﻿##############################
# Terrain Specific Buildings #
##############################

### Pastures

cow_pastures_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_1_cost
	
	levy = poor_building_levy_tier_1
	province_modifier = {
		monthly_income = poor_building_tax_tier_1
	}
	
	next_building = cow_pastures_02

	type_icon = "icon_building_pastures.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_orchards_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_orchards_01
			}
		}
	}
}

cow_pastures_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_2_cost
	
	levy = poor_building_levy_tier_2
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		supply_limit = 500
	}
	
	next_building = cow_pastures_03
	
	ai_value = {
		base = 9
	}
}

cow_pastures_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_3_cost
	
	levy = poor_building_levy_tier_3
	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		supply_limit = 500
		levy_reinforcement_rate = 0.1
	}
	
	next_building = cow_pastures_04
	
	ai_value = {
		base = 8
	}
}

cow_pastures_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_4_cost
	
	levy = poor_building_levy_tier_4
	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		supply_limit = 500
		levy_reinforcement_rate = 0.1
		development_growth_factor = 0.02
	}
	
	next_building = cow_pastures_05
	
	ai_value = {
		base = 7
	}
}

cow_pastures_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_5_cost
	
	levy = poor_building_levy_tier_5
	province_modifier = {
		monthly_income = poor_building_tax_tier_5
		supply_limit = 500
		levy_reinforcement_rate = 0.1
		development_growth_factor = 0.02
		garrison_size = 0.05
	}
	
	next_building = cow_pastures_06
	
	ai_value = {
		base = 6
	}
}

cow_pastures_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	levy = poor_building_levy_tier_6
	province_modifier = {
		monthly_income = poor_building_tax_tier_6
		supply_limit = 500
		levy_reinforcement_rate = 0.1
		development_growth_factor = 0.02
		garrison_size = 0.05
	}
	county_modifier = {
		county_opinion_add = 2
	}
	
	next_building = cow_pastures_07
	
	ai_value = {
		base = 5
	}
}

cow_pastures_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	levy = poor_building_levy_tier_7
	province_modifier = {
		monthly_income = poor_building_tax_tier_7
		supply_limit = 500
		levy_reinforcement_rate = 0.1
		development_growth_factor = 0.02
		garrison_size = 0.05
	}
	county_modifier = {
		county_opinion_add = 2
	}
	character_modifier = {
		light_cavalry_toughness_add = 1
		heavy_cavalry_toughness_add = 2
	}
	
	next_building = cow_pastures_08
	
	ai_value = {
		base = 4
	}
}

cow_pastures_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_8_cost
	
	levy = poor_building_levy_tier_8
	province_modifier = {
		monthly_income = poor_building_tax_tier_8
		supply_limit = 2500
		levy_reinforcement_rate = 0.15
		development_growth_factor = 0.02
		garrison_size = 0.05
	}
	county_modifier = {
		county_opinion_add = 2
	}
	character_modifier = {
		light_cavalry_toughness_add = 1
		heavy_cavalry_toughness_add = 2
	}
	
	ai_value = {
		base = 3
	}
}

### hunting_grounds

cow_hunting_grounds_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_1
		monthly_income = poor_building_tax_tier_1
	}
	
	character_modifier = {
		light_cavalry_damage_add = 1
		light_cavalry_pursuit_add = 1
	}
	
	next_building = cow_hunting_grounds_02
	
	type_icon = "icon_building_hunting_grounds.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			building_cereal_fields_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_cereal_fields_01
			}
		}
		modifier = {
			factor = 0
			scope:holder = {
				has_government = republic_government
			}
			NOT = {
				has_building_or_higher = guild_halls_01
			}
		}
	}
}

cow_hunting_grounds_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_2_cost
	
	levy = poor_building_levy_tier_2
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_2
		monthly_income = poor_building_tax_tier_2
	}
	
	character_modifier = {
		skirmishers_pursuit_mult = 0.02
		light_cavalry_damage_add = 2
		light_cavalry_pursuit_add = 2
		light_cavalry_screen_add = 1
		light_cavalry_toughness_add = 1
	}
	
	next_building = cow_hunting_grounds_03
	
	ai_value = {
		base = 9
	}
}

cow_hunting_grounds_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_3_cost
	
	levy = poor_building_levy_tier_3
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_3
		monthly_income = poor_building_tax_tier_3
		hostile_raid_time = 0.1
	}
	
	character_modifier = {
		skirmishers_pursuit_mult = 0.02
		light_cavalry_damage_add = 3
		light_cavalry_pursuit_add = 3
		light_cavalry_screen_add = 1
		light_cavalry_toughness_add = 1
	}
	
	next_building = cow_hunting_grounds_04
	
	ai_value = {
		base = 8
	}
}

cow_hunting_grounds_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_4_cost
	
	levy = poor_building_levy_tier_4
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_4
		monthly_income = poor_building_tax_tier_4
		hostile_raid_time = 0.15
	}
	
	character_modifier = {
		skirmishers_pursuit_mult = 0.02
		light_cavalry_damage_add = 4
		light_cavalry_pursuit_add = 4
		light_cavalry_screen_add = 2
		light_cavalry_toughness_add = 2
	}
	
	next_building = cow_hunting_grounds_05
	
	ai_value = {
		base = 7
	}
}

cow_hunting_grounds_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_5_cost
	
	levy = poor_building_levy_tier_5
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_5
		monthly_income = poor_building_tax_tier_5
		hostile_raid_time = 0.15
	}
	
	character_modifier = {
		skirmishers_pursuit_mult = 0.02
		light_cavalry_damage_add = 5
		light_cavalry_pursuit_add = 5
		light_cavalry_screen_add = 2
		light_cavalry_toughness_add = 2
		men_at_arms_maintenance = -0.01
	}
	
	next_building = cow_hunting_grounds_06
	
	ai_value = {
		base = 6
	}
}

cow_hunting_grounds_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_6_cost
	
	levy = poor_building_levy_tier_6
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_6
		monthly_income = poor_building_tax_tier_6
		hostile_raid_time = 0.2
	}
	
	character_modifier = {
		skirmishers_pursuit_mult = 0.02
		light_cavalry_damage_add = 6
		light_cavalry_pursuit_add = 6
		light_cavalry_screen_add = 3
		light_cavalry_toughness_add = 3
		men_at_arms_maintenance = -0.01
	}
	
	next_building = cow_hunting_grounds_07
	
	ai_value = {
		base = 5
	}
}

cow_hunting_grounds_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_7_cost
	
	levy = poor_building_levy_tier_7
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_7
		monthly_income = poor_building_tax_tier_7
		hostile_raid_time = 0.2
	}
	
	character_modifier = {
		skirmishers_pursuit_mult = 0.02
		light_cavalry_damage_add = 7
		light_cavalry_pursuit_add = 7
		light_cavalry_screen_add = 3
		light_cavalry_toughness_add = 3
		men_at_arms_maintenance = -0.01
	}
	
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = cow_hunting_grounds_08
	
	ai_value = {
		base = 4
	}
}

cow_hunting_grounds_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_8_cost
	
	levy = poor_building_levy_tier_8
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_8
		monthly_income = poor_building_tax_tier_8
		hostile_raid_time = 0.3
	}
	
	character_modifier = {
		skirmishers_pursuit_mult = 0.02
		light_cavalry_damage_add = 8
		light_cavalry_pursuit_add = 8
		light_cavalry_screen_add = 4
		light_cavalry_toughness_add = 4
		men_at_arms_maintenance = -0.01
	}
	
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	ai_value = {
		base = 3
	}
}

