 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.

#City
city = {

	ct_missionary_garrison_1 = {
		desc = ct_missionary_garrison_1_desc
		trigger = { TECH_CITY_CONSTRUCTION = 0 }
		prerequisites = { ct_wall_1 }
		gold_cost = 200
		build_time = 730
		potential = { FROM = { government = missionary_government } }
		is_active_trigger = { FROM = { government = missionary_government } } 
		trigger = { FROM = { government = missionary_government } }
		fort_level = 0.5
		tax_income = 0.4
		liege_piety = 0.4
		economy_techpoints = 0.04
		garrison_size = 0.15
		pikemen = 15
		light_infantry = 20
		ai_creation_factor = 100

		extra_tech_building_start = 1.0
	}

	ct_missionary_garrison_2 = {
		desc = ct_missionary_garrison_1_desc
		prerequisites = { ct_wall_2 }
		upgrades_from = ct_missionary_garrison_1
		gold_cost = 300
		build_time = 1095
		potential = { FROM = { government = missionary_government } }
		is_active_trigger = { FROM = { government = missionary_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 1
			FROM = { government = missionary_government } 
		}
		fort_level = 0.5
		tax_income = 0.4
		liege_piety = 0.4
		economy_techpoints = 0.04
		garrison_size = 0.2
		archers = 20
		light_cavalry = 20
		ai_creation_factor = 99

		extra_tech_building_start = 2.5
	}

	ct_pirate_hideout_1 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { TECH_CITY_CONSTRUCTION = 0 FROM = { government = pirate_republic_government } }
		replaces = ct_rep_arsenal_1
		desc = ct_pirate_hideout_1_desc
		gold_cost = 160
		build_time = 730
		fort_level = 1.0
		garrison_size = 0.1
		heavy_infantry = 5
		light_infantry_morale = 0.2
		archers_morale = 0.1
		galleys = 4
		ai_creation_factor = 95

		extra_tech_building_start = 1.0
	}

	ct_pirate_hideout_2 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { TECH_CITY_CONSTRUCTION = 4 FROM = { government = pirate_republic_government } }
		upgrades_from = ct_pirate_hideout_1
		replaces = ct_rep_arsenal_2
		desc = ct_pirate_hideout_2_desc
		gold_cost = 320
		build_time = 1095
		fort_level = 1.5
		garrison_size = 0.1
		heavy_infantry = 15
		light_infantry_morale = 0.2
		archers_morale = 0.1
		galleys = 6
		ai_creation_factor = 95

		extra_tech_building_start = 3.0
	}

	ct_pirate_hideout_3 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { TECH_CITY_CONSTRUCTION = 7 FROM = { government = pirate_republic_government } }
		upgrades_from = ct_pirate_hideout_2
		replaces = ct_rep_arsenal_3
		desc = ct_pirate_hideout_3_desc
		gold_cost = 480
		build_time = 2190
		fort_level = 2.0
		garrison_size = 0.2
		heavy_infantry = 40
		light_infantry_morale = 0.2
		archers_morale = 0.1
		galleys = 10
		ai_creation_factor = 95

		extra_tech_building_start = 5.0
	}

	ct_pirate_recruiter_1 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { FROM = { government = pirate_republic_government } }
		prerequisites = { ct_pirate_hideout_1 }
		desc = ct_pirate_recruiter_1_desc
		gold_cost = 80
		build_time = 365
		light_infantry = 20
		archers = 10
		levy_size = 0.1
		levy_reinforce_rate = 0.1
		galleys = 2
		ai_creation_factor = 93

		extra_tech_building_start = 2.0
	}

	ct_pirate_recruiter_2 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { FROM = { government = pirate_republic_government } }
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_pirate_recruiter_1
		desc = ct_pirate_recruiter_2_desc
		gold_cost = 160
		build_time = 730
		light_infantry = 60
		archers = 30
		levy_size = 0.15
		levy_reinforce_rate = 0.2
		galleys = 4
		ai_creation_factor = 93

		extra_tech_building_start = 4.0
	}

	ct_pirate_recruiter_3 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { FROM = { government = pirate_republic_government } }
		prerequisites = { ct_pirate_hideout_2 }
		upgrades_from = ct_pirate_recruiter_2
		desc = ct_pirate_recruiter_3_desc
		gold_cost = 320
		build_time = 730
		light_infantry = 60
		archers = 40
		heavy_infantry = 20
		light_cavalry = 20
		levy_size = 0.2
		levy_reinforce_rate = 0.4
		galleys = 6
		ai_creation_factor = 93

		extra_tech_building_start = 6.0
	}

	ct_pirate_hunters_1 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { FROM = { government = pirate_republic_government } }
		prerequisites = { ct_pirate_recruiter_1 }
		desc = ct_pirate_hunters_1_desc
		gold_cost = 80
		build_time = 365
		light_cavalry = 20
		archers = 40
		galleys = 2
		ai_creation_factor = 93

		extra_tech_building_start = 2.0
	}

	ct_pirate_hunters_2 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { FROM = { government = pirate_republic_government } }
		prerequisites = { ct_pirate_recruiter_2 }
		upgrades_from = ct_pirate_hunters_1
		desc = ct_pirate_hunters_2_desc
		gold_cost = 160
		build_time = 730
		light_cavalry = 60
		archers = 40
		heavy_infantry = 20
		galleys = 4
		ai_creation_factor = 93

