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

### Pastures

pastures_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.01
		supply_limit = 100
	}
		character_modifier = {
		light_cavalry_toughness_mult = 0.01
		heavy_cavalry_toughness_mult = 0.01
		men_at_arms_maintenance = -0.002
	}
	
	next_building = pastures_02

	type_icon = "icon_building_pastures.dds"
	
	ai_value = {
		base = 10
		modifier = {
			add = -10
			OR = {
			has_building_or_higher = barracks_01
			has_building_or_higher = military_camps_01
			}
		}
		modifier = {
			add = 5
			OR = {
			has_building_or_higher = hunting_grounds_01
			has_building_or_higher = regimental_grounds_01
			}
		}
		modifier = {
			add = -12
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_infantry_tradition
						has_innovation = innovation_sane_spearmen_tradition
						has_innovation = innovation_sane_archery_tradition
						has_innovation = innovation_sane_skirmish_tradition
				}
			}
		}
		modifier = {
			factor = 15
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_heavy_cavalry_tradition
						has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
		modifier = {
			factor = 5
			OR = {
			has_building_or_higher = camel_farms_01
			has_building_or_higher = elephant_pens_01
			}
		}
	}
}

pastures_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.02
		supply_limit = 200
	}
	character_modifier = {
		light_cavalry_toughness_mult = 0.02
		heavy_cavalry_toughness_mult = 0.02
		men_at_arms_maintenance = -0.004
	}
	
	next_building = pastures_03
	
	ai_value = {
		base = 9
	}
}

pastures_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.03
		supply_limit = 300
		levy_reinforcement_rate = 0.1
	}
	character_modifier = {
		light_cavalry_toughness_mult = 0.03
		heavy_cavalry_toughness_mult = 0.03
		men_at_arms_maintenance = -0.006
	}
	
	next_building = pastures_04
	
	ai_value = {
		base = 8
	}
}

pastures_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.04
		supply_limit = 400
		levy_reinforcement_rate = 0.1
	}
	character_modifier = {
		light_cavalry_toughness_mult = 0.04
		heavy_cavalry_toughness_mult = 0.04
		men_at_arms_maintenance = -0.008
	}
	
	next_building = pastures_05
	
	ai_value = {
		base = 7
	}
}

pastures_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.05
		supply_limit = 500
		levy_reinforcement_rate = 0.1
		garrison_size = 0.05
	}
		character_modifier = {
		light_cavalry_toughness_mult = 0.05
		heavy_cavalry_toughness_mult = 0.05
		men_at_arms_maintenance = -0.010
	}
	
	next_building = pastures_06
	
	ai_value = {
		base = 6
	}
}

pastures_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.06
		supply_limit = 600
		levy_reinforcement_rate = 0.1
		garrison_size = 0.05
		county_opinion_add = 2
	}
		character_modifier = {
		light_cavalry_toughness_mult = 0.06
		heavy_cavalry_toughness_mult = 0.06
		men_at_arms_maintenance = -0.012
	}
	
	next_building = pastures_07
	
	ai_value = {
		base = 5
	}
}

pastures_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.07
		supply_limit = 700
		levy_reinforcement_rate = 0.1
		garrison_size = 0.10
		county_opinion_add = 2
	}
	character_modifier = {
		light_cavalry_toughness_mult = 0.07
		heavy_cavalry_toughness_mult = 0.07
		men_at_arms_maintenance = -0.014
	}
	
	next_building = pastures_08
	
	ai_value = {
		base = 4
	}
}

pastures_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_pastures_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.08
		supply_limit = 800
		levy_reinforcement_rate = 0.15
		garrison_size = 0.10
		county_opinion_add = 2
	}
	character_modifier = {
		light_cavalry_toughness_mult = 0.08
		heavy_cavalry_toughness_mult = 0.08
		men_at_arms_maintenance = -0.016
	}
	
	ai_value = {
		base = 3
	}
}

### hunting_grounds

hunting_grounds_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
		building_requirement_castle_city_church = { 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_mult = 0.01
		light_cavalry_pursuit_mult = 0.01
		men_at_arms_maintenance = -0.004
	}
	
	county_modifier = {
		development_growth_factor = 0.01
	}
	
	next_building = hunting_grounds_02
	
	type_icon = "icon_building_hunting_grounds.dds"
	
	ai_value = {
		base = 10
		modifier = {
			add = -10
			OR = {
			has_building_or_higher = military_camps_01
			has_building_or_higher = quarries_01
			has_building_or_higher = barracks_01
			}
		}
		modifier = {
			add = -10
			OR = {
			has_building_or_higher = regimental_grounds_01
			has_building_or_higher = elephant_pens_01
			}
		}
		modifier = {
			add = 5
			has_building_or_higher = camel_farms_01
		}
		modifier = {
			add = -10
				scope:holder.culture = {
					NOT = {
					has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
		modifier = {
			factor = 15
				scope:holder.culture = {
				has_innovation = innovation_sane_light_cavalry_tradition
			}
		}
		modifier = {
			factor = 2
			has_building_or_higher = pastures_01
		}
	}
}

