
family_palace = {
	# Mansion
	fp_mansion_1 = {
		desc = fp_mansion_1_desc
		gold_cost = 200
		build_time = 1095
		ai_creation_factor = 110
		
		levy_size = 0.1
		tax_income = 2
		max_tradeposts = 3
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	
	# Great Mansion
	fp_mansion_2 = {
		desc = fp_mansion_2_desc
		upgrades_from = fp_mansion_1
		gold_cost = 300
		build_time = 1460
		ai_creation_factor = 110
		
		levy_size = 0.2
		tax_income = 6
		max_tradeposts = 3
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	
	}
	
	# Palace
	fp_mansion_3 = {
		desc = fp_mansion_3_desc
		upgrades_from = fp_mansion_2
		gold_cost = 400
		build_time = 2190
		ai_creation_factor = 110
		
		levy_size = 0.3
		tax_income = 8
		max_tradeposts = 3
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	
	# Grand Palace
	fp_mansion_4 = {
		desc = fp_mansion_4_desc
		upgrades_from = fp_mansion_3
		gold_cost = 500
		build_time = 2190
		ai_creation_factor = 110
		
		levy_size = 0.4
		tax_income = 10
		max_tradeposts = 3
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 99.0 # Never get at start of game
	}
	
	fp_household_guard = {
		desc = ca_household_guard_desc
		potential = {
			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 }
			}
		}
		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
	}
	
	# Guard Barracks
	fp_barracks_1 = {
		desc = fp_barracks_1_desc
		gold_cost = 75
		build_time = 730
		ai_creation_factor = 85
		
		heavy_infantry = 70
		pikemen = 50
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Swordsmith
	fp_barracks_2 = {
		desc = fp_barracks_2_desc
		upgrades_from = fp_barracks_1
		prerequisites = { fp_mansion_2 }
		gold_cost = 125
		build_time = 1095
		ai_creation_factor = 84
		
		heavy_infantry = 85
		pikemen = 65
		
	}
	
	# Armory
	fp_barracks_3 = {
		desc = fp_barracks_3_desc
		upgrades_from = fp_barracks_2
		prerequisites = { fp_mansion_3 }
		gold_cost = 175
		build_time = 1460
		ai_creation_factor = 83
		
		heavy_infantry = 100
		pikemen = 80
		
	}
	
	# Small Stable
	fp_stable_1 = {
		desc = fp_stable_1_desc
		gold_cost = 75
		build_time = 730
		ai_creation_factor = 85
		
		light_cavalry = 75
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Riding Grounds
	fp_stable_2 = {
		desc = fp_stable_2_desc
		gold_cost = 125
		build_time = 1095
		upgrades_from = fp_stable_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 84
		
		light_cavalry = 90
		
	}
	
	# Horse Breeder
	fp_stable_3 = {
		desc = fp_stable_3_desc
		gold_cost = 175
		build_time = 1460
		upgrades_from = fp_stable_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 83
		
		light_cavalry = 105
		knights = 45
		
	}
	
	# Bowyer
	fp_bowyer_1 = {
		desc = fp_bowyer_1_desc
		gold_cost = 75
		build_time = 730
		ai_creation_factor = 85
		
		light_infantry = 95
		archers = 95
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Target Range
	fp_bowyer_2 = {
		desc = fp_bowyer_2_desc
		gold_cost = 125
		build_time = 1095
		upgrades_from = fp_bowyer_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 84
		
		light_infantry = 110
		archers = 110
		
	}
	
	# Crossbow Workshop
	fp_bowyer_3 = {
		desc = fp_bowyer_3_desc
		gold_cost = 175
		build_time = 1460
		upgrades_from = fp_bowyer_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 83
		
		light_infantry = 120
		archers = 120
		
	}
	
	# Map Room
	fp_shipyard_1 = {
		desc = fp_shipyard_1_desc
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		galleys = 10
		max_tradeposts = 2
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	#  Private Shipyard
	fp_shipyard_2 = {
		desc = fp_shipyard_2_desc
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_shipyard_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		galleys = 20
		max_tradeposts = 2
		