		extra_tech_building_start = 5.0
	}

	ct_pirate_den_1 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { FROM = { government = pirate_republic_government } }
		prerequisites = { ct_pirate_hideout_1 }
		desc = ct_pirate_den_1_desc
		gold_cost = 100
		build_time = 365
		tax_income = 2
		light_infantry = 20
		retinuesize = 60
		galleys = 2
		ai_creation_factor = 92
		
		extra_tech_building_start = 2.0
	}

	ct_pirate_den_2 = {
		potential = {
			FROM = { 
				capital_holding = {
					title = FROMFROM
				}
				government = pirate_republic_government
				independent = yes
			}
		}
		is_active_trigger = { FROM = { government = pirate_republic_government } } 
		trigger = { FROM = { government = pirate_republic_government } }
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_pirate_den_1
		desc = ct_pirate_den_1_desc
		gold_cost = 200
		build_time = 730
		tax_income = 2
		light_infantry = 60
		retinuesize = 120
		galleys = 4
		ai_creation_factor = 92
		
		extra_tech_building_start = 5.0
	}

	ct_pirate_haven_1 = {
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		desc = ct_pirate_den_1_desc
		gold_cost = 100
		build_time = 365
		tax_income = 2
		light_infantry = 60
		archers = 20
		retinuesize = 20
		levy_reinforce_rate = 0.1
		ai_creation_factor = 92
		
		extra_tech_building_start = 1.0
	}

	ct_pirate_haven_2 = {
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_pirate_haven_1
		desc = ct_pirate_den_1_desc
		gold_cost = 200
		build_time = 730
		tax_income = 2
		light_infantry = 80
		archers = 40
		heavy_infantry = 20
		retinuesize = 40
		levy_reinforce_rate = 0.1
		ai_creation_factor = 92
		
		extra_tech_building_start = 3.0
	}

	ct_pirate_port_1 = {
		port = yes
		gold_cost = 100
		build_time = 365
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		desc = ct_pirate_port_1_desc
		tax_income = 2
		tradevalue = 4
		galleys = 2
		ai_creation_factor = 110
		
		extra_tech_building_start = 1.0
	}
	ct_pirate_port_2 = {
		port = yes
		prerequisites = { ct_wall_1 }
		upgrades_from = ct_pirate_port_1
		desc = ct_pirate_port_1_desc
		gold_cost = 120
		build_time = 547
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { TECH_TRADE_PRACTICES = 1 FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		tax_income = 2
		tradevalue = 4
		galleys = 2
		ai_creation_factor = 109

		extra_tech_building_start = 3.0
	}

}

#Temple
temple = {

	tp_sister_quarters_1 = {
		desc = tp_sister_quarters_1_desc
		prerequisites = { tp_wall_1 }
		gold_cost = 200
		build_time = 730
		potential = { FROM = { government = sisterhood_government } }
		is_active_trigger = { FROM = { government = sisterhood_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 0
			FROM = { government = sisterhood_government } 
		}
		tax_income = 0.4
		liege_piety = 0.4
		economy_techpoints = 0.02
		culture_techpoints = 0.02
		light_infantry = 20
		light_cavalry = 15
		ai_creation_factor = 100

		extra_tech_building_start = 1.0
	}

	tp_sister_quarters_2 = {
		desc = tp_sister_quarters_1_desc
		prerequisites = { tp_wall_2 }
		upgrades_from = tp_sister_quarters_1
		gold_cost = 300
		build_time = 1095
		potential = { FROM = { government = sisterhood_government } }
		is_active_trigger = { FROM = { government = sisterhood_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 1
			FROM = { government = sisterhood_government } 
		}
		tax_income = 0.4
		liege_piety = 0.4
		economy_techpoints = 0.03
		culture_techpoints = 0.03
		archers = 20
		light_cavalry = 25
		ai_creation_factor = 99

		extra_tech_building_start = 2.5
	}

	tp_nun_quarters_1 = {
		desc = tp_nun_quarters_1_desc
		prerequisites = { tp_wall_1 }
		gold_cost = 200
		build_time = 730
		potential = { FROM = { government = nunorder_government } }
		is_active_trigger = { FROM = { government = nunorder_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 0
			FROM = { government = nunorder_government } 
		}
		tax_income = 0.4
		liege_piety = 0.4
		economy_techpoints = 0.02
		culture_techpoints = 0.02
		pikemen = 10
		light_cavalry = 15
		ai_creation_factor = 100

		extra_tech_building_start = 1.0
	}

	tp_nun_quarters_2 = {
		desc = tp_nun_quarters_1_desc
		prerequisites = { tp_wall_2 }
		upgrades_from = tp_nun_quarters_1
		gold_cost = 300
		build_time = 1095
		potential = { FROM = { government = nunorder_government } }
		is_active_trigger = { FROM = { government = nunorder_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 1
			FROM = { government = nunorder_government } 
		}
		tax_income = 0.4
		liege_piety = 0.4
		economy_techpoints = 0.03
		culture_techpoints = 0.03
		pikemen = 20
		light_cavalry = 20
		ai_creation_factor = 99

