 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.
 
 
 # Castle
castle = {
	ca_asoiaf_ironshipyard = {
		desc = ca_asoiaf_ironshipyard_desc
	
		potential = {
			port = yes
			OR = {
				FROM = { 
					culture = ironborn 
					NOT = { trait = nightswatch }
					NOT = { trait = kingsguard }
				}
				region = world_iron_isles		
			}
		}
	
		gold_cost = 150
		build_time = 365
		galleys = 15
		ai_creation_factor = 110
		tax_income = 1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_asoiaf_large_ironshipyard = {
		desc = ca_asoiaf_ironshipyard_desc
	
		potential = {
			port = yes
			OR = {
				FROM = { 
					culture = ironborn 
					NOT = { trait = nightswatch }
					NOT = { trait = kingsguard }
				}
				region = world_iron_isles		
			}
		}
		upgrades_from = ca_asoiaf_ironshipyard
		gold_cost = 450
		build_time = 365
		galleys = 40
		ai_creation_factor = 98
		tax_income = 2
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_asoiaf_redwyneshipyard = {
		desc = ca_asoiaf_redwyneshipyard_desc
	
		potential = {
			province_id = 292
		}

		#trigger = { always = no }
	
		gold_cost = 200
		build_time = 730
		galleys = 30
		ai_creation_factor = 100
	
	}
	ca_asoiaf_targshipyard = {
		desc = ca_asoiaf_targshipyard_desc
	
		potential = {
			province_id = 226 #kingslanding
			has_province_flag = kings_landing_established
			FROMFROM = {
				has_title_flag = targshipyard_complete
				OR = {
					title = b_red_keep
					title = b_dragon_gate
				}
			}			
		}

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
	
		gold_cost = 250
		build_time = 730
		galleys = 45
		ai_creation_factor = 100
		
		extra_tech_building_start = 10.0 # Never get at start of game	
	}
	ca_asoiaf_driftmarkshipyard = {
		desc = ca_asoiaf_driftmarkshipyard_desc
	
		potential = {
			province_id = 220 #driftmark
		}

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
	
		gold_cost = 200
		build_time = 730
		galleys = 30
		ai_creation_factor = 100
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_asoiaf_essosshipyard = {
		desc = ca_asoiaf_essosshipyard_desc
	
		potential = {
			OR = {
				province_id = 406	#Pentos
				province_id = 602	#Elyria	
				province_id = 625	#New Ghis
				province_id = 727	#Port Moraq
				province_id = 728	#Zabhad
				province_id = 729	#Vahar	
				province_id = 835	#Nefer	
				# province_id = 585	#Port of Ibben
				# province_id = 594	#Ib Sar
				# province_id = 582	#Ib Nor
				# province_id = 580	#Ib Oss	
				# duchy = { title = d_bayofwhales }					
			}
			FROMFROM = {
				OR = {
					title = b_spicertowers
					title = b_elyriacastle
					title = b_pyramidnewghis
					title = b_port_moraq
					title = b_zabhad
					title = b_vahar
					title = b_nefer
				}	
			}
		}

		#trigger = { always = no }
	
		gold_cost = 400
		build_time = 730
		galleys = 100
		ai_creation_factor = 100
	
	}
	ca_asoiaf_smallshipyard = {
		desc = ct_asoiaf_smallshipyard_desc
	
		potential = {
			OR = {
				province_id = 18	 #Eastwatch
				province_id = 32 #Driftwood Hall
				province_id = 599 #Mantarys
				province_id = 601 #Tolos
				province_id = 624    #Ghaen
				province_id = 667    #Qal
				province_id = 670    #Abaj
				province_id = 669	#Asabhad
				province_id = 731    #Draccar
				province_id = 730    #Pongar
				province_id = 732	 #Cinnamon Isles			
			}
			FROMFROM = {
				OR = {
					title = b_eastwatch
					title = b_driftwoodhall
					title = b_mantaryscastle
					title = b_toloscastle
					title = b_ghaencastle
					title = b_fort_qal
					title = b_asabhad
					title = b_abaj
					title = b_pongar
					title = b_draccar
					title = b_cinnamon_isles
				}	
			}
		}
		
		#trigger = { always = no }
	
		gold_cost = 200
		build_time = 730
		galleys = 25
		ai_creation_factor = 100
	}
	ca_asoiaf_lannshipyard = {
		desc = ca_asoiaf_lannshipyard_desc
	
		potential = {
			FROMFROM = { title = b_lannisport }
		}

		#trigger = { always = no }
	
		gold_cost = 250
		build_time = 730
		galleys = 40
		ai_creation_factor = 100
	
	}
	ca_asoiaf_oldtownshipyard = {
		desc = ca_asoiaf_oldtownshipyard_desc
	
		potential = {
			FROMFROM = { title = b_the_hightower }		
		}

		#trigger = { always = no }
	
		gold_cost = 150
		build_time = 730
		galleys = 25
		ai_creation_factor = 100	
	}
	ca_asoiaf_shieldshipyard = {
		desc = ca_asoiaf_shieldshipyard_desc
	
		potential = {
			OR = {
				province_id = 261
				province_id = 262
				province_id = 263
				province_id = 264				
			}
		}