### orchards

cow_orchards_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_1_cost
	
	levy = small_building_levy_tier_1
	province_modifier = {
		monthly_income = normal_building_tax_tier_1
	}
	
	next_building = cow_orchards_02

	type_icon = "icon_building_orchards.dds"
	
	ai_value = {
		base = 100
	}
}

cow_orchards_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_2_cost
	
	levy = small_building_levy_tier_2
	province_modifier = {
		monthly_income = normal_building_tax_tier_2
		levy_reinforcement_rate = 0.1
	}
	
	next_building = cow_orchards_03
	
	ai_value = {
		base = 9
	}
}

cow_orchards_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_3_cost
	
	levy = small_building_levy_tier_3
	province_modifier = {
		monthly_income = normal_building_tax_tier_3
		levy_reinforcement_rate = 0.1
		supply_limit_mult = 0.1
	}
	
	next_building = cow_orchards_04
	
	ai_value = {
		base = 8
	}
}

cow_orchards_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_4_cost
	
	levy = small_building_levy_tier_4
	province_modifier = {
		monthly_income = normal_building_tax_tier_4
		levy_reinforcement_rate = 0.1
		supply_limit_mult = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = cow_orchards_05
	
	ai_value = {
		base = 7
	}
}

cow_orchards_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_5_cost
	
	levy = small_building_levy_tier_5
	province_modifier = {
		monthly_income = normal_building_tax_tier_5
		levy_reinforcement_rate = 0.1
		supply_limit_mult = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.02
		levy_size = 0.02
	}
	
	next_building = cow_orchards_06
	
	ai_value = {
		base = 6
	}
}

cow_orchards_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_6_cost
	
	levy = small_building_levy_tier_6
	province_modifier = {
		monthly_income = normal_building_tax_tier_6
		supply_limit = 1000
		levy_reinforcement_rate = 0.1
		supply_limit_mult = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.02
		levy_size = 0.02
	}
	
	next_building = cow_orchards_07
	
	ai_value = {
		base = 5
	}
}

cow_orchards_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_7_cost
	
	levy = small_building_levy_tier_7
	province_modifier = {
		monthly_income = normal_building_tax_tier_7
		supply_limit = 1000
		levy_reinforcement_rate = 0.1
		supply_limit_mult = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.02
		levy_size = 0.02
	}
	character_modifier = {
		monthly_prestige = 0.1
	}
	
	next_building = cow_orchards_08
	
	ai_value = {
		base = 4
	}
}

cow_orchards_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_8_cost
	
	levy = small_building_levy_tier_8
	province_modifier = {
		monthly_income = normal_building_tax_tier_8
		supply_limit = 1000
		levy_reinforcement_rate = 0.1
		supply_limit_mult = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.05
		levy_size = 0.02
	}
	character_modifier = {
		monthly_prestige = 0.1
	}
	
	ai_value = {
		base = 3
	}
}

### farm estates

cow_farm_estates_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_1_cost
	
	province_modifier = {
		monthly_income = excellent_building_tax_tier_1
	}
	
	next_building = cow_farm_estates_02

	type_icon = "icon_building_farm_estates.dds"
	
	ai_value = {
		base = 100
	}
}

cow_farm_estates_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_2_cost
	
	province_modifier = {
		monthly_income = excellent_building_tax_tier_2
		supply_limit_mult = 0.15
		supply_limit = 500
	}
	
	next_building = cow_farm_estates_03
	
	ai_value = {
		base = 9
	}
}

cow_farm_estates_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_3_cost
	
	province_modifier = {
		monthly_income = excellent_building_tax_tier_3
		supply_limit_mult = 0.15
		supply_limit = 500
	}
	
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = cow_farm_estates_04
	
	ai_value = {
		base = 8
	}
}

cow_farm_estates_04 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_4_cost
	
	province_modifier = {
		monthly_income = excellent_building_tax_tier_4
		supply_limit_mult = 0.15
		supply_limit = 1000
	}
	
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = cow_farm_estates_05
	
	ai_value = {
		base = 7
	}
}

cow_farm_estates_05 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_5_cost
	
	province_modifier = {
		monthly_income = excellent_building_tax_tier_5
		supply_limit_mult = 0.15
		levy_size = 0.05
		supply_limit = 1000
	}
	
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = cow_farm_estates_06
	
	ai_value = {
		base = 6
	}
}

cow_farm_estates_06 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_6_cost
	
	province_modifier = {
		monthly_income = excellent_building_tax_tier_6
		supply_limit_mult = 0.15
		levy_size = 0.05
		supply_limit = 1000
	}
	
	county_modifier = {
		development_growth_factor = 0.05
		tax_mult = 0.01
	}
	
	next_building = cow_farm_estates_07
	
	ai_value = {
		base = 5
	}
}

cow_farm_estates_07 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_7_cost
	
	province_modifier = {
		monthly_income = excellent_building_tax_tier_7
		supply_limit_mult = 0.15
		levy_size = 0.05
		supply_limit = 1000
	}
	
	county_modifier = {
		development_growth_factor = 0.05
		tax_mult = 0.01
		monthly_county_control_change_add = 0.2
	}
	
	next_building = cow_farm_estates_08
	
	ai_value = {
		base = 4
	}
}

cow_farm_estates_08 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_8_cost
	
	province_modifier = {
		monthly_income = excellent_building_tax_tier_8
		supply_limit_mult = 0.15
		levy_size = 0.05
		supply_limit = 1000
	}
	county_modifier = {
		development_growth_factor = 0.05
		tax_mult = 0.02
		monthly_county_control_change_add = 0.2
	}
	
	ai_value = {
		base = 3
	}
}

### military_camps

cow_military_camps_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_1_cost
	
	levy = normal_building_levy_tier_1
	
	character_modifier = {
		archers_damage_add = 2
		skirmishers_damage_add = 1
		skirmishers_pursuit_add = 1
	}
	
	next_building = cow_military_camps_02

	type_icon = "icon_building_military_camps.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			building_barracks_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_barracks_01
			}
		}
		modifier = {
			factor = 0
			building_camel_farms_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_camel_farms_01
			}
		}
		modifier = {
			factor = 0
			building_regimental_grounds_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_regimental_grounds_01
			}
		}
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_orchards_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_orchards_01
			}
		}
		modifier = {
			add = -9
			has_building_or_higher = city_01
		}
	}
}

cow_military_camps_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_2_cost
	
	levy = normal_building_levy_tier_2
	
	character_modifier = {
		archers_damage_add = 3
		skirmishers_damage_add = 2
		skirmishers_pursuit_add = 2
		archers_toughness_add = 1
		skirmishers_toughness_add = 1
	}
	
	county_modifier = {
		supply_limit = 200
	}
	
	next_building = cow_military_camps_03
	
	ai_value = {
		base = 9
	}
}

cow_military_camps_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_3_cost
	
	levy = normal_building_levy_tier_3
	
	county_modifier = {
		supply_limit = 200
	}
	
	character_modifier = {
		archers_damage_add = 4
		skirmishers_damage_add = 3
		skirmishers_pursuit_add = 3
		archers_toughness_add = 1
		skirmishers_toughness_add = 1
	}
	
	next_building = cow_military_camps_04
	
	ai_value = {
		base = 8
	}
}

cow_military_camps_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_4_cost
	
	levy = normal_building_levy_tier_4
	
	county_modifier = {
		supply_limit = 200
		monthly_county_control_change_factor = 0.05
	}
	
	character_modifier = {
		archers_damage_add = 5
		skirmishers_damage_add = 4
		skirmishers_pursuit_add = 4
		archers_toughness_add = 2
		skirmishers_toughness_add = 2
	}
	
	next_building = cow_military_camps_05
	
	ai_value = {
		base = 7
	}
}

cow_military_camps_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_5_cost
	
	levy = normal_building_levy_tier_5
	
	county_modifier = {
		supply_limit = 200
		monthly_county_control_change_factor = 0.05
	}
	
	character_modifier = {
		archers_damage_add = 6
		skirmishers_damage_add = 5
		skirmishers_pursuit_add = 5
		archers_toughness_add = 2
		skirmishers_toughness_add = 2
		light_cavalry_toughness_add = 1
	}
	
	next_building = cow_military_camps_06
	
	ai_value = {
		base = 6
	}
}

cow_military_camps_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_6_cost
	
	levy = normal_building_levy_tier_6
	
	county_modifier = {
		supply_limit = 200
		monthly_county_control_change_factor = 0.05
	}
	