		extra_tech_building_start = 2.5
	}

	# Holy Order Headquarters
	tp_order_hq_1 = {
		potential = {
			FROM = {
				capital_holding = {
					title = FROMFROM
				}
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = missionary_government
				}
				independent = yes
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = missionary_government
				}
			}
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 0
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = missionary_government
				}
			}
		}
		desc = tp_order_hq_1_desc
		gold_cost = 200
		build_time = 1460
		fort_level = 1.0
		garrison_size = 0.25
		levy_size = 0.075
		light_infantry = 20
		archers = 10
		ai_creation_factor = 95

		extra_tech_building_start = 2.0
	}
	tp_order_hq_2 = {
		potential = {
			FROM = {
				capital_holding = {
					title = FROMFROM
				}
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = missionary_government
				}
				independent = yes
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = missionary_government
				}
			}
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 4
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = missionary_government
				}
			}
		}
		upgrades_from = tp_order_hq_1
		desc = tp_order_hq_2_desc
		gold_cost = 400
		build_time = 1460
		fort_level = 1.5
		garrison_size = 0.2
		levy_size = 0.075
		light_infantry = 20
		pikemen = 20
		light_cavalry = 10
		knights = 5
		ai_creation_factor = 95

		extra_tech_building_start = 4.0
	}
	tp_order_hq_3 = {
		potential = {
			FROM = {
				capital_holding = {
					title = FROMFROM
				}
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = missionary_government
				}
				independent = yes
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = missionary_government
				}
			}
		}
		trigger = {
			TECH_CITY_CONSTRUCTION = 7
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = missionary_government
				}
			}
		}
		upgrades_from = tp_order_hq_2
		desc = tp_order_hq_3_desc
		gold_cost = 600
		build_time = 2190
		fort_level = 2.0
		garrison_size = 0.25
		levy_size = 0.125
		heavy_infantry = 40
		pikemen = 20
		light_cavalry = 20
		knights = 10
		ai_creation_factor = 95

		extra_tech_building_start = 6.0
	}

}

#Castle
castle = {

	ca_order_barracks_1 = {
		desc = ca_order_barracks_1_desc
		prerequisites = { ca_wall_1 }
		gold_cost = 200
		build_time = 730
		potential = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		fort_level = 0.5
		garrison_size = 0.1
		pikemen = 15
		heavy_infantry = 10
		light_cavalry = 10
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.0
	}

	ca_order_barracks_2 = {
		desc = ca_order_barracks_1_desc
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_order_barracks_1
		gold_cost = 300
		build_time = 1095
		potential = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		fort_level = 0.5
		garrison_size = 0.1
		pikemen = 15
		heavy_infantry = 10
		knights = 10
		ai_creation_factor = 99
		
		extra_tech_building_start = 2.5
	}

	ca_warorder_keep_1 = {
		desc = ca_warorder_keep_1_desc
		prerequisites = { ca_wall_1 }
		gold_cost = 200
		build_time = 730
		potential = { FROM = { government = warorder_government } }
		is_active_trigger = { FROM = { government = warorder_government } } 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			FROM = { government = warorder_government } 
		}
		levy_size = 0.1
		military_techpoints = 0.1
		heavy_infantry = 30
		heavy_infantry_morale = 0.1
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}

	ca_warorder_keep_2 = {
		desc = ca_warorder_keep_1_desc
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_warorder_keep_1
		gold_cost = 300
		build_time = 1095
		potential = { FROM = { government = warorder_government } }
		is_active_trigger = { FROM = { government = warorder_government } } 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			FROM = { government = warorder_government } 
		}
		levy_size = 0.2
		military_techpoints = 0.1
		heavy_infantry = 40
		heavy_infantry_morale = 0.1
		ai_creation_factor = 98
		
		extra_tech_building_start = 2.5
	}

	ca_pirate_haven_1 = {
		desc = ct_pirate_den_1_desc
		gold_cost = 100
		build_time = 365
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		tax_income = 0.6
		light_infantry = 80
		archers = 40
		light_infantry_morale = 0.1
		retinuesize = 40
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}

	ca_pirate_haven_2 = {
		desc = ct_pirate_den_1_desc
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_pirate_haven_1
		gold_cost = 200
		build_time = 730
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		tax_income = 0.6
		light_infantry = 80
		light_cavalry = 40
		heavy_infantry = 20
		light_infantry_morale = 0.2
		retinuesize = 80
		ai_creation_factor = 98
		
		extra_tech_building_start = 3.0
	}

	ca_pirate_port_1 = {
		port = yes
		gold_cost = 80
		build_time = 365
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		desc = ct_pirate_port_1_desc
		tax_income = 0.4
		tradevalue = 4
		galleys = 2
		ai_creation_factor = 96
		
		extra_tech_building_start = 1.0
	}
	ca_pirate_port_2 = {
		port = yes
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_pirate_port_1
		desc = ct_pirate_port_1_desc
		gold_cost = 120
		build_time = 547
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { FROM = { TECH_TRADE_PRACTICES = 1 OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		tax_income = 0.4
		tradevalue = 4
		galleys = 2
		ai_creation_factor = 94