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
	
		gold_cost = 200
		build_time = 730
		galleys = 20
		ai_creation_factor = 100	
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_asoiaf_koj_shipyard = {
		desc = ca_asoiaf_koj_shipyard_desc
	
		potential = {
			FROMFROM = { title = b_pearl_palace }	
		}
		
		#trigger = { always = no }
	
		gold_cost = 250
		build_time = 730
		galleys = 25
		tax_income = 3
		diplomacy = 1
		ai_creation_factor = 100
	}
	ca_asoiaf_skagosishipyard = {
		desc = ca_asoiaf_skagosishipyard_desc
	
		potential = {
			OR = {
				province_id = 30
				province_id = 31
				province_id = 32
			}
			has_province_flag = skagosi_rebuild_ships
		}

		trigger = { has_province_flag = skagosi_rebuild_ships }
	
		gold_cost = 200
		build_time = 730
		galleys = 30
		ai_creation_factor = 100
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	###unique buildings###
	ca_goldmine = {
		desc = ca_goldmine_desc
		potential = {
			OR = {
				province_id = 174 #Golden Tooth (2)
				province_id = 175 #Nunn's Deep
				province_id = 177 #Pendrick Hills
				
				province_id = 173 #Ashemark
				province_id = 178 #Sarsfield
				province_id = 179 #Goldshire
				province_id = 180 #Hornvale
				province_id = 181 #Brent Brook
				province_id = 182 #Casterly Rock
				province_id = 187 #Castamere
				
				region = world_asshai
				duchy = { title = d_the_axe }
			}
		}
		gold_cost = 400
		build_time = 730
		tax_income = 4
		ai_creation_factor = 110
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_large_goldmine = {
		desc = ca_goldmine_desc
		potential = {
			FROMFROM = {
				OR = {
					title = b_casterly_rock
					title = b_castamere
					title = b_axemountainscastle
					title = b_axecastle
				}
			}
		}
		upgrades_from = ca_goldmine
		#trigger = { always = no }
		gold_cost = 400
		build_time = 160
		tax_income = 8
		ai_creation_factor = 110
	}
	
	
	ca_silvermine = {
		desc = ca_silver_desc
		potential = {
			OR = {		
				province_id = 164 #The Crag
				province_id = 170 #Maunhill
				province_id = 189 #Myatt
				province_id = 190 #Lonmont
				province_id = 195 #Silverhall
				province_id = 334 #Yronwood
			}
		}
		gold_cost = 500
		build_time = 730
		tax_income = 4
		ai_creation_factor = 110
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
		
	ca_thetwins = {
		desc = ca_thetwins_desc
		potential = {
			FROMFROM = {
				title = b_thetwins
			}
		}
		#trigger = { always = no }
		fort_level = 3.0
		knights = 30
		tax_income = 8
		gold_cost = 500
		build_time = 730
		ai_creation_factor = 110
	}
		
	ca_storms_end = {
		desc = ca_storms_end_desc
		potential = {
			FROMFROM = {
				title = b_storms_end
			}
		}
		#trigger = { always = no }
		gold_cost = 200
		build_time = 3650
		fort_level = 4.0
		garrison_size = 0.6
		ai_creation_factor = 110
	}
	
	ca_the_eyrie = {
		desc = ca_the_eyrie_desc
		potential = {
			FROMFROM = {
				title = b_the_eyrie
			}
		}
		#trigger = { always = no }
		gold_cost = 200
		build_time = 3650
		fort_level = 8.0
		ai_creation_factor = 110
	}
	
	ca_moat_cailin = {
		desc = ca_moat_cailin_desc
		potential = {
			province_id = 66
		}
		#trigger = { always = no }
		gold_cost = 100
		build_time = 1825
		fort_level = 5.0
		ai_creation_factor = 110
	}
	
	 
	ca_wallportion = {
		desc = ca_wallportion_desc
		potential = {
			FROMFROM = {
				OR = {
					title = b_castle_black
					title = b_shadow_tower
					title = b_eastwatch
				}
			}
		}
		#trigger = { always = no }
		fort_level = 7
		knights = 1
		tax_income = 0
		gold_cost = 200
		build_time = 180
		ai_creation_factor = 110
	}
	ca_harrenhal_castle = {
		desc = ca_harrenhal_castle_desc
		potential = {
			FROMFROM = {
				title = b_harrenhal
			}
			NOT = { has_province_flag = pre_harren_harrenhal }
		}
		#trigger = { always = no }
		fort_level = 9
		knights = 30
		tax_income = 2
		gold_cost = 400
		build_time = 3650
		ai_creation_factor = 110
	}
	ca_dragonstone = {
		desc = ca_dragonstone_desc
		potential = {
			FROMFROM = {
				title = b_stone_drum
			}
		}
		#trigger = { always = no }
		
		gold_cost = 350
		fort_level = 8	
		tax_income = 1.25
		galleys = 45
		levy_size = -0.35
		garrison_size = -0.1
		build_time = 1825
		ai_creation_factor = 110
	}
	ca_dragonmont = {
		desc = ca_dragonmont_desc
		potential = {
			FROMFROM = {
				title = b_stone_drum
			}
		}
		#trigger = { always = no }
			
		gold_cost = 0
		build_time = 10
		ai_creation_factor = 110
	}
	ca_painted_table = {
		desc = ca_painted_table_desc
		potential = {
			year = 7996
			FROMFROM = {
				title = b_stone_drum
				has_title_flag = ca_painted_table
			}
		}
		#trigger = { always = no }
		