hunting_grounds_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
		building_requirement_castle_city_church = { 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_mult = 0.02
		light_cavalry_pursuit_mult = 0.02
		light_cavalry_screen_mult = 0.01
		light_cavalry_toughness_mult = 0.01
		men_at_arms_maintenance = -0.008
	}
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = hunting_grounds_03
	
	ai_value = {
		base = 9
	}
}

hunting_grounds_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.03
	}
	
	character_modifier = {
		skirmishers_pursuit_mult = 0.02
		light_cavalry_damage_mult = 0.03
		light_cavalry_pursuit_mult = 0.03
		light_cavalry_screen_mult = 0.01
		light_cavalry_toughness_mult = 0.01
		men_at_arms_maintenance = -0.012
	}
	
	next_building = hunting_grounds_04
	
	ai_value = {
		base = 8
	}
}

hunting_grounds_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.04
		light_cavalry_pursuit_mult = 0.04
		light_cavalry_screen_mult = 0.02
		light_cavalry_toughness_mult = 0.02
		men_at_arms_maintenance = -0.016
	}
	county_modifier = {
		development_growth_factor = 0.04
	}
	
	next_building = hunting_grounds_05
	
	ai_value = {
		base = 7
	}
}

hunting_grounds_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.05
		light_cavalry_pursuit_mult = 0.05
		light_cavalry_screen_mult = 0.02
		light_cavalry_toughness_mult = 0.02
		men_at_arms_maintenance = -0.020
	}
	county_modifier = {
		development_growth_factor = 0.05
	}
	
	next_building = hunting_grounds_06
	
	ai_value = {
		base = 6
	}
}

hunting_grounds_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.06
		light_cavalry_pursuit_mult = 0.06
		light_cavalry_screen_mult = 0.03
		light_cavalry_toughness_mult = 0.03
		men_at_arms_maintenance = -0.024
	}
	county_modifier = {
		development_growth_factor = 0.06
	}
	
	next_building = hunting_grounds_07
	
	ai_value = {
		base = 5
	}
}

hunting_grounds_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.07
		light_cavalry_pursuit_mult = 0.07
		light_cavalry_screen_mult = 0.03
		light_cavalry_toughness_mult = 0.03
		men_at_arms_maintenance = -0.028
	}
	county_modifier = {
		development_growth_factor = 0.07
	}
	
	next_building = hunting_grounds_08
	
	ai_value = {
		base = 4
	}
}

hunting_grounds_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_hunting_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.08
		light_cavalry_pursuit_mult = 0.08
		light_cavalry_screen_mult = 0.04
		light_cavalry_toughness_mult = 0.04
		men_at_arms_maintenance = -0.032
	}
	county_modifier = {
		development_growth_factor = 0.08
	}
	
	ai_value = {
		base = 3
	}
}

### orchards

orchards_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
		supply_limit = 150
	}
	
	county_modifier = {
		development_growth_factor = 0.03
		supply_limit_mult = 0.1
	}
	
	next_building = orchards_02

	type_icon = "icon_building_orchards.dds"
	
	ai_value = {
		base = 12
	}
}

orchards_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
		supply_limit = 200
		levy_reinforcement_rate = 0.1
	}
	
	county_modifier = {
		development_growth_factor = 0.06
		supply_limit_mult = 0.1
	}
	
	next_building = orchards_03
	
	ai_value = {
		base = 9
	}
}

orchards_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
		supply_limit = 400
		levy_reinforcement_rate = 0.1
	}
	
	county_modifier = {
		development_growth_factor = 0.09
		supply_limit_mult = 0.1
	}
	
	next_building = orchards_04
	
	ai_value = {
		base = 8
	}
}

orchards_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
		supply_limit = 600
		levy_reinforcement_rate = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.12
		supply_limit_mult = 0.1
	}
	
	next_building = orchards_05
	
	ai_value = {
		base = 7
	}
}

orchards_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
		supply_limit = 800
		levy_reinforcement_rate = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.15
		levy_size = 0.02
		supply_limit_mult = 0.1
	}
	
	next_building = orchards_06
	
	ai_value = {
		base = 6
	}
}

orchards_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.18
		levy_size = 0.03
		supply_limit_mult = 0.1
	}
	
	next_building = orchards_07
	
	ai_value = {
		base = 5
	}
}

orchards_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 1500
		levy_reinforcement_rate = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.21
		levy_size = 0.04
		supply_limit_mult = 0.1
	}
	character_modifier = {
		monthly_prestige = 0.1
	}
	
	next_building = orchards_08
	
	ai_value = {
		base = 4
	}
}

orchards_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_orchards_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 2000
		levy_reinforcement_rate = 0.1
	}
	county_modifier = {
		development_growth_factor = 0.24
		levy_size = 0.05
		supply_limit_mult = 0.1
	}
	character_modifier = {
		monthly_prestige = 0.1
	}
	