		extra_tech_building_start = 3.0
	}

}

#Tribal
tribal = {

	tb_order_barracks_1 = {
		desc = tb_order_barracks_1_desc
		prestige_cost = 100
		build_time = 365
		potential = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		garrison_size = 0.05
		pikemen = 5
		light_infantry = 10
		ai_creation_factor = 100
		
		extra_tech_building_start = 1.0
	}

	tb_order_barracks_2 = {
		desc = tb_order_barracks_1_desc
		upgrades_from = tb_order_barracks_1
		prestige_cost = 200
		build_time = 547
		potential = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		is_active_trigger = {
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			FROM = {
				OR = {
					government = order_government
					government = sisterhood_government
					government = nunorder_government
					government = warorder_government
					government = missionary_guard_government
				}
			}
		}
		garrison_size = 0.05
		pikemen = 5
		heavy_infantry = 10
		light_cavalry = 10
		ai_creation_factor = 99
		
		convert_to_castle = ca_order_barracks_1
		
		extra_tech_building_start = 2.5
	}

	tb_warorder_barracks_1 = {
		desc = tb_warorder_barracks_1_desc
		prestige_cost = 100
		build_time = 365
		potential = { FROM = { government = warorder_government } }
		is_active_trigger = { FROM = { government = warorder_government } } 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			FROM = { government = warorder_government } 
		}
		levy_size = 0.05
		military_techpoints = 0.02
		heavy_infantry = 10
		heavy_infantry_morale = 0.05
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}

	tb_warorder_barracks_2 = {
		desc = tb_warorder_barracks_1_desc
		upgrades_from = tb_warorder_barracks_1
		prestige_cost = 200
		build_time = 547
		potential = { FROM = { government = warorder_government } }
		is_active_trigger = { FROM = { government = warorder_government } } 
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			FROM = { government = warorder_government } 
		}
		levy_size = 0.05
		military_techpoints = 0.02
		heavy_infantry = 15
		heavy_infantry_morale = 0.1
		pikemen = 10
		ai_creation_factor = 98
		
		convert_to_castle = ca_warorder_keep_1
		
		extra_tech_building_start = 2.5
	}

	tb_sister_quarters_1 = {
		desc = tb_sister_quarters_1_desc
		piety_cost = 100
		build_time = 365
		potential = { FROM = { government = sisterhood_government } }
		is_active_trigger = { FROM = { government = sisterhood_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 0
			FROM = { government = sisterhood_government } 
		}
		tax_income = 0.2
		liege_piety = 0.2
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		light_infantry = 10
		light_cavalry = 5
		ai_creation_factor = 99

		extra_tech_building_start = 1.0
	}

	tb_sister_quarters_2 = {
		desc = tb_sister_quarters_1_desc
		upgrades_from = tb_sister_quarters_1
		piety_cost = 200
		build_time = 547
		potential = { FROM = { government = sisterhood_government } }
		is_active_trigger = { FROM = { government = sisterhood_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 0
			FROM = { government = sisterhood_government } 
		}
		tax_income = 0.2
		liege_piety = 0.2
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		light_infantry = 20
		light_cavalry = 15
		ai_creation_factor = 98

		convert_to_temple = tp_sister_quarters_1

		extra_tech_building_start = 2.5
	}

	tb_nun_quarters_1 = {
		desc = tb_nun_quarters_1_desc
		piety_cost = 100
		build_time = 365
		potential = { FROM = { government = nunorder_government } }
		is_active_trigger = { FROM = { government = nunorder_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 0
			FROM = { government = nunorder_government } 
		}
		tax_income = 0.2
		liege_piety = 0.2
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		light_cavalry = 5
		pikemen = 5
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}

	tb_nun_quarters_2 = {
		desc = tb_nun_quarters_1_desc
		upgrades_from = tb_nun_quarters_1
		piety_cost = 200
		build_time = 547
		potential = { FROM = { government = nunorder_government } }
		is_active_trigger = { FROM = { government = nunorder_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 0
			FROM = { government = nunorder_government } 
		}
		tax_income = 0.2
		liege_piety = 0.2
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		light_cavalry = 15
		pikemen = 10
		ai_creation_factor = 98

		convert_to_temple = tp_nun_quarters_1
		
		extra_tech_building_start = 2.5
	}

	tb_missionary_haven_1 = {
		desc = tb_missionary_haven_1_desc
		piety_cost = 100
		build_time = 365
		potential = { FROM = { government = missionary_government } }
		is_active_trigger = { FROM = { government = missionary_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 0
			FROM = { government = missionary_government } 
		}
		tax_income = 0.2
		liege_piety = 0.2
		economy_techpoints = 0.02
		garrison_size = 0.05
		pikemen = 5
		light_infantry = 10
		ai_creation_factor = 100