		#martial = 1 #does not work
		
		gold_cost = 20
		build_time = 30
		ai_creation_factor = 110
	}
	ca_casterly_rock = {
		desc = ca_casterly_rock_desc
		potential = {
			FROMFROM = {
				title = b_casterly_rock
			}
		}
		#trigger = { always = no }
		gold_cost = 350
		build_time = 1825
		fort_level = 9.0
		ai_creation_factor = 110
	}
	ca_ironwood = {
		desc = ca_ironwood_desc
		potential = {
			FROMFROM = {
				title = b_blackgrove
			}
		}
		#trigger = { always = no }
		gold_cost = 150
		build_time = 1825
		fort_level = 2.0
		tax_income = 3
		build_time_modifier = -0.20
		ai_creation_factor = 110
	}
	ca_hyrkooni_fortress = {
		desc = ca_hyrkooni_fortress_desc
		potential = {
			FROMFROM = {
				OR = {
					title = b_bayasabhad
					title = b_kayakayanaya
					title = b_samyriana
				}
			}
		}
		#trigger = { always = no }
		
		gold_cost = 400
		fort_level = 6
		tax_income = 4
		build_time = 1825
		ai_creation_factor = 110
	}
	ca_lorathi_maze = {
		desc = lorathi_maze_desc
		potential = {
			FROMFROM = {
				OR = {
					title = b_lorassyon
					title = b_lorathi_shorecastle
					title = b_archons_keep
					title = b_great_tower
				}
			}
		}
		#trigger = { always = no }
		
		gold_cost = 50
		fort_level = 5
		build_time = 365
		ai_creation_factor = 110
	}
	ca_summerhall = {
		desc = ca_summerhall_desc
		potential = {
			FROMFROM = {
				title = b_summerhall
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		gold_cost = 300
		build_time = 730
		fort_level = 3.0
		tax_income = 1.25
		ai_creation_factor = 110
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_five_forts = {
		desc = ca_five_forts_desc
		potential = {
			province_id = 820
		}
		#trigger = { always = no }
		fort_level = 9
		tax_income = -6
		levy_size = -0.75
		garrison_size = -0.75
		levy_reinforce_rate = 0.1
		
		archers = 3000
		light_infantry = -1000
		heavy_infantry = -2000
		light_cavalry = -600
		knights = 600
		
		gold_cost = 250
		build_time = 3650
		
		ai_creation_factor = 110
	}
	ca_starfall = {
		desc = ca_starfall_desc
		potential = {
			FROMFROM = {
				title = b_starfall
			}
		}
		#trigger = { always = no }
		fort_level = 3.0
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 110
	}
	ca_black_wall = {
		desc = ca_black_wall_desc
		potential = {
			FROMFROM = {
				title = b_blackwall
			}
		}
		#trigger = { always = no }
		
		gold_cost = 300
		fort_level = 5
		build_time = 1825
		ai_creation_factor = 110
	}
	ca_triple_walls = { #Qarth
		desc = ca_triple_walls_desc
		potential = {
			FROMFROM = {
				title = b_hall_thrones
			}
		}
		#trigger = { always = no }
		
		gold_cost = 300
		fort_level = 5
		build_time = 1825
		ai_creation_factor = 110
	}
	