	character_modifier = {
		archers_damage_add = 7
		skirmishers_damage_add = 6
		skirmishers_pursuit_add = 6
		archers_toughness_add = 3
		skirmishers_toughness_add = 3
		light_cavalry_toughness_add = 1
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	next_building = cow_military_camps_07
	
	ai_value = {
		base = 5
	}
}

cow_military_camps_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}
	
	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_7_cost
	
	levy = normal_building_levy_tier_7
	
	county_modifier = {
		supply_limit = 200
		monthly_county_control_change_factor = 0.05
	}
	
	character_modifier = {
		archers_damage_add = 8
		skirmishers_damage_add = 7
		skirmishers_pursuit_add = 7
		archers_toughness_add = 3
		skirmishers_toughness_add = 3
		light_cavalry_toughness_add = 1
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	next_building = cow_military_camps_08
	
	ai_value = {
		base = 4
	}
}

cow_military_camps_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_8_cost
	
	levy = normal_building_levy_tier_8
	
	county_modifier = {
		supply_limit = 200
		monthly_county_control_change_factor = 0.05
	}
	
	character_modifier = {
		archers_damage_add = 9
		skirmishers_damage_add = 8
		skirmishers_pursuit_add = 8
		archers_toughness_add = 4
		skirmishers_toughness_add = 4
		light_cavalry_toughness_add = 1
		pikemen_toughness_add = 1
		heavy_infantry_toughness_add = 1
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	ai_value = {
		base = 3
	}
}

### regimental_grounds

cow_regimental_grounds_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_1_cost
	
	levy = excellent_building_levy_tier_1
	
	character_modifier = {
		men_at_arms_maintenance = -0.002
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	next_building = cow_regimental_grounds_02

	type_icon = "icon_building_regimental_grounds.dds"
	
	ai_value = {
		base = 100
		modifier = {
			add = -99
			has_building_or_higher = city_01
		}
	}
}

cow_regimental_grounds_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_2_cost
	
	levy = excellent_building_levy_tier_2
	
	character_modifier = {
		men_at_arms_maintenance = -0.004
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.1
	}
	
	county_modifier = {
		monthly_county_control_change_factor = 0.05
	}
	
	next_building = cow_regimental_grounds_03
	
	ai_value = {
		base = 9
	}
}

cow_regimental_grounds_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_3_cost
	
	levy = excellent_building_levy_tier_3
	
	character_modifier = {
		men_at_arms_maintenance = -0.006
		heavy_infantry_toughness_add = 1
		pikemen_toughness_add = 1
		heavy_infantry_damage_add = 2
		pikemen_damage_add = 2
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.15
	}
	
	county_modifier = {
		monthly_county_control_change_factor = 0.05
	}
	
	next_building = cow_regimental_grounds_04
	
	ai_value = {
		base = 8
	}
}

cow_regimental_grounds_04 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_4_cost
	
	levy = excellent_building_levy_tier_4
	
	character_modifier = {
		men_at_arms_maintenance = -0.008
		heavy_infantry_toughness_add = 1
		pikemen_toughness_add = 1
		heavy_infantry_damage_add = 2
		pikemen_damage_add = 2
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.2
	}
	
	county_modifier = {
		monthly_county_control_change_factor = 0.05
		levy_size = 0.02
	}
	
	next_building = cow_regimental_grounds_05
	
	ai_value = {
		base = 7
	}
}

cow_regimental_grounds_05 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_5_cost
	
	levy = excellent_building_levy_tier_5
	
	character_modifier = {
		men_at_arms_maintenance = -0.01
		heavy_infantry_toughness_add = 1
		pikemen_toughness_add = 1
		heavy_infantry_damage_add = 2
		pikemen_damage_add = 2
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.25
		supply_limit = 1000
	}
	
	county_modifier = {
		monthly_county_control_change_factor = 0.05
		levy_size = 0.02
	}
	
	next_building = cow_regimental_grounds_06
	
	ai_value = {
		base = 6
	}
}

cow_regimental_grounds_06 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_6_cost
	
	levy = excellent_building_levy_tier_6
	
	character_modifier = {
		men_at_arms_maintenance = -0.012
		heavy_infantry_toughness_add = 2
		pikemen_toughness_add = 2
		heavy_infantry_damage_add = 3
		pikemen_damage_add = 3
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.3
		supply_limit = 1000
	}
	
	county_modifier = {
		monthly_county_control_change_factor = 0.05
		levy_size = 0.02
	}
	
	next_building = cow_regimental_grounds_07
	
	ai_value = {
		base = 5
	}
}

cow_regimental_grounds_07 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_7_cost
	
	levy = excellent_building_levy_tier_7
	
	character_modifier = {
		men_at_arms_maintenance = -0.014
		heavy_infantry_toughness_add = 2
		pikemen_toughness_add = 2
		heavy_infantry_damage_add = 3
		pikemen_damage_add = 3
		knight_limit = 1
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.35
		supply_limit = 1000
	}
	
	county_modifier = {
		monthly_county_control_change_factor = 0.05
		levy_size = 0.02
	}
	
	next_building = cow_regimental_grounds_08
	
	ai_value = {
		base = 4
	}
}

cow_regimental_grounds_08 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = expensive_building_tier_8_cost
	
	levy = excellent_building_levy_tier_8
	
	character_modifier = {
		men_at_arms_maintenance = -0.016
		heavy_infantry_toughness_add = 2
		pikemen_toughness_add = 2
		heavy_infantry_damage_add = 3
		pikemen_damage_add = 3
		knight_limit = 1
		army_maintenance_mult = -0.01
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.4
		supply_limit = 1000
	}
	
	county_modifier = {
		monthly_county_control_change_factor = 0.05
		levy_size = 0.02
	}
	
	ai_value = {
		base = 3
	}
}

### ramparts

cow_ramparts_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_1_cost
	
	levy = normal_building_levy_tier_1
	garrison = normal_building_garrison_tier_1
	province_modifier = {
		fort_level = normal_building_fort_level_tier_1
	}
	
	next_building = cow_ramparts_02

	type_icon = "icon_building_ramparts.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 5
			free_building_slots <= 2
		}
		modifier = {
			factor = 5
			free_building_slots <= 1
		}
	}
}

cow_ramparts_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_motte
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_2_cost
	
	levy = normal_building_levy_tier_2
	garrison = normal_building_garrison_tier_2
	province_modifier = {
		fort_level = normal_building_fort_level_tier_2
		tax_mult = 0.02
	}
	
	next_building = cow_ramparts_03
	
	ai_value = {
		base = 9
	}
}

cow_ramparts_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_3_cost
	
	levy = normal_building_levy_tier_3
	garrison = normal_building_garrison_tier_3
	province_modifier = {
		fort_level = normal_building_fort_level_tier_3
		defender_advantage = normal_building_advantage_tier_1
		tax_mult = 0.02
	}
	
	next_building = cow_ramparts_04
	
	ai_value = {
		base = 8
	}
}

cow_ramparts_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_4_cost
	
	levy = normal_building_levy_tier_4
	garrison = normal_building_garrison_tier_4
	province_modifier = {
		fort_level = normal_building_fort_level_tier_4
		defender_advantage = normal_building_advantage_tier_1
		tax_mult = 0.02
	}
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	next_building = cow_ramparts_05
	
	ai_value = {
		base = 7
	}
}

cow_ramparts_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_5_cost
	
	levy = normal_building_levy_tier_5
	garrison = normal_building_garrison_tier_5
	province_modifier = {
		fort_level = normal_building_fort_level_tier_5
		defender_advantage = normal_building_advantage_tier_1
		tax_mult = 0.02
	}
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	character_modifier = {
		archers_damage_add = 2
	}
	
	next_building = cow_ramparts_06
	
	ai_value = {
		base = 6
	}
}

cow_ramparts_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_6_cost
	
	levy = normal_building_levy_tier_6
	garrison = normal_building_garrison_tier_6
	province_modifier = {
		fort_level = normal_building_fort_level_tier_6
		defender_advantage = normal_building_advantage_tier_2
		tax_mult = 0.02
	}
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	character_modifier = {
		archers_damage_add = 2
		skirmishers_damage_add = 1
	}
	