		extra_tech_building_start = 1.0
	}

	tb_missionary_haven_2 = {
		desc = tb_missionary_haven_1_desc
		upgrades_from = tb_missionary_haven_1
		piety_cost = 200
		build_time = 547
		potential = { FROM = { government = missionary_government } }
		is_active_trigger = { FROM = { government = missionary_government } } 
		trigger = {
			TECH_CITY_CONSTRUCTION = 0
			FROM = { government = missionary_government } 
		}
		tax_income = 0.2
		liege_piety = 0.2
		economy_techpoints = 0.02
		garrison_size = 0.1
		pikemen = 15
		archers = 10
		light_cavalry = 10
		ai_creation_factor = 99

		convert_to_city = ct_missionary_garrison_1

		extra_tech_building_start = 2.5
	}

	tb_pirate_haven_1 = {
		desc = ct_pirate_den_1_desc
		prestige_cost = 100
		build_time = 365
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { TECH_CITY_CONSTRUCTION = 0 FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		tax_income = 0.4
		light_infantry = 40
		archers = 20
		light_infantry_morale = 0.05
		levy_reinforce_rate = 0.1
		ai_creation_factor = 99
		
		extra_tech_building_start = 1.0
	}

	tb_pirate_haven_2 = {
		desc = ct_pirate_den_1_desc
		upgrades_from = tb_pirate_haven_1
		prestige_cost = 200
		build_time = 547
		potential = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		is_active_trigger = { FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } } 
		trigger = { TECH_CITY_CONSTRUCTION = 0 FROM = { OR = { government = pirate_republic_government any_liege = { government = pirate_republic_government } } } }
		tax_income = 0.4
		tradevalue = 4
		light_infantry = 60
		archers = 40
		light_infantry_morale = 0.05
		levy_size = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 99

		convert_to_castle = ca_pirate_haven_1
		convert_to_city = ct_pirate_haven_1

		extra_tech_building_start = 3.0
	}

}

#Family Palace
family_palace = {

	fp_pirate_den_1 = {
		desc = fp_pirate_den_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_mansion_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 200
		build_time = 1095
		ai_creation_factor = 105

		land_morale = 0.05
		levy_size = 0.1
		tax_income = 2
		
		extra_tech_building_start = 0.0
	}

	fp_pirate_den_2 = {
		desc = fp_pirate_den_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_mansion_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		upgrades_from = fp_pirate_den_1
		gold_cost = 300
		build_time = 1460
		ai_creation_factor = 104
		
		land_morale = 0.1
		levy_size = 0.2
		tax_income = 4
		max_tradeposts = 2
		
		extra_tech_building_start = 2.5
	}

	fp_pirate_den_3 = {
		desc = fp_pirate_den_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_mansion_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		upgrades_from = fp_pirate_den_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 103
		
		land_morale = 0.2
		levy_size = 0.4
		tax_income = 6
		max_tradeposts = 4
		
		extra_tech_building_start = 5.0
	}

	fp_pirate_barracks_1 = {
		desc = fp_pirate_barracks_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_barracks_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100

		light_infantry = 80
		heavy_infantry = 40
		pikemen = 30

		extra_tech_building_start = 1.0
	}

	fp_pirate_barracks_2 = {
		desc = fp_pirate_barracks_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_barracks_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		upgrades_from = fp_pirate_barracks_1
		prerequisites = { fp_pirate_den_1 }
		gold_cost = 250
		build_time = 1095
		ai_creation_factor = 99

		light_infantry = 100
		heavy_infantry = 60
		pikemen = 40

		extra_tech_building_start = 3.0
	}

	fp_pirate_barracks_3 = {
		desc = fp_pirate_barracks_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_barracks_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		upgrades_from = fp_pirate_barracks_2
		prerequisites = { fp_pirate_den_2 }
		gold_cost = 350
		build_time = 1460
		ai_creation_factor = 98

		light_infantry = 160
		heavy_infantry = 80
		pikemen = 60
	
		extra_tech_building_start = 4.5
	}

	fp_pirate_stable_1 = {
		desc = fp_pirate_stable_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_stable_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100

		light_cavalry = 60
		archers = 20

		extra_tech_building_start = 1.0
	}

	fp_pirate_stable_2 = {
		desc = fp_pirate_stable_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_stable_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_pirate_stable_1
		prerequisites = { fp_pirate_den_1 }
		ai_creation_factor = 99

		light_cavalry = 80
		archers = 40

		extra_tech_building_start = 3.0
	}

	fp_pirate_stable_3 = {
		desc = fp_pirate_stable_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_stable_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_pirate_stable_2
		prerequisites = { fp_pirate_den_2 }
		ai_creation_factor = 98
		
		light_cavalry = 80
		knights = 20
		horse_archers = 20
		
		extra_tech_building_start = 4.5
	}

	fp_pirate_bowyer_1 = {
		desc = fp_bowyer_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_bowyer_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		light_infantry = 80
		archers = 60
		light_infantry_morale = 0.1
		
		extra_tech_building_start = 1.0
	}

	fp_pirate_bowyer_2 = {
		desc = fp_bowyer_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_bowyer_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_pirate_bowyer_1
		prerequisites = { fp_pirate_den_1 }
		ai_creation_factor = 99
		
		light_infantry = 100
		archers = 80
		light_infantry_morale = 0.2
		archers_morale = 0.1
		