	ca_wildling_barracks = {
		desc = ca_wildling_barracks_desc
		potential = {
			FROM = {
				OR = {
					culture_group = free_folk
					trait = wildling
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
		}
		archers = 50
		light_infantry = 150
		tax_income = 1
		levy_reinforce_rate = 0.15
		#gold_cost = 50
		prestige_cost = 60
		build_time = 180
		ai_creation_factor = 200
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	ca_wildling_barracks2 = {
		desc = ca_wildling_barracks2_desc
		potential = {
			FROM = {
				OR = {
					culture_group = free_folk
					trait = wildling
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
		}
		#trigger = { FROM = { prestige = 125 } }
		upgrades_from = ca_wildling_barracks
		archers = 100
		light_infantry = 300
		tax_income = 1.5
		levy_reinforce_rate = 0.15
		#gold_cost = 50
		prestige_cost = 125
		build_time = 180
		ai_creation_factor = 200
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	ca_wildling_barracks3 = {
		desc = ca_wildling_barracks3_desc
		potential = {
			FROM = {
				OR = {
					culture_group = free_folk
					trait = wildling
				}
			}
		}	
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
		}
		#trigger = { FROM = { prestige = 250 } }
		upgrades_from = ca_wildling_barracks2
		archers = 200
		light_infantry = 600
		tax_income = 2.5
		levy_reinforce_rate = 0.15
		#gold_cost = 100
		prestige_cost = 250
		build_time = 365
		ai_creation_factor = 200
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	ca_wildling_barracks4 = {
		desc = ca_wildling_barracks4_desc
		potential = {
			FROM = {
				OR = {
					culture_group = free_folk
					trait = wildling
				}
			}
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
		}
		#trigger = { FROM = { prestige = 500 } }
		upgrades_from = ca_wildling_barracks3
		archers = 400
		light_infantry = 800
		tax_income = 4
		levy_reinforce_rate = 0.15
		#gold_cost = 200
		prestige_cost = 500
		build_time = 365
		ai_creation_factor = 200
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Bone Charots of Frozen Shore
	ca_culture_group_frozen_shore_1 = {
		desc = ca_culture_group_frozen_shore_desc
		potential = { culture_group = free_folk }
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_2 }
		gold_cost = 100
		build_time = 730
		bone_chariots = 30
		bone_chariots_defensive = 0.15
		ai_creation_factor = 90
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_culture_group_frozen_shore_2 = {
		desc = ca_culture_group_frozen_shore_desc
		potential = { culture_group = free_folk }
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_3 }
		upgrades_from = ca_culture_group_frozen_shore_1
		gold_cost = 150
		build_time = 1095
		bone_chariots = 40
		bone_chariots_defensive = 0.15
		ai_creation_factor = 89
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_culture_group_frozen_shore_3 = {
		desc = ca_culture_group_frozen_shore_desc
		potential = { culture_group = free_folk }
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_4 }
		upgrades_from = ca_culture_group_frozen_shore_2
		gold_cost = 200
		build_time = 2190
		bone_chariots = 50
		bone_chariots_defensive = 0.15
		ai_creation_factor = 88
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_culture_group_frozen_shore_4 = {
		desc = ca_culture_group_frozen_shore_desc
		potential = { culture_group = free_folk }
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_5 }
		upgrades_from = ca_culture_group_frozen_shore_3
		gold_cost = 250
		build_time = 2190
		bone_chariots = 60
		bone_chariots_defensive = 0.15
		ai_creation_factor = 87
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	ca_asoiaf_pirateshipyard = {
		desc = ca_asoiaf_pirateshipyard_desc	
		potential = {
			port = yes
			FROM = { 
				OR = {
					government = pirate_government
					
					religion = lady_of_the_waves
				}	
			}
		}
		gold_cost = 75
		build_time = 150
		galleys = 15
		archers = 60
		light_infantry = 180
		heavy_infantry = 60
		ai_creation_factor = 110
		tax_income = 0.5
		fort_level = 1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_asoiaf_pirateshipyard_2 = {
		desc = ca_asoiaf_pirateshipyard_desc		
		potential = {
			port = yes
			FROM = { 
				OR = {
					government = pirate_government
					
					religion = lady_of_the_waves
				}	
			}
		}
		upgrades_from = ca_asoiaf_pirateshipyard
		gold_cost = 300
		build_time = 365
		galleys = 15
		archers = 120
		light_infantry = 360
		heavy_infantry = 120
		ai_creation_factor = 110
		tax_income = 0.85	
		fort_level = 1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_asoiaf_pirateshipyard_3 = {
		desc = ca_asoiaf_pirateshipyard_desc		
		potential = {
			port = yes
			FROM = { 
				OR = {
					government = pirate_government
					
					religion = lady_of_the_waves
				}	
			}
		}
		upgrades_from = ca_asoiaf_pirateshipyard_2
		gold_cost = 400
		build_time = 365
		galleys = 20
		archers = 180
		light_infantry = 540
		heavy_infantry = 180
		ai_creation_factor = 110
		tax_income = 1.25
		fort_level = 1
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_asoiaf_pirateshipyard_4 = {
		desc = ca_asoiaf_pirateshipyard_desc	
		potential = {
			port = yes
			FROM = { 
				OR = {
					government = pirate_government
					
					religion = lady_of_the_waves
				}	
			}
		}
		upgrades_from = ca_asoiaf_pirateshipyard_3
		gold_cost = 500
		build_time = 365
		galleys = 20
		archers = 240
		light_infantry = 720
		heavy_infantry = 240
		ai_creation_factor = 110
		tax_income = 1.25
		fort_level = 2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_asoiaf_pirateshipyard_5 = {
		desc = ca_asoiaf_pirateshipyard_desc	
		potential = {
			port = yes
			FROM = { 
				OR = {
					government = pirate_government
					
					religion = lady_of_the_waves
				}	
			}
		}
		upgrades_from = ca_asoiaf_pirateshipyard_4
		gold_cost = 800
		build_time = 365
		galleys = 30
		archers = 360
		light_infantry = 1080
		heavy_infantry = 360
		ai_creation_factor = 110
		tax_income = 1.5
		fort_level = 2
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	ca_the_bloody_gate = {
		desc = ca_the_bloody_gate_desc
		potential = {
			FROMFROM = {
				title = b_bloody_gate
			}
		}
		#trigger = { always = no }
		fort_level = 6
		knights = 270
		tax_income = 4
		gold_cost = 250
		build_time = 1095
		ai_creation_factor = 110
	}