	next_building = cow_ramparts_07
	
	ai_value = {
		base = 5
	}
}

cow_ramparts_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_machicolations
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_7_cost
	
	levy = normal_building_levy_tier_7
	garrison = normal_building_garrison_tier_7
	province_modifier = {
		fort_level = normal_building_fort_level_tier_7
		defender_advantage = normal_building_advantage_tier_2
		tax_mult = 0.02
	}
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	character_modifier = {
		archers_damage_add = 2
		archers_toughness_add = 1
		skirmishers_damage_add = 1
	}
	
	next_building = cow_ramparts_08
	
	ai_value = {
		base = 4
	}
}

cow_ramparts_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_machicolations
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_8_cost
	
	levy = normal_building_levy_tier_8
	garrison = normal_building_garrison_tier_8
	province_modifier = {
		fort_level = normal_building_fort_level_tier_8
		defender_advantage = normal_building_advantage_tier_2
		tax_mult = 0.02
	}
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	character_modifier = {
		archers_damage_add = 3
		archers_toughness_add = 1
		skirmishers_damage_add = 1
	}
	
	ai_value = {
		base = 3
	}
}

### curtain_walls

cow_curtain_walls_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_1_cost
	
	garrison = normal_building_garrison_tier_1
	province_modifier = {
		monthly_income = poor_building_tax_tier_1
		fort_level = normal_building_fort_level_tier_1
	}
	
	next_building = cow_curtain_walls_02

	type_icon = "icon_building_curtain_walls.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 5
			free_building_slots <= 2
		}
		modifier = {
			factor = 5
			free_building_slots <= 1
		}
	}
}

cow_curtain_walls_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_motte
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_2_cost
	
	garrison = normal_building_garrison_tier_2
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		fort_level = normal_building_fort_level_tier_2
	}
	
	county_modifier = {
		supply_limit = 300
	}
	
	next_building = cow_curtain_walls_03
	
	ai_value = {
		base = 9
	}
}

cow_curtain_walls_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_3_cost
	
	garrison = normal_building_garrison_tier_3
	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = normal_building_fort_level_tier_3
	}
	
	county_modifier = {
		supply_limit = 300
	}
	
	character_modifier = {
		archers_damage_add = 1
	}
	
	next_building = cow_curtain_walls_04
	
	ai_value = {
		base = 8
	}
}

cow_curtain_walls_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_4_cost
	
	garrison = normal_building_garrison_tier_4
	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		fort_level = normal_building_fort_level_tier_4
	}
	
	county_modifier = {
		supply_limit = 300
	}
	
	character_modifier = {
		archers_damage_add = 1
	}
	
	next_building = cow_curtain_walls_05
	
	ai_value = {
		base = 7
	}
}

cow_curtain_walls_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_5_cost
	
	garrison = normal_building_garrison_tier_5
	province_modifier = {
		monthly_income = poor_building_tax_tier_5
		fort_level = normal_building_fort_level_tier_5
		defender_advantage = normal_building_advantage_tier_2
	}
	
	county_modifier = {
		supply_limit = 300
	}
	
	character_modifier = {
		archers_damage_add = 1
	}
	
	next_building = cow_curtain_walls_06
	
	ai_value = {
		base = 6
	}
}

cow_curtain_walls_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_6_cost
	
	garrison = normal_building_garrison_tier_6
	province_modifier = {
		monthly_income = poor_building_tax_tier_6
		fort_level = normal_building_fort_level_tier_6
		defender_advantage = normal_building_advantage_tier_2
	}
	
	county_modifier = {
		supply_limit = 300
		supply_limit_mult = 0.02
	}
	
	character_modifier = {
		archers_damage_add = 1
	}
	
	next_building = cow_curtain_walls_07
	
	ai_value = {
		base = 5
	}
}

cow_curtain_walls_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_machicolations
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_7_cost
	
	garrison = normal_building_garrison_tier_7
	province_modifier = {
		monthly_income = poor_building_tax_tier_7
		fort_level = normal_building_fort_level_tier_7
		defender_advantage = normal_building_advantage_tier_2
	}
	
	county_modifier = {
		supply_limit = 300
		supply_limit_mult = 0.02
	}
	
	character_modifier = {
		archers_damage_add = 1
	}
	
	next_building = cow_curtain_walls_08
	
	ai_value = {
		base = 4
	}
}

cow_curtain_walls_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_machicolations
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_8_cost
	
	garrison = normal_building_garrison_tier_8
	province_modifier = {
		monthly_income = poor_building_tax_tier_8
		fort_level = normal_building_fort_level_tier_8
		defender_advantage = normal_building_advantage_tier_2
	}
	
	county_modifier = {
		supply_limit = 300
		supply_limit_mult = 0.02
	}
	
	character_modifier = {
		archers_damage_add = 1
	}
	
	ai_value = {
		base = 3
	}
}

### watchtowers

cow_watchtowers_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		NOR = {
			barony = title:b_antiocheia
		}
		building_watchtowers_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_1_cost
	
	garrison = normal_building_garrison_tier_1
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_1
		fort_level = normal_building_fort_level_tier_1
	}
	
	next_building = cow_watchtowers_02

	type_icon = "icon_building_watchtowers.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 5
			free_building_slots <= 2
		}
		modifier = {
			factor = 5
			free_building_slots <= 1
		}
	}
}

cow_watchtowers_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_motte
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_2_cost
	
	garrison = normal_building_garrison_tier_2
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_2
		fort_level = normal_building_fort_level_tier_2
	}
	
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	next_building = cow_watchtowers_03
	
	ai_value = {
		base = 9
	}
}

cow_watchtowers_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_3_cost
	
	garrison = normal_building_garrison_tier_3
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_3
		fort_level = normal_building_fort_level_tier_3
	}
	
	character_modifier = {
		archers_damage_add = 2
	}
	
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	next_building = cow_watchtowers_04
	
	ai_value = {
		base = 8
	}
}

cow_watchtowers_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_4_cost
	
	garrison = normal_building_garrison_tier_4
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_4
		fort_level = normal_building_fort_level_tier_4
		supply_limit = 300
	}
	
	character_modifier = {
		archers_damage_add = 2
	}
	
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	next_building = cow_watchtowers_05
	
	ai_value = {
		base = 7
	}
}

cow_watchtowers_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost
	
	garrison = normal_building_garrison_tier_5
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_5
		fort_level = normal_building_fort_level_tier_5
		supply_limit = 300
	}
	
	character_modifier = {
		archers_damage_add = 2
	}
	
	county_modifier = {
		hostile_raid_time = 0.15
	}
	
	next_building = cow_watchtowers_06
	
	ai_value = {
		base = 6
	}
}

cow_watchtowers_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	garrison = normal_building_garrison_tier_6
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_6
		fort_level = normal_building_fort_level_tier_6
		supply_limit = 300
	}
	
	character_modifier = {
		archers_damage_add = 3
		archers_toughness_add = 1
	}
	
	county_modifier = {
		hostile_raid_time = 0.15
		supply_limit_mult = 0.05
	}
	
	next_building = cow_watchtowers_07
	
	ai_value = {
		base = 5
	}
}

cow_watchtowers_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_machicolations
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	garrison = normal_building_garrison_tier_7
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_7
		fort_level = normal_building_fort_level_tier_7
		supply_limit = 600
	}
	
	character_modifier = {
		archers_damage_add = 3
		archers_toughness_add = 1
	}
	
	county_modifier = {
		hostile_raid_time = 0.15
		supply_limit_mult = 0.05
	}
	
	next_building = cow_watchtowers_08
	
	ai_value = {
		base = 4
	}
}

cow_watchtowers_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_machicolations
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost
	
	garrison = normal_building_garrison_tier_8
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_8
		fort_level = normal_building_fort_level_tier_8
		supply_limit = 600
	}
	
	character_modifier = {
		archers_damage_add = 3
		archers_toughness_add = 1
	}
	
	county_modifier = {
		hostile_raid_time = 0.2
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		base = 3
	}
}