		extra_tech_building_start = 3.0
	}

	fp_pirate_bowyer_3 = {
		desc = fp_pirate_bowyer_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_bowyer_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_pirate_bowyer_2
		prerequisites = { fp_pirate_den_2 }
		ai_creation_factor = 98
		
		light_infantry = 120
		archers = 100
		light_infantry_morale = 0.2
		archers_morale = 0.1
		
		extra_tech_building_start = 4.5
	}

	fp_pirate_shipyard_1 = {
		desc = fp_pirate_shipyard_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_shipyard_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100

		tax_income = 2
		galleys = 6

		extra_tech_building_start = 1.0
	}

	fp_pirate_shipyard_2 = {
		desc = fp_shipyard_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_shipyard_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_pirate_shipyard_1
		prerequisites = { fp_pirate_den_1 }
		ai_creation_factor = 99

		tax_income = 3
		galleys = 10

		extra_tech_building_start = 3.0
	}

	fp_pirate_shipyard_3 = {
		desc = fp_shipyard_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_shipyard_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_pirate_shipyard_2
		prerequisites = { fp_pirate_den_2 }
		ai_creation_factor = 98

		tax_income = 4
		galleys = 16

		extra_tech_building_start = 4.5
	}

	fp_pirate_warehouse_1 = {
		desc = fp_warehouse_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_warehouse_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100

		land_morale = 0.15
		levy_reinforce_rate = 0.2
		retinuesize = 300
		
		extra_tech_building_start = 1.0
	}
	
	fp_pirate_warehouse_2 = {
		desc = fp_warehouse_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_warehouse_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_pirate_warehouse_1
		prerequisites = { fp_pirate_den_1 }
		ai_creation_factor = 99
		
		stewardship = 1
		land_morale = 0.25
		levy_reinforce_rate = 0.3
		retinuesize = 500
		
		extra_tech_building_start = 3.0
	}
	
	fp_pirate_warehouse_3 = {
		desc = fp_warehouse_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_warehouse_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_pirate_warehouse_2
		prerequisites = { fp_pirate_den_2 }
		ai_creation_factor = 98
		
		stewardship = 1
		martial = 1
		land_morale = 0.35
		levy_reinforce_rate = 0.4
		retinuesize = 800
		
		extra_tech_building_start = 4.5
	}

	fp_pirate_garden_1 = {
		desc = fp_garden_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_garden_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		monthly_character_prestige = 0.20
		
		extra_tech_building_start = 1.0
	}

	fp_pirate_garden_2 = {
		desc = fp_pirate_garden_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_garden_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 250
		build_time = 1095
		ai_creation_factor = 99

		upgrades_from = fp_pirate_garden_1
		prerequisites = { fp_pirate_den_1 }

		diplomacy = 1
		monthly_character_prestige = 0.40
		
		extra_tech_building_start = 3.0
	}

	fp_pirate_garden_3 = {
		desc = fp_pirate_garden_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_garden_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 350
		build_time = 1460
		ai_creation_factor = 98

		upgrades_from = fp_pirate_garden_2
		prerequisites = { fp_pirate_den_2 }

		diplomacy = 1
		monthly_character_prestige = 0.60
		
		extra_tech_building_start = 4.5
	}

	fp_pirate_cellar_1 = {
		desc = fp_pirate_cellar_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_cellar_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		fertility = 0.2
		health = 0.5
		
		extra_tech_building_start = 1.0
	}

	fp_pirate_cellar_2 = {
		desc = fp_pirate_cellar_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_cellar_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 250
		build_time = 1095
		ai_creation_factor = 99

		upgrades_from = fp_pirate_cellar_1
		prerequisites = { fp_pirate_den_1 }
		
		martial = 1
		combat_rating = 5
		monthly_character_prestige = 0.20
		
		extra_tech_building_start = 3.0
	}

	fp_pirate_cellar_3 = {
		desc = fp_pirate_cellar_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_cellar_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 350
		build_time = 1460
		ai_creation_factor = 98

		upgrades_from = fp_pirate_cellar_2
		prerequisites = { fp_pirate_den_2 }
		
		martial = 2
		combat_rating = 10
		duelist_opinion = 10
		monthly_character_prestige = 0.40
		
		extra_tech_building_start = 4.5
	}

	fp_pirate_shrine_1 = {
		desc = fp_pirate_shrine_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_shrine_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		town_opinion = 5
		monthly_character_prestige = 0.20
		
		extra_tech_building_start = 1.0
	}

	fp_pirate_shrine_2 = {
		desc = fp_pirate_shrine_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_shrine_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_pirate_shrine_1
		prerequisites = { fp_pirate_den_1 }
		ai_creation_factor = 99
		
		stewardship = 1
		monthly_character_prestige = 0.30
		
		extra_tech_building_start = 3.0
	}

	fp_pirate_shrine_3 = {
		desc = fp_pirate_shrine_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_shrine_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_pirate_shrine_2
		prerequisites = { fp_pirate_den_2 }
		ai_creation_factor = 98
		
		learning = 1
		monthly_character_prestige = 0.60
		
		extra_tech_building_start = 4.5
	}

	fp_pirate_vault_1 = {
		desc = fp_vault_1_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_vault_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		tax_income = 4
		intrigue = 1
		