	ai_value = {
		base = 3
	}
}

### farm estates

farm_estates_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
		
	county_modifier = {
		development_growth_factor = 0.03
		supply_limit = 125
		supply_limit_mult = 0.01
	}
	
	next_building = farm_estates_02

	type_icon = "icon_building_farm_estates.dds"
	
	ai_value = {
		base = 12
	}
}

farm_estates_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		development_growth_factor = 0.06
		supply_limit = 250
		supply_limit_mult = 0.02
	}
	
	next_building = farm_estates_03
	
	ai_value = {
		base = 9
	}
}

farm_estates_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		development_growth_factor = 0.09
		supply_limit = 375
		supply_limit_mult = 0.03
	}
	
	next_building = farm_estates_04
	
	ai_value = {
		base = 8
	}
}

farm_estates_04 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		development_growth_factor = 0.12
		supply_limit = 500
		supply_limit_mult = 0.04
		tax_mult = 0.01
	}
	
	next_building = farm_estates_05
	
	ai_value = {
		base = 7
	}
}

farm_estates_05 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		development_growth_factor = 0.15
		supply_limit = 625
		supply_limit_mult = 0.05
		tax_mult = 0.02
		levy_size = 0.01
	}
	
	next_building = farm_estates_06
	
	ai_value = {
		base = 6
	}
}

farm_estates_06 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		development_growth_factor = 0.18
		supply_limit = 750
		supply_limit_mult = 0.06
		tax_mult = 0.03
		levy_size = 0.02
	}
	
	next_building = farm_estates_07
	
	ai_value = {
		base = 5
	}
}

farm_estates_07 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		development_growth_factor = 0.21
		supply_limit = 875
		supply_limit_mult = 0.07
		tax_mult = 0.04
		levy_size = 0.02
		monthly_county_control_change_add = 0.1
	}
	
	next_building = farm_estates_08
	
	ai_value = {
		base = 4
	}
}

farm_estates_08 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_farm_estates_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.24
		supply_limit = 1000
		supply_limit_mult = 0.08
		tax_mult = 0.05
		levy_size = 0.03
		monthly_county_control_change_add = 0.2
	}
	
	ai_value = {
		base = 3
	}
}

### military_camps

military_camps_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
		building_requirement_castle_city_church = { 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 = {
		men_at_arms_maintenance = -0.004
		
		archers_damage_mult = 0.02
		skirmishers_damage_mult = 0.01
		skirmishers_pursuit_mult = 0.01
	}
	
	county_modifier = {
		supply_limit = 50
		monthly_county_control_change_factor = 0.3
	}
	
	next_building = military_camps_02

	type_icon = "icon_building_military_camps.dds"
	
	ai_value = {
		base = 10
		modifier = {
			add = -8
			OR = {
			has_building_or_higher = camel_farms_01
			has_building_or_higher = regimental_grounds_01
			has_building_or_higher = barracks_01
			has_building_or_higher = elephant_pens_01
			}
		}
		modifier = {
			add = -5
			OR = {
			building_regimental_grounds_requirement_terrain = yes
			building_camel_farms_requirement_terrain = yes
			}
		}
		modifier = {
			factor = 0
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_heavy_cavalry_tradition
						has_innovation = innovation_sane_spearmen_tradition
						has_innovation = innovation_sane_infantry_tradition
						has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
		modifier = {
			factor = 15
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_skirmish_tradition
						has_innovation = innovation_sane_archery_tradition
						has_innovation = innovation_sane_horse_archery_tradition
				}
			}
		}
		modifier = {
			factor = 2
			OR = {
			has_building_or_higher = outposts_01
			has_building_or_higher = ramparts_01
			}
		}
		modifier = {
			factor = 2
			has_building_or_higher = watchtowers_01
		}
	}
}

military_camps_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
		building_requirement_castle_city_church = { 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 = {
		men_at_arms_maintenance = -0.008
		
		archers_damage_mult = 0.03
		skirmishers_damage_mult = 0.02
		skirmishers_pursuit_mult = 0.02
		archers_toughness_mult = 0.01
		skirmishers_toughness_mult = 0.01
	}
	
	county_modifier = {
		supply_limit = 100
		monthly_county_control_change_factor = 0.4
	}
	
	next_building = military_camps_03
	
	ai_value = {
		base = 9
	}
}

military_camps_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 150
		monthly_county_control_change_factor = 0.5
	}
	
	character_modifier = {
		men_at_arms_maintenance = -0.012
		
		archers_damage_mult = 0.04
		skirmishers_damage_mult = 0.03
		skirmishers_pursuit_mult = 0.03
		archers_toughness_mult = 0.01
		skirmishers_toughness_mult = 0.01
	}
	
	next_building = military_camps_04
	
	ai_value = {
		base = 8
	}
}

military_camps_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.6
	}
	
	character_modifier = {
		men_at_arms_maintenance = -0.016
		
		archers_damage_mult = 0.05
		skirmishers_damage_mult = 0.04
		skirmishers_pursuit_mult = 0.04
		archers_toughness_mult = 0.02
		skirmishers_toughness_mult = 0.02
	}
	