	ca_harrenhal_ruins = {
		desc = ca_harrenhal_ruins_desc
		potential = {		
			province_id = 107
			year = 7998
			NOT = { has_province_modifier = completeharren3 }
			NOT = { has_province_flag = pre_harren_harrenhal }
		}
		trigger = { always = no }
		fort_level = 0
		light_cavalry = -15
		light_infantry = -60
		heavy_infantry = -150
		tax_income = -4
		gold_cost = 0
		build_time = 10
		ai_creation_factor = 110
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	#Sothoryos Wealth
	ca_sothoryos_1 = { #Small Mine
		desc = ca_sothoryos_desc	
		potential = {
			region = world_sothoryos
			FROM = { NOT = { culture_group = unoccupied_group }	}
		}
		gold_cost = 100
		build_time = 365
		tax_income = 5
		tradevalue = 10
		
		ai_creation_factor = 125
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_sothoryos_2 = { #Spice Plantation
		desc = ca_sothoryos_desc
		potential = {
			region = world_sothoryos
			FROM = { NOT = { culture_group = unoccupied_group }	}
		}
		upgrades_from = ca_sothoryos_1
		
		gold_cost = 100
		build_time = 365
		tax_income = 5
		tradevalue = 15
		
		ai_creation_factor = 125
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_sothoryos_3 = { #Large Mines
		desc = ca_sothoryos_desc
		potential = {
			region = world_sothoryos
			FROM = { NOT = { culture_group = unoccupied_group }	}
		}
		upgrades_from = ca_sothoryos_2
		
		gold_cost = 150
		build_time = 730
		tax_income = 8
		tradevalue = 20
		
		ai_creation_factor = 125
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	#Qohor Wealth
	ca_qohor_forest_1 = { #Fur Station
		desc = ca_qohor_forest_desc	
		potential = {
			region = world_forest_of_qohor
		}
		gold_cost = 100
		build_time = 365
		tax_income = 4
		tradevalue = 10
		
		ai_creation_factor = 125
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_qohor_forest_2 = { #Logging Camp
		desc = ca_qohor_forest_desc
		potential = {
			region = world_forest_of_qohor
		}
		upgrades_from = ca_qohor_forest_1
		
		gold_cost = 100
		build_time = 365
		tax_income = 4
		tradevalue = 15
		
		ai_creation_factor = 125
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# War elephant pens
	ca_culture_indian_1 = {
		desc = ca_culture_indian_1_desc
		potential = {
			OR = {
				culture_group = moraqi_group
				culture_group = yi_ti_group
				culture = volantene
				culture = eastern_valyrian
				culture_group = ghiscari_group
				culture_group = qarth_group
				culture_group = jade_islands_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_2 }
		gold_cost = 100
		build_time = 365
		war_elephants = 6
		war_elephants_offensive = 0.15
		ai_creation_factor = 90
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_culture_indian_2 = {
		desc = ca_culture_indian_2_desc
		potential = {
			OR = {
				culture_group = moraqi_group
				culture_group = yi_ti_group
				culture = volantene
				culture = eastern_valyrian
				culture_group = ghiscari_group
				culture_group = qarth_group
				culture_group = jade_islands_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_3 }
		upgrades_from = ca_culture_indian_1
		gold_cost = 150
		build_time = 365
		war_elephants = 10
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 89
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_culture_indian_3 = {
		desc = ca_culture_indian_3_desc
		potential = {
			OR = {
				culture_group = moraqi_group
				culture_group = yi_ti_group
				culture = volantene
				culture = eastern_valyrian
				culture_group = ghiscari_group
				culture_group = qarth_group
				culture_group = jade_islands_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_4 }
		upgrades_from = ca_culture_indian_2
		gold_cost = 200
		build_time = 730
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 88
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_culture_indian_4 = {
		desc = ca_culture_indian_4_desc
		potential = {
			OR = {
				culture_group = moraqi_group
				culture_group = yi_ti_group
				culture = volantene
				culture = eastern_valyrian
				culture_group = ghiscari_group
				culture_group = qarth_group
				culture_group = jade_islands_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_5 }
		upgrades_from = ca_culture_indian_3
		gold_cost = 250
		build_time = 730
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 87
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Camel Cavalry
	ca_culture_group_arabic_1 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			OR = {
				culture_group = ghiscari_group
				culture_group = qarth_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_2 }
		gold_cost = 100
		build_time = 365
		camel_cavalry = 30
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 90
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_culture_group_arabic_2 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			OR = {
				culture_group = ghiscari_group
				culture_group = qarth_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_3 }
		upgrades_from = ca_culture_group_arabic_1
		gold_cost = 150
		build_time = 365
		camel_cavalry = 40
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 89
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_culture_group_arabic_3 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			OR = {
				culture_group = ghiscari_group
				culture_group = qarth_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_4 }
		upgrades_from = ca_culture_group_arabic_2
		gold_cost = 200
		build_time = 730
		camel_cavalry = 50
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 88
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_culture_group_arabic_4 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			OR = {
				culture_group = ghiscari_group
				culture_group = qarth_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_5 }
		upgrades_from = ca_culture_group_arabic_3
		gold_cost = 250
		build_time = 730
		camel_cavalry = 60
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 87
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	ca_legionary_barracks = {
		desc = ca_legionary_barracks_desc
		potential = {
			FROM = { culture = ghiscari }
		}
		trigger = { 
			TECH_CASTLE_CONSTRUCTION = 0 
		}
		prerequisites = { ca_asoiaf_ghiscari_basevalue_3 }
		light_infantry = -1000
		pikemen = 1000
		pikemen_morale = 0.2
		pikemen_defensive = 0.1
		pikemen_offensive = 0.1
		