		extra_tech_building_start = 1.0
	}

	fp_pirate_vault_2 = {
		desc = fp_vault_2_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_vault_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_pirate_vault_1
		prerequisites = { fp_pirate_den_1 }
		ai_creation_factor = 99
		
		tax_income = 5
		intrigue = 1
		
		extra_tech_building_start = 2.5
	}

	fp_pirate_vault_3 = {
		desc = fp_vault_3_desc
		potential = { FROM = { government = pirate_republic_government } }
		replaces = fp_vault_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_pirate_vault_2
		prerequisites = { fp_pirate_den_2 }
		ai_creation_factor = 98
		
		tax_income = 6
		intrigue = 1
		
		extra_tech_building_start = 4.0
	}

	fp_techno_research_1 = {
		desc = fp_techno_research_1_desc
		potential = { FROM = { government = techno_republic_government } }
		replaces = fp_shipyard_1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		pikemen = 40
		heavy_infantry = 20
		tech_growth_modifier = 0.1
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		
		extra_tech_building_start = 1.0
	}

	fp_techno_research_2 = {
		desc = fp_techno_research_2_desc
		potential = { FROM = { government = techno_republic_government } }
		replaces = fp_shipyard_2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_techno_research_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		pikemen = 60
		heavy_infantry = 40
		tech_growth_modifier = 0.15
		military_techpoints = 0.02
		economy_techpoints = 0.02
		culture_techpoints = 0.02
		
		extra_tech_building_start = 2.5
	}

	fp_techno_research_3 = {
		desc = fp_techno_research_3_desc
		potential = { FROM = { government = techno_republic_government } }
		replaces = fp_shipyard_3
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_techno_research_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		heavy_infantry = 60
		knights = 40
		tech_growth_modifier = 0.2
		military_techpoints = 0.04
		economy_techpoints = 0.04
		culture_techpoints = 0.04
		
		extra_tech_building_start = 4.0
	}

}

#Forts
fort = {

	fr_techno_research_1 = {
		desc = tr_techno_research_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		trigger = { TECH_CONSTRUCTION = 0 }
		gold_cost = 160
		build_time = 182
		ai_creation_factor = 90

		scouting = yes
		fort_level = 0.8
		garrison_size = 0.2
		tech_growth_modifier = 0.05
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	fr_techno_research_2 = {
		desc = tr_techno_research_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 240
		build_time = 274
		upgrades_from = fr_techno_research_1
		ai_creation_factor = 89

		scouting = yes
		fort_level = 1.2
		garrison_size = 0.4
		tech_growth_modifier = 0.05
		military_techpoints = 0.02
		economy_techpoints = 0.02
		culture_techpoints = 0.02

		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	fr_techno_research_3 = {
		desc = tr_techno_research_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 320
		build_time = 365
		upgrades_from = fr_techno_research_2
		ai_creation_factor = 88

		scouting = yes
		fort_level = 1.6
		garrison_size = 0.8
		tech_growth_modifier = 0.1
		military_techpoints = 0.02
		economy_techpoints = 0.02
		culture_techpoints = 0.02

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	fr_techno_labs_1 = {
		desc = tr_techno_labs_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 160
		build_time = 182
		prerequisites = { fr_techno_research_1 }
		ai_creation_factor = 90

		garrison_size = 0.1
		tech_growth_modifier = 0.1
		military_techpoints = 0.01
		economy_techpoints = 0.02
		culture_techpoints = 0.02
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	fr_techno_labs_2 = {
		desc = tr_techno_labs_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		trigger = { TECH_CONSTRUCTION = 2 }
		gold_cost = 320
		build_time = 274
		upgrades_from = fr_techno_labs_1
		prerequisites = { fr_techno_research_2 }
		ai_creation_factor = 89

		garrison_size = 0.1
		tech_growth_modifier = 0.1
		military_techpoints = 0.02
		economy_techpoints = 0.04
		culture_techpoints = 0.04

		extra_tech_building_start = 10.0 # Never get at start of game
	}

}

#Trade Posts
trade_post = {	

	tr_pirate_port_1 = {
		desc = tr_pirate_port_1_desc
		potential = {
			port = yes
			FROM = { government = pirate_republic_government }
		}
		replaces = tr_port_1
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 100
		build_time = 182
		ai_creation_factor = 95

		tax_income = 0.5
		retinuesize = 20
		liege_prestige = 0.2
		tradevalue = 4
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	tr_pirate_port_2 = {
		desc = tr_pirate_port_1_desc
		potential = {
			port = yes
			FROM = { government = pirate_republic_government }
		}
		replaces = tr_port_2
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 150
		build_time = 274
		upgrades_from = tr_pirate_port_1
		ai_creation_factor = 94

		tax_income = 1
		retinuesize = 40
		liege_prestige = 0.4
		tradevalue = 8
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	tr_pirate_port_3 = {
		desc = tr_pirate_port_1_desc
		potential = {
			port = yes
			FROM = { government = pirate_republic_government }
		}
		replaces = tr_port_3
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 200
		build_time = 365
		upgrades_from = tr_pirate_port_2
		ai_creation_factor = 93

