desc = fp_merchant_statues_2_desc
		upgrades_from = fp_merchant_statues_1
		
		prerequisites = { fp_merchant_house_5 }

		# gold_cost = 150
		prestige_cost = 500
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.25
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# WAREHOUSES (Retinue size, levy reinforcement, stewardship and morale)
	
	fp_merchant_warehouse_1 = { # Personal Log
		desc = fp_merchant_warehouse_1_desc
		prerequisites = { fp_merchant_house_1 }
		
		gold_cost = 25
		build_time = 30
		ai_creation_factor = 100
		
		stewardship = 1
		land_morale = 0.05
		levy_reinforce_rate = 0.05
		retinuesize = 100
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_warehouse_2 = { # Rented Warehouse
		desc = fp_merchant_warehouse_2_desc
		prerequisites = { fp_merchant_house_2 }
		upgrades_from = fp_merchant_warehouse_1
		
		gold_cost = 75
		build_time = 30
		ai_creation_factor = 100
		
		land_morale = 0.05
		levy_reinforce_rate = 0.05
		retinuesize = 100
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_warehouse_3 = { # Private Warehouse
		desc = fp_merchant_warehouse_3_desc
		prerequisites = { fp_merchant_house_4 }
		upgrades_from = fp_merchant_warehouse_2
		
		gold_cost = 250
		build_time = 730
		ai_creation_factor = 100
		
		land_morale = 0.05
		levy_reinforce_rate = 0.05
		retinuesize = 100
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_warehouse_4 = { # Military Warehouse
		desc = fp_merchant_warehouse_4_desc
		prerequisites = { fp_merchant_house_6 }
		upgrades_from = fp_merchant_warehouse_3
		
		gold_cost = 300
		build_time = 870
		ai_creation_factor = 100
		
		land_morale = 0.15
		levy_reinforce_rate = 0.15
		retinuesize = 200
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_warehouse_5 = { # Administrative Office
		desc = fp_merchant_warehouse_5_desc
		prerequisites = { fp_merchant_house_8 }
		upgrades_from = fp_merchant_warehouse_4
		
		gold_cost = 150
		build_time = 980
		ai_creation_factor = 100
		
		stewardship = 1
		land_morale = 0.15
		levy_reinforce_rate = 0.15
		retinuesize = 200
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_warehouse_6 = { # Palace Archives
		desc = fp_merchant_warehouse_6_desc
		prerequisites = { fp_merchant_house_10 }
		upgrades_from = fp_merchant_warehouse_5
		
		gold_cost = 150
		build_time = 1085
		ai_creation_factor = 100
		
		stewardship = 1
		land_morale = 0.2
		levy_reinforce_rate = 0.2
		retinuesize = 300
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# WINE CELLARS [Fertility]
	
	fp_merchant_cellar_1 = { # Small Wine Cellar
		desc = fp_merchant_cellar_1_desc
		prerequisites = { fp_merchant_house_3 }
		
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		fertility = 0.05
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_cellar_2 = { # Huge Wine Cellar
		desc = fp_merchant_cellar_2_desc
		upgrades_from = fp_merchant_cellar_1
		prerequisites = { fp_merchant_house_5 }
		
		gold_cost = 250
		build_time = 930
		ai_creation_factor = 100
		
		fertility = 0.10
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_cellar_3 = { # Royal Wine Cellar
		desc = fp_merchant_cellar_3_desc
		upgrades_from = fp_merchant_cellar_2
		prerequisites = { fp_merchant_house_10 }
		
		gold_cost = 500
		build_time = 1230
		ai_creation_factor = 100
		
		fertility = 0.15
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# CATACOMBS [Events, Martial]

	fp_merchant_dungeon_1 = { # Catacombs
		desc = fp_merchant_dungeon_1_desc
		gold_cost = 250
		build_time = 1095
		ai_creation_factor = 99

		prerequisites = { fp_merchant_house_5 }
		
		martial = 1
		
	}
	fp_merchant_dungeon_2 = { # Dungeon Complex
		desc = fp_merchant_dungeon_2_desc
		gold_cost = 350
		build_time = 1460
		ai_creation_factor = 98
		
		upgrades_from = fp_merchant_dungeon_1
		prerequisites = { fp_merchant_house_10 }
		
		martial = 1
	}
	
	# RELIGION (Piety, learning)
	
	
	fp_merchant_shrine_1 = { # Personal Shrine
		desc = fp_merchant_shrine_1_desc
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		church_opinion = 2
		monthly_character_piety = 0.05
		
		prerequisites = { fp_merchant_house_2 }
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_shrine_2 = { # Small Chapel
		desc = fp_merchant_shrine_2_desc
		upgrades_from = fp_merchant_shrine_1
		
		gold_cost = 250
		build_time = 873
		ai_creation_factor = 100
		
		church_opinion = 3
		monthly_character_piety = 0.05
		learning = 1
		
		prerequisites = { fp_merchant_house_5 }
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_shrine_3 = { # Palace Chapel
		desc = fp_merchant_shrine_3_desc
		upgrades_from = fp_merchant_shrine_2
		