### cereal_fields

cow_cereal_fields_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_1_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_1
	}
	
	next_building = cow_cereal_fields_02
	
	type_icon = "icon_building_cereal_fields.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_orchards_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_orchards_01
			}
		}
	}
}

cow_cereal_fields_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_2_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_2
	}
	
	county_modifier = {
		tax_mult = 0.01
	}
	
	next_building = cow_cereal_fields_03
	
	ai_value = {
		base = 9
	}
}

cow_cereal_fields_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_3_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_3
	}
	
	county_modifier = {
		tax_mult = 0.01
		supply_limit = 400
	}
	
	next_building = cow_cereal_fields_04
	
	ai_value = {
		base = 8
	}
}

cow_cereal_fields_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_4_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_4
	}
	
	county_modifier = {
		tax_mult = 0.01
		supply_limit = 400
		development_growth_factor = 0.05
	}
	
	next_building = cow_cereal_fields_05
	
	ai_value = {
		base = 7
	}
}

cow_cereal_fields_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_5_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_5
	}
	
	county_modifier = {
		tax_mult = 0.01
		supply_limit = 400
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
	}
	
	next_building = cow_cereal_fields_06
	
	ai_value = {
		base = 6
	}
}

cow_cereal_fields_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_6_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_6
	}
	
	county_modifier = {
		tax_mult = 0.01
		supply_limit = 400
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
		church_holding_build_gold_cost = -0.05
	}
	
	next_building = cow_cereal_fields_07
	
	ai_value = {
		base = 5
	}
}

cow_cereal_fields_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_7
	}
	
	county_modifier = {
		levy_reinforcement_rate = 0.05
		tax_mult = 0.01
		supply_limit = 400
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
		church_holding_build_gold_cost = -0.05
	}
	
	next_building = cow_cereal_fields_08
	
	ai_value = {
		base = 4
	}
}

cow_cereal_fields_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost
	
	province_modifier = {
		monthly_income = good_building_tax_tier_8
	}
	
	county_modifier = {
		levy_reinforcement_rate = 0.05
		tax_mult = 0.02
		supply_limit = 1600
		development_growth_factor = 0.05
		supply_limit_mult = 0.05
		church_holding_build_gold_cost = -0.05
	}
	
	ai_value = {
		base = 3
	}
}

### outposts

cow_outposts_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_1_cost
	
	levy = poor_building_levy_tier_1
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_1
	}
	
	next_building = cow_outposts_02

	type_icon = "icon_building_outposts.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			building_barracks_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_barracks_01
			}
		}
		modifier = {
			factor = 0
			building_camel_farms_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_camel_farms_01
			}
		}
		modifier = {
			add = -9
			has_building_or_higher = city_01
		}
	}
}

cow_outposts_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_2_cost
	
	levy = poor_building_levy_tier_2
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_2
	}
	county_modifier = {
		monthly_county_control_change_add = 0.1
	}
	
	next_building = cow_outposts_03
	
	ai_value = {
		base = 9
	}
}

cow_outposts_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_3_cost
	
	levy = poor_building_levy_tier_3
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_3
	}
	county_modifier = {
		monthly_county_control_change_add = 0.1
	}
	character_modifier = {
		skirmishers_damage_add = 1
	}
	
	next_building = cow_outposts_04
	
	ai_value = {
		base = 8
	}
}

cow_outposts_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_4_cost
	
	levy = poor_building_levy_tier_4
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_4
	}
	county_modifier = {
		monthly_county_control_change_add = 0.1
	}
	
	character_modifier = {
		skirmishers_damage_add = 1
		skirmishers_pursuit_add = 1
	}
	
	next_building = cow_outposts_05
	
	ai_value = {
		base = 7
	}
}

cow_outposts_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_5_cost
	
	levy = poor_building_levy_tier_5
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_5
	}
	county_modifier = {
		monthly_county_control_change_add = 0.1
		garrison_size = 0.05
	}
	
	character_modifier = {
		skirmishers_damage_add = 1
		skirmishers_pursuit_add = 1
	}
	
	next_building = cow_outposts_06
	
	ai_value = {
		base = 6
	}
}

cow_outposts_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_6_cost
	
	levy = poor_building_levy_tier_6
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_6
	}
	county_modifier = {
		monthly_county_control_change_add = 0.1
		garrison_size = 0.05
	}
	
	character_modifier = {
		archers_damage_add = 2
		skirmishers_damage_add = 1
		skirmishers_pursuit_add = 1
	}
	
	next_building = cow_outposts_07
	
	ai_value = {
		base = 5
	}
}

cow_outposts_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_7_cost
	
	levy = poor_building_levy_tier_7
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_7
	}
	county_modifier = {
		monthly_county_control_change_add = 0.1
		garrison_size = 0.05
	}
	
	character_modifier = {
		archers_damage_add = 2
		skirmishers_damage_add = 1
		skirmishers_pursuit_add = 1
		skirmishers_toughness_add = 1
		skirmishers_screen_add = 1
	}
	
	next_building = cow_outposts_08
	
	ai_value = {
		base = 4
	}
}

cow_outposts_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_8_cost
	
	levy = poor_building_levy_tier_8
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_8
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.15
		monthly_county_control_change_add = 0.1
		garrison_size = 0.05
	}
	
	character_modifier = {
		archers_damage_add = 2
		skirmishers_damage_add = 1
		skirmishers_pursuit_add = 1
		skirmishers_toughness_add = 1
		skirmishers_screen_add = 1
	}
	
	ai_value = {
		base = 3
	}
}

### barracks

cow_barracks_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_1_cost
	
	levy = good_building_levy_tier_1
	
	character_modifier = {
		pikemen_damage_add = 2
		heavy_infantry_damage_add = 2
	}
	
	next_building = cow_barracks_02
	
	type_icon = "icon_building_barracks.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			building_regimental_grounds_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_regimental_grounds_01
			}
		}
		modifier = {
			add = -9
			has_building_or_higher = city_01
		}
	}
}

cow_barracks_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_2_cost
	
	levy = good_building_levy_tier_2
	
	character_modifier = {
		pikemen_damage_add = 3
		heavy_infantry_damage_add = 3
		pikemen_toughness_add = 2
		heavy_infantry_toughness_add = 2
	}
	
	next_building = cow_barracks_03
	
	ai_value = {
		base = 9
	}
}

cow_barracks_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_3_cost
	
	levy = good_building_levy_tier_3
	
	character_modifier = {
		pikemen_damage_add = 4
		heavy_infantry_damage_add = 4
		pikemen_toughness_add = 2
		heavy_infantry_toughness_add = 2
	}
	
	county_modifier = {
		build_speed = -0.02
	}
	
	next_building = cow_barracks_04
	
	ai_value = {
		base = 8
	}
}

cow_barracks_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_4_cost
	
	levy = good_building_levy_tier_4
	
	character_modifier = {
		pikemen_damage_add = 5
		heavy_infantry_damage_add = 5
		pikemen_toughness_add = 3
		heavy_infantry_toughness_add = 3
	}
	
	county_modifier = {
		build_speed = -0.02
	}
	
	next_building = cow_barracks_05
	
	ai_value = {
		base = 7
	}
}

cow_barracks_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_5_cost
	
	levy = good_building_levy_tier_5
	
	county_modifier = {
		build_speed = -0.02
	}
	
	character_modifier = {
		pikemen_damage_add = 6
		heavy_infantry_damage_add = 6
		pikemen_toughness_add = 3
		heavy_infantry_toughness_add = 3
	}
	
	next_building = cow_barracks_06
	
	ai_value = {
		base = 6
	}
}

cow_barracks_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	levy = good_building_levy_tier_6
	
	county_modifier = {
		build_speed = -0.02
	}
	
	character_modifier = {
		pikemen_damage_add = 7
		heavy_infantry_damage_add = 7
		pikemen_toughness_add = 4
		heavy_infantry_toughness_add = 4
	}
	
	next_building = cow_barracks_07
	
	ai_value = {
		base = 5
	}
}

cow_barracks_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	levy = good_building_levy_tier_7
	
	county_modifier = {
		build_speed = -0.02
	}
	
	character_modifier = {
		pikemen_damage_add = 8
		heavy_infantry_damage_add = 8
		pikemen_toughness_add = 4
		heavy_infantry_toughness_add = 4
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	next_building = cow_barracks_08
	
	ai_value = {
		base = 4
	}
}

cow_barracks_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost
	
	levy = good_building_levy_tier_8
	
	county_modifier = {
		build_speed = -0.02
	}
	
	character_modifier = {
		pikemen_damage_add = 9
		heavy_infantry_damage_add = 9
		pikemen_toughness_add = 5
		heavy_infantry_toughness_add = 5
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	ai_value = {
		base = 3
	}
}