	next_building = military_camps_05
	
	ai_value = {
		base = 7
	}
}

military_camps_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 250
		monthly_county_control_change_factor = 0.7
	}
	
	character_modifier = {
		men_at_arms_maintenance = -0.020
		
		archers_damage_mult = 0.06
		skirmishers_damage_mult = 0.05
		skirmishers_pursuit_mult = 0.05
		archers_toughness_mult = 0.03
		skirmishers_toughness_mult = 0.03
	}
	
	next_building = military_camps_06
	
	ai_value = {
		base = 6
	}
}

military_camps_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 300
		monthly_county_control_change_factor = 0.8
	}
	
	character_modifier = {
		men_at_arms_maintenance = -0.024
		
		archers_damage_mult = 0.07
		skirmishers_damage_mult = 0.06
		skirmishers_pursuit_mult = 0.06
		archers_toughness_mult = 0.04
		skirmishers_toughness_mult = 0.04
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	next_building = military_camps_07
	
	ai_value = {
		base = 5
	}
}

military_camps_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}
	
	can_construct = {
		building_requirement_castle_city_church = { 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 = 350
		monthly_county_control_change_factor = 0.9
	}
	
	character_modifier = {
		men_at_arms_maintenance = -0.028
		
		archers_damage_mult = 0.08
		skirmishers_damage_mult = 0.07
		skirmishers_pursuit_mult = 0.07
		archers_toughness_mult = 0.05
		skirmishers_toughness_mult = 0.05
		light_cavalry_toughness_mult = 0.01
		pikemen_toughness_mult = 0.01
		heavy_infantry_toughness_mult = 0.01
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	next_building = military_camps_08
	
	ai_value = {
		base = 4
	}
}

military_camps_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_military_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 400
		monthly_county_control_change_factor = 1
	}
	
	character_modifier = {
		men_at_arms_maintenance = -0.032
		
		archers_damage_mult = 0.09
		skirmishers_damage_mult = 0.08
		skirmishers_pursuit_mult = 0.08
		archers_toughness_mult = 0.04
		skirmishers_toughness_mult = 0.04
		light_cavalry_toughness_mult = 0.02
		pikemen_toughness_mult = 0.02
		heavy_infantry_toughness_mult = 0.02

	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	ai_value = {
		base = 3
	}
}

### regimental_grounds

regimental_grounds_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
		building_requirement_castle_city_church = { 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 = -0.004
		heavy_infantry_toughness_mult = 0.01
		heavy_cavalry_toughness_mult = 0.01
		pikemen_toughness_mult = 0.01
		heavy_infantry_damage_mult = 0.01
		heavy_cavalry_damage_mult = 0.01
		pikemen_damage_mult = 0.01
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
		county_modifier = {
		monthly_county_control_change_add = 0.1
	}
	
	next_building = regimental_grounds_02

	type_icon = "icon_building_regimental_grounds.dds"
	
	ai_value = {
		base = 20
		modifier = {
			add = -10
			has_building_or_higher = city_01
		}
		modifier = {
			add = -8
			OR = {
			has_building_or_higher = military_camps_01
			has_building_or_higher = watchtowers_01
			}
		}
		modifier = {
			add = 5
			has_building_or_higher = pastures_01
		}
		modifier = {
			add = -10
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_horse_archery_tradition
						has_innovation = innovation_sane_archery_tradition
						has_innovation = innovation_sane_skirmish_tradition
						has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
		modifier = {
			factor = 15
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_infantry_tradition
						has_innovation = innovation_sane_spearmen_tradition
						has_innovation = innovation_sane_heavy_cavalry_tradition
				}
			}
		}
		modifier = {
			factor = 5
			has_building_or_higher = barracks_01
			}
		modifier = {
			factor = 2
			OR = {
			has_building_or_higher = hill_farms_01
			has_building_or_higher = hill_forts_01
			}
		}
	}
}

regimental_grounds_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
		building_requirement_castle_city_church = { 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 = -0.008
		heavy_infantry_toughness_mult = 0.02
		heavy_cavalry_toughness_mult = 0.02
		pikemen_toughness_mult = 0.02
		heavy_infantry_damage_mult = 0.01
		heavy_cavalry_damage_mult = 0.01
		pikemen_damage_mult = 0.01
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.1
	}
	
	county_modifier = {
		monthly_county_control_change_add = 0.1
		levy_size = 0.01
	}
	
	next_building = regimental_grounds_03
	
	ai_value = {
		base = 9
	}
}

regimental_grounds_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.012
		heavy_infantry_toughness_mult = 0.03
		heavy_cavalry_toughness_mult = 0.03
		pikemen_toughness_mult = 0.03
		heavy_infantry_damage_mult = 0.01
		heavy_cavalry_damage_mult = 0.01
		pikemen_damage_mult = 0.01
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.15
	}
	