		gold_cost = 350
		tax_income = -3
		build_time = 730
		ai_creation_factor = 200
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	ca_household_guard = {
		desc = ca_household_guard_desc
		potential = {
			is_capital = yes	
			FROMFROM = { is_capital = yes }
			OR = { #player builds via decision
				FROM = { ai = yes }
				FROMFROM = { has_building = ca_household_guard }
			}
			FROM = {
				NOT = { religion = nath_pagan }
				NOT = { government = wildling_feudal_government }
				NOT = { trait = nightswatch }
				NOT = { trait = kingsguard }
				is_patrician = no #built in family palace
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0 
		}
		knights = 100
		heavy_infantry = 100
		
		gold_cost = 100
		tax_income = -1
		build_time = 150
		ai_creation_factor = 200
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	###Buildable Buildings###
	
	# Siege defenses, gives fortlevel
	ca_wall_q_1 = {
		desc = ca_wall_q_1_desc
		#potential = { FROM = { NOT = { culture = dothraki } NOT = { culture = jogos_nhai } } }
		gold_cost = 50
		build_time = 182
		fort_level = 1
		ai_creation_factor = 95
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_wall_q_2 = {
		desc = ca_wall_q_2_desc
		upgrades_from = ca_wall_q_1
		prerequisites = { ca_wall_2 }
		gold_cost = 50
		build_time = 182
		fort_level = 1
		ai_creation_factor = 94

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_wall_q_3 = {
		desc = ca_wall_q_3_desc
		upgrades_from = ca_wall_q_2
		prerequisites = { ca_wall_3 }
		gold_cost = 100
		build_time = 182
		fort_level = 1
		ai_creation_factor = 93
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_wall_q_4 = {
		desc = ca_wall_q_4_desc
		upgrades_from = ca_wall_q_3
		prerequisites = { ca_wall_4 }
		gold_cost = 150
		build_time = 365
		fort_level = 1.0
		ai_creation_factor = 92
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_wall_q_5 = {
		desc = ca_wall_q_5_desc
		upgrades_from = ca_wall_q_4
		prerequisites = { ca_wall_5 }
		gold_cost = 200
		build_time = 365
		fort_level = 1.0
		ai_creation_factor = 91

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	#Estates, give income and light infantry
	ca_wall_1 = { #Private Farms
		desc = ca_wall_1_desc
		#potential = { FROM = { NOT = { culture = dothraki } NOT = { culture = jogos_nhai } } }
		gold_cost = 50
		build_time = 365
		light_infantry = 50
		tax_income = 0.2
		ai_creation_factor = 101
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_wall_2 = { #Small Estates
		desc = ca_wall_2_desc
		upgrades_from = ca_wall_1
		prerequisites = { ca_keep_1 }
		gold_cost = 50
		build_time = 365
		light_infantry = 150
		tax_income = 0.2
		ai_creation_factor = 100
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_wall_3 = { #Modest Estates
		desc = ca_wall_3_desc
		upgrades_from = ca_wall_2
		prerequisites = { ca_keep_2 }
		gold_cost = 100
		build_time = 547 #1.5y
		light_infantry = 200
		tax_income = 0.2
		ai_creation_factor = 99

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_wall_4 = { #Expansive Estates
		desc = ca_wall_4_desc
		upgrades_from = ca_wall_3
		prerequisites = { ca_keep_3 }
		gold_cost = 150
		build_time = 730 #2y
		light_infantry = 400
		tax_income = 0.2
		ai_creation_factor = 98

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_wall_5 = { #Huge Estates
		desc = ca_wall_5_desc
		upgrades_from = ca_wall_4
		prerequisites = { ca_keep_4 }
		gold_cost = 150
		build_time = 1095 #3y
		light_infantry = 1000
		tax_income = 0.5
		ai_creation_factor = 97

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	#Sheriffs/Patrols, gives levy and garrison size
	ca_keep_1 = {
		desc = ca_keep_1_desc
		#potential = { FROM = { NOT = { culture = dothraki } NOT = { culture = jogos_nhai } } }
		gold_cost = 100
		build_time = 365
		heavy_infantry = 50
		garrison_size = 0.05
		ai_creation_factor = 100
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_keep_2 = {
		desc = ca_keep_2_desc
		prerequisites = { ca_town_1 }
		upgrades_from = ca_keep_1
		gold_cost = 120
		build_time = 547 #1.5y
		heavy_infantry = 100
		garrison_size = 0.1
		ai_creation_factor = 99

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_keep_3 = {
		desc = ca_keep_3_desc
		prerequisites = { ca_town_2 }
		upgrades_from = ca_keep_2
		gold_cost = 200
		build_time = 730 #2y
		heavy_infantry = 200
		garrison_size = 0.15
		ai_creation_factor = 98
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_keep_4 = {
		desc = ca_keep_4_desc
		prerequisites = { ca_town_3 }
		upgrades_from = ca_keep_3
		gold_cost = 300
		build_time = 1095 #3y
		heavy_infantry = 400
		garrison_size = 0.2
		ai_creation_factor = 97