### camel_farms

cow_camel_farms_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_1_cost
	
	levy = small_building_levy_tier_1
	character_modifier = {
		light_cavalry_damage_add = 1
		light_cavalry_pursuit_add = 1
		knight_limit = 1
	}
	
	next_building = cow_camel_farms_02
	
	type_icon = "icon_building_camel_farms.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			building_regimental_grounds_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_regimental_grounds_01
			}
		}
	}
}

cow_camel_farms_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_2_cost
	
	levy = small_building_levy_tier_2
	character_modifier = {
		light_cavalry_damage_add = 2
		light_cavalry_pursuit_add = 2
		light_cavalry_toughness_add = 1
		light_cavalry_screen_add = 1
		knight_limit = 1
	}
	
	county_modifier = {
		supply_limit = 200
	}
	
	next_building = cow_camel_farms_03
	
	ai_value = {
		base = 9
	}
}

cow_camel_farms_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_3_cost
	
	levy = small_building_levy_tier_3
	character_modifier = {
		light_cavalry_damage_add = 3
		light_cavalry_pursuit_add = 3
		light_cavalry_toughness_add = 1
		light_cavalry_screen_add = 1
		knight_limit = 2
		archers_damage_add = 1
	}
	
	county_modifier = {
		supply_limit = 200
	}
	
	next_building = cow_camel_farms_04
	
	ai_value = {
		base = 8
	}
}

cow_camel_farms_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_4_cost
	
	levy = small_building_levy_tier_4
	
	character_modifier = {
		light_cavalry_damage_add = 4
		light_cavalry_pursuit_add = 4
		light_cavalry_toughness_add = 2
		light_cavalry_screen_add = 2
		knight_limit = 2
		archers_damage_add = 1
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
	}
	
	county_modifier = {
		supply_limit = 200
	}
	
	next_building = cow_camel_farms_05
	
	ai_value = {
		base = 7
	}
}

cow_camel_farms_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost
	
	levy = small_building_levy_tier_5
	character_modifier = {
		light_cavalry_damage_add = 5
		light_cavalry_pursuit_add = 5
		light_cavalry_toughness_add = 2
		light_cavalry_screen_add = 2
		knight_limit = 3
		archers_damage_add = 1
		knight_effectiveness_mult = 0.05
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
	}
	
	county_modifier = {
		supply_limit = 200
	}
	
	next_building = cow_camel_farms_06
	
	ai_value = {
		base = 6
	}
}

cow_camel_farms_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	levy = small_building_levy_tier_6
	character_modifier = {
		light_cavalry_damage_add = 6
		light_cavalry_pursuit_add = 6
		light_cavalry_toughness_add = 3
		light_cavalry_screen_add = 3
		knight_limit = 3
		archers_damage_add = 1
		knight_effectiveness_mult = 0.05
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		hostile_raid_time = 0.2
	}
	
	county_modifier = {
		supply_limit = 200
	}
	
	next_building = cow_camel_farms_07
	
	ai_value = {
		base = 5
	}
}

cow_camel_farms_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	levy = small_building_levy_tier_7
	character_modifier = {
		light_cavalry_damage_add = 7
		light_cavalry_pursuit_add = 7
		light_cavalry_toughness_add = 3
		light_cavalry_screen_add = 3
		knight_limit = 4
		heavy_cavalry_toughness_add = 4
		archers_damage_add = 1
		knight_effectiveness_mult = 0.05
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		hostile_raid_time = 0.2
	}
	
	county_modifier = {
		supply_limit = 200
	}
	
	next_building = cow_camel_farms_08
	
	ai_value = {
		base = 4
	}
}

cow_camel_farms_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost
	
	levy = small_building_levy_tier_8
	character_modifier = {
		light_cavalry_damage_add = 8
		light_cavalry_pursuit_add = 8
		light_cavalry_toughness_add = 4
		light_cavalry_screen_add = 4
		knight_limit = 4
		heavy_cavalry_damage_add = 2
		heavy_cavalry_toughness_add = 4
		archers_damage_add = 1
		knight_effectiveness_mult = 0.05
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		hostile_raid_time = 0.2
	}

	type_icon = "icon_building_camel_farms.dds"
	
	ai_value = {
		base = 3
	}
}

### logging_camps

cow_logging_camps_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_1	
		build_speed = good_building_build_speed_tier_1
	}
	
	next_building = cow_logging_camps_02

	type_icon = "icon_building_logging_camps.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			scope:holder = {
				has_government = republic_government
			}
			NOT = {
				has_building_or_higher = guild_halls_01
			}
		}
	}
}

cow_logging_camps_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_2_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_2
		build_speed = good_building_build_speed_tier_2
	}
	county_modifier = {
		church_holding_build_gold_cost = -0.05
	}
	
	next_building = cow_logging_camps_03
	
	ai_value = {
		base = 9
	}
}

cow_logging_camps_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_3_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_3
		build_speed = good_building_build_speed_tier_3
	}
	
	character_modifier = {
		army_maintenance_mult = -0.01
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
	}
	
	next_building = cow_logging_camps_04
	
	ai_value = {
		base = 8
	}
}

cow_logging_camps_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_4_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_4
		build_speed = good_building_build_speed_tier_4
	}
	
	character_modifier = {
		army_maintenance_mult = -0.01
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 300
	}
	
	next_building = cow_logging_camps_05
	
	ai_value = {
		base = 7
	}
}

cow_logging_camps_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_5_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_5
		build_speed = good_building_build_speed_tier_5
	}
	
	character_modifier = {
		army_maintenance_mult = -0.01
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 300
		tax_mult = 0.01
	}
	
	next_building = cow_logging_camps_06
	
	ai_value = {
		base = 6
	}
}

cow_logging_camps_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_6_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_6
		build_speed = good_building_build_speed_tier_6
	}
	
	character_modifier = {
		army_maintenance_mult = -0.01
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 600
		tax_mult = 0.01
	}
	
	next_building = cow_logging_camps_07
	
	ai_value = {
		base = 5
	}
}

cow_logging_camps_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_7_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_7
		build_speed = good_building_build_speed_tier_7
	}
	
	character_modifier = {
		army_maintenance_mult = -0.01
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 600
		tax_mult = 0.02
	}
	
	next_building = cow_logging_camps_08
	
	ai_value = {
		base = 4
	}
}

cow_logging_camps_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_8_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_8
		build_speed = good_building_build_speed_tier_8
	}
	
	character_modifier = {
		army_maintenance_mult = -0.01
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 600
		tax_mult = 0.02
		development_growth_factor = 0.02
	}
	
	ai_value = {
		base = 3
	}
}

### peat_quarries

cow_peat_quarries_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_1
		build_speed = normal_building_build_speed_tier_1
	}
	
	next_building = cow_peat_quarries_02

	type_icon = "icon_building_peat_quarries.dds"
	
	ai_value = {
		base = 10
	}
}

cow_peat_quarries_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_2_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_2
		build_speed = normal_building_build_speed_tier_2
	}
	
	county_modifier = {
		build_gold_cost = -0.05
	}
	
	next_building = cow_peat_quarries_03
	
	ai_value = {
		base = 9
	}
}

cow_peat_quarries_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_3_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_3
		build_speed = normal_building_build_speed_tier_3
	}
	