	county_modifier = {
		monthly_county_control_change_add = 0.15
		levy_size = 0.01
	}
	
	next_building = regimental_grounds_04
	
	ai_value = {
		base = 8
	}
}

regimental_grounds_04 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.016
		heavy_infantry_toughness_mult = 0.04
		heavy_cavalry_toughness_mult = 0.04
		pikemen_toughness_mult = 0.04
		heavy_infantry_damage_mult = 0.02
		heavy_cavalry_damage_mult = 0.02
		pikemen_damage_mult = 0.02
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.2
	}
	
	county_modifier = {
		monthly_county_control_change_add = 0.15
		levy_size = 0.02
	}
	
	next_building = regimental_grounds_05
	
	ai_value = {
		base = 7
	}
}

regimental_grounds_05 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.020
		heavy_infantry_toughness_mult = 0.05
		heavy_cavalry_toughness_mult = 0.05
		pikemen_toughness_mult = 0.05
		heavy_infantry_damage_mult = 0.02
		heavy_cavalry_damage_mult = 0.02
		pikemen_damage_mult = 0.02
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.25
		supply_limit = 1000
	}
	
	county_modifier = {
		monthly_county_control_change_add = 0.2
		levy_size = 0.02
	}
	
	next_building = regimental_grounds_06
	
	ai_value = {
		base = 6
	}
}

regimental_grounds_06 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.024
		heavy_infantry_toughness_mult = 0.06
		heavy_cavalry_toughness_mult = 0.06
		pikemen_toughness_mult = 0.06
		heavy_infantry_damage_mult = 0.03
		heavy_cavalry_damage_mult = 0.03
		pikemen_damage_mult = 0.03
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.3
		supply_limit = 1000
	}
	
	county_modifier = {
		monthly_county_control_change_add = 0.2
		levy_size = 0.03
	}
	
	next_building = regimental_grounds_07
	
	ai_value = {
		base = 5
	}
}

regimental_grounds_07 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.028
		heavy_infantry_toughness_mult = 0.07
		heavy_cavalry_toughness_mult = 0.07
		pikemen_toughness_mult = 0.07
		heavy_infantry_damage_mult = 0.03
		heavy_cavalry_damage_mult = 0.03
		pikemen_damage_mult = 0.03
		knight_limit = 1
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.35
		supply_limit = 1000
	}
	
	county_modifier = {
		monthly_county_control_change_add = 0.25
		levy_size = 0.03
	}
	
	next_building = regimental_grounds_08
	
	ai_value = {
		base = 4
	}
}

regimental_grounds_08 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_regimental_grounds_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.032
		heavy_infantry_toughness_mult = 0.08
		heavy_cavalry_toughness_mult = 0.08
		pikemen_toughness_mult = 0.08
		heavy_infantry_damage_mult = 0.04
		heavy_cavalry_damage_mult = 0.04
		pikemen_damage_mult = 0.04
		knight_limit = 1
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.4
		supply_limit = 1000
	}
	
	county_modifier = {
		monthly_county_control_change_add = 0.25
		levy_size = 0.04
	}
	
	ai_value = {
		base = 3
	}
}

### ramparts

ramparts_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	character_modifier = {
		archers_damage_mult = 0.01
		men_at_arms_maintenance = -0.002
	}
	county_modifier = {
		hostile_raid_time = 0.15
		garrison_size = 0.02
	}
	next_building = ramparts_02

	type_icon = "icon_building_ramparts.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 0
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_infantry_tradition
						has_innovation = innovation_sane_heavy_cavalry_tradition
						has_innovation = innovation_sane_spearmen_tradition
						has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
		modifier = {
			factor = 5
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_skirmish_tradition
						has_innovation = innovation_sane_archery_tradition
						has_innovation = innovation_sane_horse_archery_tradition
				}
			}
		}
	}
}

ramparts_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	character_modifier = {
		archers_damage_mult = 0.02
		skirmishers_damage_mult = 0.01
		men_at_arms_maintenance = -0.004
	}
	county_modifier = {
		hostile_raid_time = 0.3
		garrison_size = 0.04
	}
	next_building = ramparts_03
	
	ai_value = {
		base = 9
	}
}

ramparts_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	character_modifier = {
		archers_damage_mult = 0.03
		skirmishers_damage_mult = 0.01
		men_at_arms_maintenance = -0.006
	}
	county_modifier = {
		hostile_raid_time = 0.45
		garrison_size = 0.06
	}
	next_building = ramparts_04
	
	ai_value = {
		base = 8
	}
}

ramparts_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	character_modifier = {
		archers_damage_mult = 0.04
		skirmishers_damage_mult = 0.02
		men_at_arms_maintenance = -0.008
	}
	
	county_modifier = {
		hostile_raid_time = 0.6
		garrison_size = 0.08
	}
	
	next_building = ramparts_05
	
	ai_value = {
		base = 7
	}
}

ramparts_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.75
		garrison_size = 0.10
	}
	