		tax_income = 1
		retinuesize = 60
		liege_prestige = 0.4
		tradevalue = 12
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	tr_pirate_town_1 = {
		desc = tr_pirate_town_1_desc
		potential = {
			port = yes
			FROM = { government = pirate_republic_government }
		}
		replaces = tr_enclave_1
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 100
		build_time = 182
		ai_creation_factor = 90

		fort_level = 0.4
		retinuesize = 20
		retinuesize_perc = 0.05
		garrison_size = 0.2
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	tr_pirate_town_2 = {
		desc = tr_pirate_town_1_desc
		potential = {
			port = yes
			FROM = { government = pirate_republic_government }
		}
		replaces = tr_enclave_2
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 150
		build_time = 274
		upgrades_from = tr_pirate_town_1
		ai_creation_factor = 89

		scouting = yes
		tax_income = 1
		fort_level = 0.6
		retinuesize = 40
		retinuesize_perc = 0.05
		garrison_size = 0.4

		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	tr_pirate_town_3 = {
		desc = tr_pirate_town_1_desc
		potential = {
			port = yes
			FROM = { government = pirate_republic_government }
		}
		replaces = tr_enclave_3
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 200
		build_time = 365
		upgrades_from = tr_pirate_town_2
		ai_creation_factor = 88

		scouting = yes
		tax_income = 2
		fort_level = 1
		retinuesize = 60
		retinuesize_perc = 0.1
		garrison_size = 0.6
		land_morale = 0.05

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	tr_techno_port_1 = {
		desc = tr_techno_port_1_desc
		potential = {
			port = yes
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		replaces = tr_port_1
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 100
		build_time = 182
		ai_creation_factor = 95

		tax_income = 1
		tech_growth_modifier = 0.05
		economy_techpoints = 0.01
		tradevalue = 6
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	tr_techno_port_2 = {
		desc = tr_techno_port_1_desc
		potential = {
			port = yes
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		replaces = tr_port_2
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 150
		build_time = 274
		upgrades_from = tr_techno_port_1
		ai_creation_factor = 94

		tax_income = 1
		tech_growth_modifier = 0.05
		economy_techpoints = 0.01
		tradevalue = 12
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	tr_techno_port_3 = {
		desc = tr_techno_port_1_desc
		potential = {
			port = yes
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		replaces = tr_port_3
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 200
		build_time = 365
		upgrades_from = tr_techno_port_2
		ai_creation_factor = 93

		tax_income = 2
		tech_growth_modifier = 0.1
		economy_techpoints = 0.02
		culture_techpoints = 0.02
		tradevalue = 18
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	tr_techno_research_1 = {
		desc = tr_techno_research_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		replaces = tr_enclave_1
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 100
		build_time = 182
		ai_creation_factor = 90

		scouting = yes
		fort_level = 0.8
		garrison_size = 0.2
		tech_growth_modifier = 0.05
		military_techpoints = 0.01
		economy_techpoints = 0.01
		culture_techpoints = 0.01
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	tr_techno_research_2 = {
		desc = tr_techno_research_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		replaces = tr_enclave_2
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 150
		build_time = 274
		upgrades_from = tr_techno_research_1
		ai_creation_factor = 89

		scouting = yes
		fort_level = 1.2
		garrison_size = 0.4
		tech_growth_modifier = 0.05
		military_techpoints = 0.02
		economy_techpoints = 0.02
		culture_techpoints = 0.02

		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	tr_techno_research_3 = {
		desc = tr_techno_research_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		replaces = tr_enclave_3
		trigger = { TECH_TRADE_PRACTICES = 0 }
		gold_cost = 200
		build_time = 365
		upgrades_from = tr_techno_research_2
		ai_creation_factor = 88

		scouting = yes
		fort_level = 1.6
		garrison_size = 0.8
		tech_growth_modifier = 0.1
		military_techpoints = 0.02
		economy_techpoints = 0.02
		culture_techpoints = 0.02

		extra_tech_building_start = 10.0 # Never get at start of game
	}

	tr_techno_labs_1 = {
		desc = tr_techno_labs_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		trigger = { TECH_CONSTRUCTION = 1 }
		gold_cost = 160
		build_time = 182
		prerequisites = { tr_techno_research_1 }
		ai_creation_factor = 90

		garrison_size = 0.1
		tech_growth_modifier = 0.1
		military_techpoints = 0.01
		economy_techpoints = 0.02
		culture_techpoints = 0.02
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	tr_techno_labs_2 = {
		desc = tr_techno_labs_1_desc
		potential = {
			FROM = {
				OR = {
					government = techno_republic_government
					government = techno_feudal_government
					any_liege = { government = techno_republic_government }
					any_liege = { government = techno_feudal_government }
				}
			}
		}
		trigger = { TECH_CONSTRUCTION = 2 }
		gold_cost = 320
		build_time = 274
		upgrades_from = tr_techno_labs_1
		prerequisites = { tr_techno_research_2 }
		ai_creation_factor = 89

		garrison_size = 0.1
		tech_growth_modifier = 0.1
		military_techpoints = 0.02
		economy_techpoints = 0.04
		culture_techpoints = 0.04

		extra_tech_building_start = 10.0 # Never get at start of game
	}

}