		gold_cost = 450
		build_time = 1104
		ai_creation_factor = 100
		
		church_opinion = 10
		monthly_character_piety = 0.10
		learning = 1
		
		prerequisites = { fp_merchant_house_10 }
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# VAULTS (Tax income, intrigue)
	
	fp_merchant_vault_1 = { # Family Vault
		desc = fp_merchant_vault_1_desc
		
		gold_cost = 250
		build_time = 730
		ai_creation_factor = 100
		
		tax_income = 2
		
		prerequisites = { fp_merchant_house_3 }
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_vault_2 = { # Fortified Vault
		desc = fp_merchant_vault_2_desc
		upgrades_from = fp_merchant_vault_1
		
		gold_cost = 350
		build_time = 820
		ai_creation_factor = 100
		
		tax_income = 2
		
		prerequisites = { fp_merchant_house_4 }
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_vault_3 = { # Secret Passages
		desc = fp_merchant_vault_3_desc
		upgrades_from = fp_merchant_vault_2
		
		gold_cost = 450
		build_time = 940
		ai_creation_factor = 100
		
		tax_income = 2
		intrigue = 1
		
		prerequisites = { fp_merchant_house_6 }
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_vault_4 = { # Hidden Chambers
		desc = fp_merchant_vault_4_desc
		upgrades_from = fp_merchant_vault_3
		
		gold_cost = 450
		build_time = 1023
		ai_creation_factor = 100
		
		tax_income = 2
		intrigue = 1
		
		prerequisites = { fp_merchant_house_6 }
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	fp_merchant_vault_5 = { # Palace Vault
		desc = fp_merchant_vault_5_desc
		upgrades_from = fp_merchant_vault_4_desc
		
		gold_cost = 600
		build_time = 1430
		ai_creation_factor = 100
		
		tax_income = 6
		
		prerequisites = { fp_merchant_house_10 }
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	#####################################################################
	############## OLD
	#####################################################################
	
	# Guard Barracks
	fp_barracks_1 = {
		desc = fp_barracks_1_desc
		prerequisites = { fp_merchant_house_4 }
		
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		heavy_infantry = 70
		pikemen = 50
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	# Swordsmith
	fp_barracks_2 = {
		desc = fp_barracks_2_desc
		upgrades_from = fp_barracks_1
		prerequisites = { fp_merchant_house_5 }

		gold_cost = 250
		build_time = 1095
		ai_creation_factor = 99
		
		heavy_infantry = 85
		pikemen = 65
		
	}
	# Armory
	fp_barracks_3 = {
		desc = fp_barracks_3_desc
		upgrades_from = fp_barracks_2
		prerequisites = { fp_merchant_house_7 }

		gold_cost = 350
		build_time = 1460
		ai_creation_factor = 98
		
		heavy_infantry = 100
		pikemen = 80
		
	}
	
	# Small Stable
	fp_stable_1 = {
		desc = fp_stable_1_desc
		prerequisites = { fp_merchant_house_4 }
		
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		light_cavalry = 75
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	# Riding Grounds
	fp_stable_2 = {
		desc = fp_stable_2_desc
		prerequisites = { fp_merchant_house_5 }
		
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_stable_1
		ai_creation_factor = 99
		
		light_cavalry = 90
		
	}
	# Horse Breeder
	fp_stable_3 = {
		desc = fp_stable_3_desc
		prerequisites = { fp_merchant_house_8 }
		
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_stable_2
		ai_creation_factor = 98
		
		light_cavalry = 105
		knights = 45
		
	}
	
	# Bowyer
	fp_bowyer_1 = {
		desc = fp_bowyer_1_desc
		prerequisites = { fp_merchant_house_4 }
		
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		light_infantry = 95
		archers = 95
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	# Target Range
	fp_bowyer_2 = {
		desc = fp_bowyer_2_desc
		prerequisites = { fp_merchant_house_5 }
		
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_bowyer_1
		ai_creation_factor = 99
		
		light_infantry = 110
		archers = 110
		
	}
	# Crossbow Workshop
	fp_bowyer_3 = {
		desc = fp_bowyer_3_desc
		prerequisites = { fp_merchant_house_6 }
		
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_bowyer_2
		ai_creation_factor = 98
		
		light_infantry = 120
		archers = 120
		
	}
	
	# Map Room
	fp_shipyard_1 = {
		desc = fp_shipyard_1_desc
		prerequisites = { fp_merchant_house_3 }
		
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		galleys = 6
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	#  Private Shipyard
	fp_shipyard_2 = {
		desc = fp_shipyard_2_desc
		prerequisites = { fp_merchant_house_4 }
		
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_shipyard_1
		ai_creation_factor = 99
		
		galleys = 12
		
	}
	# Naval Arsenal
	fp_shipyard_3 = {
		desc = fp_shipyard_3_desc
		prerequisites = { fp_merchant_house_8 }
		
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_shipyard_2
		ai_creation_factor = 98
		
		galleys = 18
		
	}
}