	character_modifier = {
		archers_damage_mult = 0.05
		skirmishers_damage_mult = 0.02
		men_at_arms_maintenance = -0.010
	}
	
	next_building = ramparts_06
	
	ai_value = {
		base = 6
	}
}

ramparts_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.9
		garrison_size = 0.12
	}
	
	character_modifier = {
		archers_damage_mult = 0.06
		skirmishers_damage_mult = 0.03
		men_at_arms_maintenance = -0.012
	}
	
	next_building = ramparts_07
	
	ai_value = {
		base = 5
	}
}

ramparts_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 1.05
		garrison_size = 0.14
	}
	
	character_modifier = {
		archers_damage_mult = 0.07
		skirmishers_damage_mult = 0.03
		men_at_arms_maintenance = -0.014
	}
	
	next_building = ramparts_08
	
	ai_value = {
		base = 4
	}
}

ramparts_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_ramparts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 1.2
		garrison_size = 0.16
	}
	
	character_modifier = {
		archers_damage_mult = 0.08
		skirmishers_damage_mult = 0.04
		men_at_arms_maintenance = -0.016
	}
	
	ai_value = {
		base = 3
	}
}

### curtain_walls

curtain_walls_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		supply_limit = 50
		development_growth_factor = 0.01
	}
	character_modifier = {
		archers_damage_mult = 0.01
		men_at_arms_maintenance = -0.002
	}
	next_building = curtain_walls_02

	type_icon = "icon_building_curtain_walls.dds"
	
	ai_value = {
		base = 5
		modifier = {
			factor = 5
				scope:holder.culture = {
				has_innovation = innovation_sane_archery_tradition
			}
		}
	}
}

curtain_walls_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
		building_requirement_castle_city_church = { 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 = 100
		development_growth_factor = 0.02
	}
	character_modifier = {
		archers_damage_mult = 0.02
		men_at_arms_maintenance = -0.004
	}
	
	next_building = curtain_walls_03
	
	ai_value = {
		base = 9
	}
}

curtain_walls_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 150
		development_growth_factor = 0.03
	}
	
	character_modifier = {
		archers_damage_mult = 0.03
		men_at_arms_maintenance = -0.006
	}
	
	next_building = curtain_walls_04
	
	ai_value = {
		base = 8
	}
}

curtain_walls_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 200
		development_growth_factor = 0.04
	}
	
	character_modifier = {
		archers_damage_mult = 0.04
		men_at_arms_maintenance = -0.008
	}
	
	next_building = curtain_walls_05
	
	ai_value = {
		base = 7
	}
}

curtain_walls_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 250
		development_growth_factor = 0.05
	}
	
	character_modifier = {
		archers_damage_mult = 0.05
		men_at_arms_maintenance = -0.01
	}
	
	next_building = curtain_walls_06
	
	ai_value = {
		base = 6
	}
}

curtain_walls_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
		development_growth_factor = 0.06
	}
	
	character_modifier = {
		archers_damage_mult = 0.06
		men_at_arms_maintenance = -0.012
	}
	
	next_building = curtain_walls_07
	
	ai_value = {
		base = 5
	}
}

curtain_walls_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 350
		development_growth_factor = 0.07
	}
	
	character_modifier = {
		archers_damage_mult = 0.07
		men_at_arms_maintenance = -0.014
	}
	
	next_building = curtain_walls_08
	
	ai_value = {
		base = 4
	}
}

curtain_walls_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_curtain_walls_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 400
		development_growth_factor = 0.08
	}
	
	character_modifier = {
		archers_damage_mult = 0.08
		men_at_arms_maintenance = -0.016
	}
	
	ai_value = {
		base = 3
	}
}

### watchtowers

watchtowers_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
		character_modifier = {
		archers_damage_mult = 0.01
		men_at_arms_maintenance = -0.004
	}
	
	next_building = watchtowers_02

	type_icon = "icon_building_watchtowers.dds"
	
	ai_value = {
		base = 5
		modifier = {
			factor = 5
				scope:holder.culture = {
				has_innovation = innovation_sane_archery_tradition
				}
			}
		modifier = {
			factor = 5
			has_building_or_higher = military_camps_01
		}
	}
}

watchtowers_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
		character_modifier = {
		archers_damage_mult = 0.02
		men_at_arms_maintenance = -0.008
	}
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	next_building = watchtowers_03
	
	ai_value = {
		base = 9
	}
}

watchtowers_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.03
		men_at_arms_maintenance = -0.012
	}
	