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_keep_5 = {
		desc = ca_keep_1_desc
		prerequisites = { ca_town_4 }
		upgrades_from = ca_keep_4
		gold_cost = 400
		build_time = 1460 #4y
		heavy_infantry = 800
		garrison_size = 0.2
		ai_creation_factor = 96

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	# Militia barracks, gives light infantry and archers.
	ca_militia_barracks_1 = {
		desc = ca_militia_barracks_1_desc
		#potential = { FROM = { NOT = { culture = dothraki } NOT = { culture = jogos_nhai } } }
		gold_cost = 50
		build_time = 365
		light_infantry = 80
		archers = 35
		ai_creation_factor = 85
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_militia_barracks_2 = {
		desc = ca_militia_barracks_2_desc
		prerequisites = { ca_keep_1 }
		upgrades_from = ca_militia_barracks_1
		gold_cost = 60
		build_time = 365
		light_infantry = 20
		archers = 105
		ai_creation_factor = 84

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_militia_barracks_3 = {
		desc = ca_militia_barracks_3_desc
		prerequisites = { ca_keep_3 }
		upgrades_from = ca_militia_barracks_2
		gold_cost = 150
		build_time = 365
		light_infantry = 30
		archers = 210
		ai_creation_factor = 83

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}

	#Training grounds, gives morale and reinforce rate
	ca_training_grounds_1 = {
		desc = ca_training_grounds_1_desc
		#potential = { FROM = { NOT = { culture = dothraki } NOT = { culture = jogos_nhai } } }
		prerequisites = { ca_keep_2 }
		gold_cost = 200
		build_time = 730
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		ai_creation_factor = 98

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_training_grounds_2 = {
		desc = ca_training_grounds_1_desc
		prerequisites = { ca_keep_3 }
		upgrades_from = ca_training_grounds_1
		gold_cost = 300
		build_time = 730
		land_morale = 0.2
		levy_reinforce_rate = 0.2
		ai_creation_factor = 97
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Barracks, gives heavy infantry and pikemen
	ca_barracks_1 = {
		desc = ca_barracks_1_desc
		#potential = { FROM = { NOT = { culture = dothraki } NOT = { culture = jogos_nhai } } }
		gold_cost = 50
		build_time = 365
		heavy_infantry = 30
		pikemen = 15
		ai_creation_factor = 85
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_barracks_2 = {
		desc = ca_barracks_1_desc
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_barracks_1
		gold_cost = 60
		build_time = 365
		heavy_infantry = 40
		pikemen = 15
		ai_creation_factor = 84
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_barracks_3 = {
		desc = ca_barracks_1_desc
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_barracks_2
		gold_cost = 100
		build_time = 365
		heavy_infantry = 45
		pikemen = 20
		ai_creation_factor = 83

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_barracks_4 = {
		desc = ca_barracks_1_desc
		prerequisites = { ca_wall_3 }
		upgrades_from = ca_barracks_3
		gold_cost = 150
		build_time = 730
		heavy_infantry = 50
		pikemen = 25
		ai_creation_factor = 82

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_barracks_5 = {
		desc = ca_barracks_1_desc
		prerequisites = { ca_wall_4 }
		upgrades_from = ca_barracks_4
		gold_cost = 200
		build_time = 1095
		heavy_infantry = 60
		pikemen = 25
		ai_creation_factor = 81

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_barracks_6 = {
		desc = ca_barracks_1_desc
		prerequisites = { ca_wall_5 }
		upgrades_from = ca_barracks_5
		gold_cost = 250
		build_time = 1095
		heavy_infantry = 65
		pikemen = 30
		ai_creation_factor = 80

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	#Stable, gives light cavalry and some heavy cavalry
	ca_stable_1 = {
		desc = ca_stable_1_desc
		#potential = { FROM = { NOT = { culture = dothraki } NOT = { culture = jogos_nhai } } }
		gold_cost = 50
		build_time = 365
		light_cavalry = 45
		ai_creation_factor = 85
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_stable_2 = {
		desc = ca_stable_1_desc
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_stable_1
		gold_cost = 60
		build_time = 365
		light_cavalry = 55
		ai_creation_factor = 84

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_stable_3 = {
		desc = ca_stable_1_desc
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_stable_2
		gold_cost = 100
		build_time = 547
		light_cavalry = 55
		knights = 5
		ai_creation_factor = 83

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_stable_4 = {
		desc = ca_stable_1_desc
		prerequisites = { ca_wall_3 }
		upgrades_from = ca_stable_3
		gold_cost = 150
		build_time = 730
		light_cavalry = 55
		knights = 10
		ai_creation_factor = 82

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_stable_5 = {
		desc = ca_stable_1_desc
		prerequisites = { ca_wall_4 }
		upgrades_from = ca_stable_4
		gold_cost = 200
		build_time = 730
		light_cavalry = 55
		knights = 20
		ai_creation_factor = 81

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	#Castle town, gives income
	ca_town_1 = {
		desc = ca_town_1_desc
		#potential = { FROM = { NOT = { culture = dothraki } NOT = { culture = jogos_nhai } } }
		gold_cost = 100
		build_time = 365
		tax_income = 1.5
		ai_creation_factor = 100
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_town_2 = {
		desc = ca_town_2_desc
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_town_1
		gold_cost = 120
		build_time = 365
		tax_income = 2
		ai_creation_factor = 99