	county_modifier = {
		build_gold_cost = -0.05
		supply_limit = 200
	}
	
	next_building = cow_peat_quarries_04
	
	ai_value = {
		base = 8
	}
}

cow_peat_quarries_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_4_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_4
		build_speed = normal_building_build_speed_tier_4
	}
	
	county_modifier = {
		build_gold_cost = -0.05
		supply_limit = 200
		supply_limit_mult = 0.05
	}
	
	next_building = cow_peat_quarries_05
	
	ai_value = {
		base = 7
	}
}

cow_peat_quarries_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_5_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_5
		build_speed = normal_building_build_speed_tier_5
		hostile_raid_time = 0.1
	}
	
	county_modifier = {
		build_gold_cost = -0.05
		supply_limit = 200
		supply_limit_mult = 0.05
	}
	
	next_building = cow_peat_quarries_06
	
	ai_value = {
		base = 6
	}
}

cow_peat_quarries_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_6_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_6
		build_speed = normal_building_build_speed_tier_6
		hostile_raid_time = 0.1
	}
	
	county_modifier = {
		build_gold_cost = -0.05
		supply_limit = 200
		supply_limit_mult = 0.05
		development_growth_factor = 0.05
	}
	
	next_building = cow_peat_quarries_07
	
	ai_value = {
		base = 5
	}
}

cow_peat_quarries_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_7_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_7
		build_speed = normal_building_build_speed_tier_7
		hostile_raid_time = 0.1
	}
	
	county_modifier = {
		build_gold_cost = -0.1
		supply_limit = 200
		supply_limit_mult = 0.05
		development_growth_factor = 0.05
	}
	
	next_building = cow_peat_quarries_08
	
	ai_value = {
		base = 4
	}
}

cow_peat_quarries_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_8_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_8
		build_speed = normal_building_build_speed_tier_8
		hostile_raid_time = 0.1
	}
	
	county_modifier = {
		build_gold_cost = -0.1
		supply_limit = 600
		supply_limit_mult = 0.05
		development_growth_factor = 0.05
	}
	
	ai_value = {
		base = 3
	}
}

### hill_farms

cow_hill_farms_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_1
	}
	
	next_building = cow_hill_farms_02

	type_icon = "icon_building_hill_farms.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			scope:holder = {
				has_government = republic_government
			}
			NOT = {
				has_building_or_higher = guild_halls_01
			}
		}
	}
}

cow_hill_farms_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_2_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_2
	}
	
	character_modifier = {
		pikemen_toughness_add = 1
	}
	
	next_building = cow_hill_farms_03
	
	ai_value = {
		base = 9
	}
}

cow_hill_farms_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_3_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_3
	}
	
	county_modifier = {
		supply_limit = 300
	}
	
	character_modifier = {
		pikemen_toughness_add = 1
	}
	
	next_building = cow_hill_farms_04
	
	ai_value = {
		base = 8
	}
}

cow_hill_farms_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_4_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_4
	}
	
	county_modifier = {
		supply_limit = 300
	}
	
	character_modifier = {
		pikemen_toughness_add = 2
	}
	
	next_building = cow_hill_farms_05
	
	ai_value = {
		base = 7
	}
}

cow_hill_farms_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_5_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_5
	}
	
	county_modifier = {
		supply_limit = 300
		supply_limit_mult = 0.02
	}
	
	character_modifier = {
		pikemen_toughness_add = 2
	}
	
	next_building = cow_hill_farms_06
	
	ai_value = {
		base = 6
	}
}

cow_hill_farms_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_6_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_6
	}
	
	county_modifier = {
		supply_limit = 300
		supply_limit_mult = 0.02
		development_growth_factor = 0.05
	}
	
	character_modifier = {
		pikemen_toughness_add = 2
	}
	
	next_building = cow_hill_farms_07
	
	ai_value = {
		base = 5
	}
}

cow_hill_farms_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_7_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_7
	}
	
	county_modifier = {
		supply_limit = 600
		supply_limit_mult = 0.02
		development_growth_factor = 0.05
	}
	
	character_modifier = {
		pikemen_toughness_add = 2
	}
	
	next_building = cow_hill_farms_08
	
	ai_value = {
		base = 4
	}
}

cow_hill_farms_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_8_cost
	
	province_modifier = {
		monthly_income = normal_building_tax_tier_8
	}
	
	county_modifier = {
		supply_limit = 600
		supply_limit_mult = 0.02
		development_growth_factor = 0.1
	}
	
	character_modifier = {
		pikemen_toughness_add = 2
	}
	
	ai_value = {
		base = 3
	}
}

### elephant_pens

cow_elephant_pens_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_1_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_1
		build_speed = good_building_build_speed_tier_1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
		heavy_cavalry_damage_add = 2
		knight_limit = 1
	}
	
	next_building = cow_elephant_pens_02

	type_icon = "icon_building_elephant_pens.dds"
	
	ai_value = {
		base = 10
	}
}

cow_elephant_pens_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_2_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		build_speed = good_building_build_speed_tier_2
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
		heavy_cavalry_damage_add = 4
		knight_limit = 1
	}
	
	next_building = cow_elephant_pens_03
	
	ai_value = {
		base = 9
	}
}

cow_elephant_pens_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_3_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		build_speed = good_building_build_speed_tier_3
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
		heavy_cavalry_damage_add = 6
		knight_limit = 2
		heavy_cavalry_toughness_add = 4
	}
	county_modifier = {
		build_gold_cost = -0.02
	}
	
	next_building = cow_elephant_pens_04
	
	ai_value = {
		base = 8
	}
}

cow_elephant_pens_04 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_4_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		build_speed = good_building_build_speed_tier_4
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
		heavy_cavalry_damage_add = 8
		knight_limit = 2
		heavy_cavalry_toughness_add = 4
	}
	county_modifier = {
		build_gold_cost = -0.02
	}
	
	next_building = cow_elephant_pens_05
	
	ai_value = {
		base = 7
	}
}

cow_elephant_pens_05 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_5
		build_speed = good_building_build_speed_tier_5
	}
	character_modifier = {
		knight_effectiveness_mult = 0.10
		heavy_cavalry_damage_add = 10
		knight_limit = 3
		heavy_cavalry_toughness_add = 4
	}
	county_modifier = {
		build_gold_cost = -0.02
	}
	
	next_building = cow_elephant_pens_06
	
	ai_value = {
		base = 6
	}
}

cow_elephant_pens_06 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_6
		build_speed = good_building_build_speed_tier_6
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
		heavy_cavalry_damage_add = 12
		knight_limit = 3
		heavy_cavalry_toughness_add = 6
	}
	county_modifier = {
		build_gold_cost = -0.02
	}
	
	next_building = cow_elephant_pens_07
	
	ai_value = {
		base = 5
	}
}

cow_elephant_pens_07 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_7
		build_speed = good_building_build_speed_tier_7
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
		heavy_cavalry_damage_add = 14
		knight_limit = 4
		heavy_cavalry_toughness_add = 6
	}
	county_modifier = {
		build_gold_cost = -0.02
		development_growth_factor = 0.05
	}
	
	next_building = cow_elephant_pens_08
	
	ai_value = {
		base = 4
	}
}

cow_elephant_pens_08 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_8_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_8
		build_speed = good_building_build_speed_tier_8
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
		heavy_cavalry_damage_add = 16
		knight_limit = 4
		heavy_cavalry_toughness_add = 6
	}
	county_modifier = {
		build_gold_cost = -0.02
		development_growth_factor = 0.05
	}
	
	ai_value = {
		base = 3
	}
}

### plantations

cow_plantations_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_1
	}
	
	next_building = cow_plantations_02

	type_icon = "icon_building_plantations.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			building_orchards_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_orchards_01
			}
		}
		modifier = {
			factor = 0
			building_pastures_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_pastures_01
			}
		}
		modifier = {
			factor = 0
			building_cereal_fields_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cow_cereal_fields_01
			}
		}
		modifier = {
			factor = 0
			OR = {
				has_building_or_higher = city_01
				has_building_or_higher = cow_metropolis_01
			}
			NOT = {
				has_building_or_higher = cow_guild_halls_01
			}
		}
	}
}