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	next_building = watchtowers_04
	
	ai_value = {
		base = 8
	}
}

watchtowers_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.04
		men_at_arms_maintenance = -0.016
	}
	
	county_modifier = {
		hostile_raid_time = 0.1
	}
	
	next_building = watchtowers_05
	
	ai_value = {
		base = 7
	}
}

watchtowers_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.05
		men_at_arms_maintenance = -0.020
	}
	
	county_modifier = {
		hostile_raid_time = 0.15
	}
	
	next_building = watchtowers_06
	
	ai_value = {
		base = 6
	}
}

watchtowers_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.06
		archers_toughness_mult = 0.01
		men_at_arms_maintenance = -0.024
	}
	
	county_modifier = {
		hostile_raid_time = 0.15
		supply_limit_mult = 0.05
	}
	
	next_building = watchtowers_07
	
	ai_value = {
		base = 5
	}
}

watchtowers_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.07
		archers_toughness_mult = 0.02
		men_at_arms_maintenance = -0.028
	}
	
	county_modifier = {
		hostile_raid_time = 0.15
		supply_limit_mult = 0.05
	}
	
	next_building = watchtowers_08
	
	ai_value = {
		base = 4
	}
}

watchtowers_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_watchtowers_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.08
		archers_toughness_mult = 0.03
		men_at_arms_maintenance = -0.032
	}
	
	county_modifier = {
		hostile_raid_time = 0.2
		supply_limit_mult = 0.05
	}
	
	ai_value = {
		base = 3
	}
}

### cereal_fields

cereal_fields_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		supply_limit = 150
		development_growth_factor = 0.02
		supply_limit_mult = 0.06
	}
	
	next_building = cereal_fields_02
	
	type_icon = "icon_building_cereal_fields.dds"
	
	ai_value = {
		base = 6
		modifier = {
			factor = 0
			building_farm_estates_requirement_terrain = yes
			NOT = {
				has_building_or_higher = farm_estates_01
			}
		}
		modifier = {
			factor = 0
			building_orchards_requirement_terrain = yes
			NOT = {
				has_building_or_higher = orchards_01
			}
		}
	}
}

cereal_fields_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
		building_requirement_castle_city_church = { 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 = {
		supply_limit = 300
		development_growth_factor = 0.04
		supply_limit_mult = 0.08
	}
	
	next_building = cereal_fields_03
	
	ai_value = {
		base = 9
	}
}

cereal_fields_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 450
		development_growth_factor = 0.06
		supply_limit_mult = 0.10
	}
	
	next_building = cereal_fields_04
	
	ai_value = {
		base = 8
	}
}

cereal_fields_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.02
		supply_limit = 600
		development_growth_factor = 0.08
		supply_limit_mult = 0.12
	}
	
	next_building = cereal_fields_05
	
	ai_value = {
		base = 7
	}
}

cereal_fields_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.03
		supply_limit = 750
		development_growth_factor = 0.10
		supply_limit_mult = 0.14
	}
	
	next_building = cereal_fields_06
	
	ai_value = {
		base = 6
	}
}

cereal_fields_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.04
		supply_limit = 900
		development_growth_factor = 0.12
		supply_limit_mult = 0.16
	}
	
	next_building = cereal_fields_07
	
	ai_value = {
		base = 5
	}
}

cereal_fields_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = {
		tax_mult = 0.05
		supply_limit = 1050
		development_growth_factor = 0.14
		supply_limit_mult = 0.18
	}
	
	next_building = cereal_fields_08
	
	ai_value = {
		base = 4
	}
}

cereal_fields_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_cereal_fields_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = {
		tax_mult = 0.06
		supply_limit = 1200
		development_growth_factor = 0.16
		supply_limit_mult = 0.2
	}
	
	ai_value = {
		base = 3
	}
}

### outposts

outposts_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
		character_modifier = {
		skirmishers_damage_mult = 0.01
		men_at_arms_maintenance = -0.002
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.3
		garrison_size = 0.03
		hostile_raid_time = 0.1
	}
	
	
	next_building = outposts_02

	type_icon = "icon_building_outposts.dds"
	
	ai_value = {
		base = 10
		modifier = {
			add = -8
			building_camel_farms_requirement_terrain = yes
			NOT = {
				has_building_or_higher = camel_farms_01
			}
		}
		modifier = {
			add = -9
			has_building_or_higher = city_01
		}
		modifier = {
			factor = 0.2
				scope:holder.culture = {
					OR = {
						has_innovation = innovation_sane_infantry_tradition
						has_innovation = innovation_sane_spearmen_tradition
						has_innovation = innovation_sane_heavy_cavalry_tradition
						has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
		modifier = {
			factor = 15
			scope:holder.culture = {
				OR = {
					has_innovation = innovation_sane_skirmish_tradition
					has_innovation = innovation_sane_horse_archery_tradition
				}
			}
		}
		modifier = {
			factor = 2
			OR = {
				has_building_or_higher = military_camps_01
				has_building_or_higher = outposts_01
			}
		}
	}
}

outposts_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
		character_modifier = {
		skirmishers_damage_mult = 0.02
		men_at_arms_maintenance = -0.004
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.4
		garrison_size = 0.06
		hostile_raid_time = 0.2
	}
	
	next_building = outposts_03
	
	ai_value = {
		base = 9
	}
}

outposts_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_factor = 0.5
		garrison_size = 0.09
		hostile_raid_time = 0.3
	}
	character_modifier = {
		skirmishers_damage_mult = 0.03
		men_at_arms_maintenance = -0.006
	}
	