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_town_3 = {
		desc = ca_town_3_desc
		prerequisites = { ca_wall_2 }
		upgrades_from = ca_town_2
		gold_cost = 200
		build_time = 547
		tax_income = 2.5
		ai_creation_factor = 98

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_town_4 = {
		desc = ca_town_4_desc
		prerequisites = { ca_wall_3 }
		upgrades_from = ca_town_3
		gold_cost = 300
		build_time = 730
		tax_income = 3
		ai_creation_factor = 97

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_town_5 = {
		desc = ca_town_5_desc
		prerequisites = { ca_wall_4 }
		upgrades_from = ca_town_4
		gold_cost = 400
		build_time = 1095
		tax_income = 3.5
		ai_creation_factor = 96

		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	ca_shipyard_1 = {
		desc = shipyard_desc
		prerequisites = { ca_town_1 }
		port = yes
		gold_cost = 100
		build_time = 365
		galleys = 10
		ai_creation_factor = 98
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	ca_shipyard_2 = {
		desc = shipyard_desc
		prerequisites = { ca_town_2 }
		port = yes
		upgrades_from = ca_shipyard_1
		gold_cost = 100
		build_time = 365
		galleys = 10
		ai_creation_factor = 97
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	ca_shipyard_3 = {
		desc = shipyard_desc
		prerequisites = { ca_town_3 }
		port = yes
		upgrades_from = ca_shipyard_2
		gold_cost = 100
		build_time = 730
		galleys = 15
		ai_creation_factor = 96
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	ca_shipyard_4 = {
		desc = shipyard_desc
		prerequisites = { ca_town_4 }
		port = yes
		upgrades_from = ca_shipyard_3
		gold_cost = 100
		build_time = 1095
		galleys = 15
		ai_creation_factor = 95
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	##Palace buildings
	# Wine Cellar
	ca_cellar_1 = {
		desc = fp_cellar_1_desc
		potential = {
			FROMFROM = { has_building = ca_cellar_1 }
		}
		gold_cost = 100
		build_time = 180
		ai_creation_factor = 79
		
		trigger = { always = no } #effects don't actually work
		
		#fertility = 0.1
		
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Catacombs
	ca_cellar_2 = {
		desc = fp_cellar_2_desc
		potential = {
			FROMFROM = { title = b_winterfell }
		}
		gold_cost = 200
		build_time = 365
		ai_creation_factor = 78

		#upgrades_from = ca_cellar_1
		
		fort_level = 0.25
		knights = 50
		light_cavalry = -50
		
		#martial = 1
		#monthly_character_prestige = 0.25

		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# # Secluded Shrine
	# ca_maester_1 = {
		# desc = ca_maester_1_desc
		# potential = {
			# FROM = {
				# NOT = { trait = wildling }
				# OR = {
					# religion = the_seven 
					# religion = old_gods
					# religion = drowned_god
					# religion = storm_god
					# religion = valyrian_rel
					# religion = rhllor
				# }	
			# }	
		# }
		# gold_cost = 200
		# build_time = 730
		# ai_creation_factor = 79
			
		# start = { year = 9999 }
	# }
	
	# # Private Art Collection
	# ca_maester_2 = {
		# desc = ca_maester_2_desc
		# potential = {
			# FROM = {
				# NOT = { trait = wildling }
				# OR = {
					# religion = the_seven 
					# religion = old_gods
					# religion = drowned_god
					# religion = storm_god
					# religion = valyrian_rel
					# religion = rhllor
				# }	
			# }	
		# }
		# gold_cost = 300
		# build_time = 1095
		# upgrades_from = ca_maester_1
		# ai_creation_factor = 78
		
		# start = { year = 9999 }
	# }
	
	# # Grand Library
	# ca_maester_3 = {
		# desc = fp_shrine_3_desc
		# potential = {
			# FROM = {
				# NOT = { trait = wildling }
				# OR = {
					# religion = the_seven 
					# religion = old_gods
					# religion = drowned_god
					# religion = storm_god
					# religion = valyrian_rel
					# religion = rhllor
				# }	
			# }	
		# }
		# gold_cost = 400
		# build_time = 1460
		# upgrades_from = ca_maester_2
		# ai_creation_factor = 77
		
		# learning = 1
	
		# start = { year = 9999 }
	# }
	# ca_nightswatch_grant = { #Hidden used building used whilst granting command to black brother
		# gold_cost = 0
		# ai_creation_factor = 0
		
		# potential = {
			# FROM = { 
				# trait = nightswatch
				# has_character_flag = granting_command
			# }
		# }
		
		# trigger = { always = no } #effects don't actually work
		# build_time = 0
		# extra_tech_building_start = 10.0 # Never get at start of game
	# }
	# ca_nightswatch_grant_reject = { #Hidden used building used whilst granting command to black brother
		# gold_cost = 0
		# ai_creation_factor = 0
		
		# potential = {
			# FROM = { 
				# trait = nightswatch
				# has_character_flag = granting_command
			# }
		# }
		
		# trigger = { always = no } #effects don't actually work
		# build_time = 0
		# extra_tech_building_start = 10.0 # Never get at start of game
	# }
	
}