cow_plantations_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_2_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		tax_mult = 0.01
	}
	
	next_building = cow_plantations_03
	
	ai_value = {
		base = 9
	}
}

cow_plantations_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_3_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		tax_mult = 0.01
	}
	character_modifier = {
		light_cavalry_toughness_add = 1
	}
	
	next_building = cow_plantations_04
	
	ai_value = {
		base = 8
	}
}

cow_plantations_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_4_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		tax_mult = 0.02
	}
	character_modifier = {
		light_cavalry_toughness_add = 1
	}
	
	next_building = cow_plantations_05
	
	ai_value = {
		base = 7
	}
}

cow_plantations_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_5_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_5
		tax_mult = 0.02
		supply_limit = 200
	}
	character_modifier = {
		light_cavalry_toughness_add = 1
	}
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = cow_plantations_06
	
	ai_value = {
		base = 6
	}
}

cow_plantations_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_6_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_6
		tax_mult = 0.02
		supply_limit = 400
	}
	character_modifier = {
		light_cavalry_toughness_add = 1
	}
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = cow_plantations_07
	
	ai_value = {
		base = 5
	}
}

cow_plantations_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_7_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_7
		tax_mult = 0.02
		supply_limit = 400
	}
	character_modifier = {
		light_cavalry_toughness_add = 1
	}
	county_modifier = {
		development_growth_factor = 0.05
	}
	
	next_building = cow_plantations_08
	
	ai_value = {
		base = 4
	}
}

cow_plantations_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_8_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_8
		tax_mult = 0.02
		supply_limit = 600
	}
	character_modifier = {
		light_cavalry_toughness_add = 1
	}
	county_modifier = {
		development_growth_factor = 0.05
	}
	
	ai_value = {
		base = 3
	}
}

### quarries

cow_quarries_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_1_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_1
		build_speed = good_building_build_speed_tier_1
	}
	
	next_building = cow_quarries_02

	type_icon = "icon_building_quarries.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
			scope:holder = {
				has_government = republic_government
			}
			NOT = {
				has_building_or_higher = guild_halls_01
			}
		}
	}
}

cow_quarries_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_crop_rotation
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_2_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		build_speed = good_building_build_speed_tier_2
	}
	character_modifier = {
		men_at_arms_maintenance = -0.01
	}
	
	next_building = cow_quarries_03
	
	ai_value = {
		base = 9
	}
}

cow_quarries_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_3_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		build_speed = good_building_build_speed_tier_3
	}
	county_modifier = {
		development_growth_factor = 0.02
	}
	character_modifier = {
		men_at_arms_maintenance = -0.01
	}
	
	next_building = cow_quarries_04
	
	ai_value = {
		base = 8
	}
}

cow_quarries_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_4_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		build_speed = good_building_build_speed_tier_4
	}
	county_modifier = {
		development_growth_factor = 0.02
		build_gold_cost = -0.05
	}
	character_modifier = {
		men_at_arms_maintenance = -0.01
	}
	
	next_building = cow_quarries_05
	
	ai_value = {
		base = 7
	}
}

cow_quarries_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_5_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_5
		build_speed = good_building_build_speed_tier_5
	}
	county_modifier = {
		development_growth_factor = 0.02
		build_gold_cost = -0.05
	}
	character_modifier = {
		men_at_arms_maintenance = -0.02
	}
	
	next_building = cow_quarries_06
	
	ai_value = {
		base = 6
	}
}

cow_quarries_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_windmills
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_6_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_6
		build_speed = good_building_build_speed_tier_6
	}
	county_modifier = {
		development_growth_factor = 0.02
		build_gold_cost = -0.05
		garrison_size = 0.1
	}
	character_modifier = {
		men_at_arms_maintenance = -0.02
	}
	
	next_building = cow_quarries_07
	
	ai_value = {
		base = 5
	}
}

cow_quarries_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_7_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_7
		build_speed = good_building_build_speed_tier_7
	}
	county_modifier = {
		development_growth_factor = 0.02
		build_gold_cost = -0.05
		garrison_size = 0.1
	}
	character_modifier = {
		men_at_arms_maintenance = -0.02
		heavy_infantry_toughness_add = 1
		pikemen_toughness_add = 1
	}
	
	next_building = cow_quarries_08
	
	ai_value = {
		base = 4
	}
}

cow_quarries_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = cheap_building_tier_8_cost
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_8
		build_speed = good_building_build_speed_tier_8
	}
	county_modifier = {
		development_growth_factor = 0.02
		build_gold_cost = -0.05
		garrison_size = 0.1
	}
	character_modifier = {
		men_at_arms_maintenance = -0.02
		heavy_infantry_toughness_add = 2
		pikemen_toughness_add = 2
		heavy_cavalry_toughness_add = 4
	}
	
	ai_value = {
		base = 3
	}
}

### hill_forts

cow_hill_forts_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_1_cost
	
	garrison = good_building_garrison_tier_1
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_1
		fort_level = good_building_fort_level_tier_1
	}
	
	next_building = cow_hill_forts_02

	type_icon = "icon_building_hill_forts.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 5
			free_building_slots <= 2
		}
		modifier = {
			factor = 5
			free_building_slots <= 1
		}
	}
}

cow_hill_forts_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
		building_requirement_cow_metropolis = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_motte
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_2_cost
	
	garrison = good_building_garrison_tier_2
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_2
		fort_level = good_building_fort_level_tier_2
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.1
	}
	
	next_building = cow_hill_forts_03
	
	ai_value = {
		base = 9
	}
}

cow_hill_forts_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = normal_building_tier_3_cost
	
	garrison = good_building_garrison_tier_3
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_3
		fort_level = good_building_fort_level_tier_3
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.1
	}
	character_modifier = {
		pikemen_toughness_add = 1
	}
	
	next_building = cow_hill_forts_04
	
	ai_value = {
		base = 8
	}
}

cow_hill_forts_04 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_battlements
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_4_cost
	
	garrison = good_building_garrison_tier_4
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_4
		fort_level = good_building_fort_level_tier_4
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.1
		levy_size = 0.02
	}
	character_modifier = {
		pikemen_toughness_add = 1
	}
	
	next_building = cow_hill_forts_05
	
	ai_value = {
		base = 7
	}
}

cow_hill_forts_05 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost
	
	garrison = good_building_garrison_tier_5
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_5
		fort_level = good_building_fort_level_tier_5
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.15
		levy_size = 0.02
	}
	character_modifier = {
		pikemen_toughness_add = 1
	}
	
	next_building = cow_hill_forts_06
	
	ai_value = {
		base = 6
	}
}

cow_hill_forts_06 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_hoardings
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	garrison = good_building_garrison_tier_6
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_6
		fort_level = good_building_fort_level_tier_6
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.15
		levy_size = 0.02
	}
	character_modifier = {
		pikemen_damage_add = 2
		pikemen_toughness_add = 1
	}
	
	next_building = cow_hill_forts_07
	
	ai_value = {
		base = 5
	}
}

cow_hill_forts_07 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_machicolations
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	garrison = good_building_garrison_tier_7
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_7
		fort_level = good_building_fort_level_tier_7
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.15
		levy_size = 0.02
	}
	character_modifier = {
		pikemen_damage_add = 2
		pikemen_toughness_add = 2
	}
	
	next_building = cow_hill_forts_08
	
	ai_value = {
		base = 4
	}
}

cow_hill_forts_08 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_cow_metropolis = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_machicolations
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost
	
	garrison = good_building_garrison_tier_8
	province_modifier = {
		defender_advantage = normal_building_advantage_tier_8
		fort_level = good_building_fort_level_tier_8
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.2
		levy_size = 0.02
	}
	character_modifier = {
		pikemen_damage_add = 2
		pikemen_toughness_add = 2
	}
	
	ai_value = {
		base = 3
	}
}