	}
	
	# Naval Arsenal
	fp_shipyard_3 = {
		desc = fp_shipyard_3_desc
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_shipyard_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		galleys = 30
		max_tradeposts = 2
		
	}
	
	# Military Warehouse
	fp_warehouse_1 = {
		desc = fp_warehouse_1_desc
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		land_morale = 0.1
		levy_reinforce_rate = 0.1
		#retinuesize = 200
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Palace Archive
	fp_warehouse_2 = {
		desc = fp_warehouse_2_desc
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_warehouse_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		stewardship = 1
		land_morale = 0.2
		levy_reinforce_rate = 0.2
		#retinuesize = 400
		
	}
	
	# Administrative Office
	fp_warehouse_3 = {
		desc = fp_warehouse_3_desc
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_warehouse_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		stewardship = 1
		land_morale = 0.3
		levy_reinforce_rate = 0.3
		#retinuesize = 600
		
	}
	
	# Palace Garden
	fp_garden_1 = {
		desc = fp_garden_1_desc
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 90
		
		monthly_character_prestige = 0.20
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Scenic Pond
	fp_garden_2 = {
		desc = fp_garden_2_desc
		gold_cost = 250
		build_time = 1095
		ai_creation_factor = 89

		upgrades_from = fp_garden_1
		prerequisites = { fp_mansion_2 }

		diplomacy = 1
		monthly_character_prestige = 0.30
		
	}
	
	# Hedge Maze
	fp_garden_3 = {
		desc = fp_garden_3_desc
		gold_cost = 350
		build_time = 1460
		ai_creation_factor = 88

		upgrades_from = fp_garden_2
		prerequisites = { fp_mansion_3 }

		diplomacy = 1
		monthly_character_prestige = 0.50
		
	}
	
	# Wine Cellar
	fp_cellar_1 = {
		desc = fp_cellar_1_desc
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 90
		
		fertility = 0.1
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Catacombs
	fp_cellar_2 = {
		desc = fp_cellar_2_desc
		gold_cost = 250
		build_time = 1095
		ai_creation_factor = 89

		upgrades_from = fp_cellar_1
		prerequisites = { fp_mansion_2 }
		
		martial = 1
		monthly_character_piety = 0.25
		
	}
	
	# Dungeon Complex
	fp_cellar_3 = {
		desc = fp_cellar_3_desc
		gold_cost = 350
		build_time = 1460
		ai_creation_factor = 88
		
		upgrades_from = fp_cellar_2
		prerequisites = { fp_mansion_3 }
		
		martial = 1
		monthly_character_prestige = 0.25
		
	}
	
	# Secluded Shrine
	fp_shrine_1 = {
		desc = fp_shrine_1_desc
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 90
		
		church_opinion = 10
		monthly_character_piety = 0.10
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Private Art Collection
	fp_shrine_2 = {
		desc = fp_shrine_2_desc
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_shrine_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 89
		
		learning = 1
		monthly_character_piety = 0.25
		
	}
	
	# Grand Library
	fp_shrine_3 = {
		desc = fp_shrine_3_desc
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_shrine_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 88
		
		learning = 1
		monthly_character_piety = 0.50
		
	}
	
	# Fortified Vault
	fp_vault_1 = {
		desc = fp_vault_1_desc
		gold_cost = 150
		build_time = 730
		ai_creation_factor = 100
		
		tax_income = 4
		
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		extra_tech_building_start = 10.0 # Never get at start of game
	}
	
	# Secret Passages
	fp_vault_2 = {
		desc = fp_vault_2_desc
		gold_cost = 250
		build_time = 1095
		upgrades_from = fp_vault_1
		prerequisites = { fp_mansion_2 }
		ai_creation_factor = 99
		
		tax_income = 5
		intrigue = 1
		
	}
	
	# Hidden Chamber
	fp_vault_3 = {
		desc = fp_vault_3_desc
		gold_cost = 350
		build_time = 1460
		upgrades_from = fp_vault_2
		prerequisites = { fp_mansion_3 }
		ai_creation_factor = 98
		
		tax_income = 6
		intrigue = 1
		
	}
}
