city = {
	ct_tavern = {
		desc = ct_tavern_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0  }
		build_cost = 350
		build_time = 480
		tax_income = 3.6
		
		ai_creation_factor = 80
		extra_tech_building_start = 5
	
	}
	
	ct_prison = {
		desc = ct_prison_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0  }
		build_cost = 250
		build_time = 480
		liege_opinion = 5
		arrest_chance_modifier = 0.25
		local_revolt_risk = 0.05
		
		ai_creation_factor = 67
		extra_tech_building_start = 5
	
	}
	
	
	ct_armory = [
		desc = ct_armory_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0  }
		build_cost = 150
		build_time = 420
		garrison_growth = 0.1
		garrison_size = 0.2
		
		ai_creation_factor = 79
		extra_tech_building_start = 5
	
	}
	
	ct_blacksmith = {
		desc = ct_blacksmith_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0  }
		build_cost = 200
		build_time = 240
		archers = 50
		light_infantry = 50
		
		ai_creation_factor = 97
		extra_tech_building_start = 5
	
	}
	
	ct_farm_1 = {
		desc = ct_farm_1_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0  }
		build_cost = 120
		build_time = 60
		tax_income = 2.4
		
		ai_creation_factor = 59
		extra_tech_building_start = 5
	
	}
	
	ct_farm_2 = {
		desc = ct_farm_2_desc
		upgrades_from = ct_farm_1
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0  }
		build_cost = 140
		build_time = 110
		tax_income = 3.6
		
		ai_creation_factor = 76
		extra_tech_building_start = 5
	
	}
	ct_brothel = {
		desc = ct_brothel_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0  }
		build_cost = 240
		build_time = 450
		tax_income = 4.8
		
		ai_creation_factor = 69
		extra_tech_building_start = 5
	
	}
	
	ct_lighthouse = (
		port = yes
		desc = ct_lighthouse_desc
		trigger = { TECH_FORTIFICATIONS_CONSTRUCTION = 0  }
		build_cost = 150
		build_time = 130
		tax_income = 1.2
		galleys_perc = 0.1
		
		ai_creation_factor = 56
		extra_tech_building_start = 5
	
	}
	
	
	
	
	
	
	
	un_barbician = {
		desc = un_barbician_desc
		potential = {
			OR = {
				province_id = 527 #Krakow
			}
		}
		trigger = { always = yes }
		build_cost = 1
		build_time = 1
		monthly_character_prestige = 0.1
		levy_size = 0.2
		
	}
	
	un_colosseum = {
		desc = un_colosseum_desc
		potential = {
			OR = {
				province_id = 333 #Rome
			}
		}
		trigger = { always = yes }
		build_cost = 1
		build_time = 1
		monthly_character_prestige = 0.1
		military_techpoints = 0.1
		
	}
	
	un_lighthousealex = {
		desc = un_lighthousealex_desc
		potential = {
			OR = {
				province_id = 802 #Alexandria
			}
		}
		trigger = { always = yes }
		build_cost = 1
		build_time = 1
		monthly_character_prestige = 0.1
		culture_techpoints = 0.1
		
	}
	
	un_colossus = {
		desc = un_colossus_desc
		potential = {
			OR = {
				province_id = 483 #Rhodes
			}
		}
		trigger = { always = yes }
		build_cost = 1
		build_time = 1
		monthly_character_prestige = 0.1
		culture_techpoints = 0.1
		
	}
	
	un_pyramids = {
		desc = un_pyramids_desc
		
		potential = {
			OR = {
				province_id = 796 #Cairo
			}
		}
		trigger = { always = yes }
		build_cost = 1
		build_time = 1
		monthly_character_prestige = 0.1
		culture_techpoints = 0.1
		
	}
	
	un_stonehenge = {
		desc = un_stonehenge_desc
		
		potential = {
			OR = {
				province_id = 23 #Wiltshire
			}
		}
		trigger = { always = yes }
		build_cost = 1
		build_time = 1
		monthly_character_prestige = 0.1
		culture_techpoints = 0.1
		
	}
	