	next_building = outposts_04
	
	ai_value = {
		base = 8
	}
}

outposts_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_factor = 0.6
		garrison_size = 0.12
		hostile_raid_time = 0.4
	}
	
	character_modifier = {
		skirmishers_damage_mult = 0.04
		skirmishers_pursuit_mult = 0.01
		men_at_arms_maintenance = -0.008
	}
	
	next_building = outposts_05
	
	ai_value = {
		base = 7
	}
}

outposts_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_factor = 0.7
		garrison_size = 0.15
		hostile_raid_time = 0.5
	}
	
	character_modifier = {
		skirmishers_damage_mult = 0.05
		skirmishers_pursuit_mult = 0.02
		men_at_arms_maintenance = -0.01
	}
	
	next_building = outposts_06
	
	ai_value = {
		base = 6
	}
}

outposts_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_factor = 0.8
		garrison_size = 0.18
		hostile_raid_time = 0.6
	}
	
	character_modifier = {
		archers_damage_mult = 0.02
		skirmishers_damage_mult = 0.05
		skirmishers_pursuit_mult = 0.03
		men_at_arms_maintenance = -0.012
	}
	
	next_building = outposts_07
	
	ai_value = {
		base = 5
	}
}

outposts_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_factor = 0.9
		garrison_size = 0.21
		hostile_raid_time = 0.7
	}
	
	character_modifier = {
		archers_damage_mult = 0.03
		skirmishers_damage_mult = 0.06
		skirmishers_pursuit_mult = 0.03
		skirmishers_toughness_mult = 0.02
		skirmishers_screen_mult = 0.02
		men_at_arms_maintenance = -0.014
	}
	
	next_building = outposts_08
	
	ai_value = {
		base = 4
	}
}

outposts_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_outposts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 1
		garrison_size = 0.24
		hostile_raid_time = 0.8
	}
	
	character_modifier = {
		archers_damage_mult = 0.04
		skirmishers_damage_mult = 0.07
		skirmishers_pursuit_mult = 0.04
		skirmishers_toughness_mult = 0.03
		skirmishers_screen_mult = 0.03
		men_at_arms_maintenance = -0.016
	}
	
	ai_value = {
		base = 3
	}
}

### barracks

barracks_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
		building_requirement_castle_city_church = { 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_mult = 0.01
		heavy_infantry_damage_mult = 0.01
		pikemen_toughness_mult = 0.01
		heavy_infantry_toughness_mult = 0.01
		men_at_arms_maintenance = -0.004
	}
	
	next_building = barracks_02
	
	type_icon = "icon_building_barracks.dds"
	
	ai_value = {
		base = 10
		modifier = {
			add = -8
				OR = {
					has_building_or_higher = military_camps_01
					has_building_or_higher = hunting_grounds_01
			}
		}
		modifier = {
			add = 5
				OR = {
					has_building_or_higher = quarries_01
					has_building_or_higher = regimental_grounds_01
			}
		}
		modifier = {
			factor = 15
			scope:holder.culture = {
				OR = {
					has_innovation = innovation_sane_infantry_tradition
					has_innovation = innovation_sane_spearmen_tradition
				}
			}
		}
		modifier = {
			factor = 0.2
			scope:holder.culture = {
				OR = {
					has_innovation = innovation_sane_heavy_cavalry_tradition
					has_innovation = innovation_sane_light_cavalry_tradition
					has_innovation = innovation_sane_archery_tradition
					has_innovation = innovation_sane_horse_archery_tradition
					has_innovation = innovation_sane_skirmish_tradition
				}
			}
		}
		modifier = {
			factor = 2
				OR = {
					has_building_or_higher = hill_farms_01
					has_building_or_higher = hill_forts_01
			}
		}
	}
}

barracks_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
		building_requirement_castle_city_church = { 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_mult = 0.02
		heavy_infantry_damage_mult = 0.02
		pikemen_toughness_mult = 0.01
		heavy_infantry_toughness_mult = 0.01
		men_at_arms_maintenance = -0.008
	}
	
	next_building = barracks_03
	
	ai_value = {
		base = 9
	}
}

barracks_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.03
		heavy_infantry_damage_mult = 0.03
		pikemen_toughness_mult = 0.01
		heavy_infantry_toughness_mult = 0.01
		men_at_arms_maintenance = -0.012
	}
	
	county_modifier = {
		build_speed = -0.02
	}
	
	next_building = barracks_04
	
	ai_value = {
		base = 8
	}
}

barracks_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.04
		heavy_infantry_damage_mult = 0.04
		pikemen_toughness_mult = 0.02
		heavy_infantry_toughness_mult = 0.02
		men_at_arms_maintenance = -0.016
	}
	
	county_modifier = {
		build_speed = -0.02
	}
	
	next_building = barracks_05
	
	ai_value = {
		base = 7
	}
}

barracks_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.05
		heavy_infantry_damage_mult = 0.05
		pikemen_toughness_mult = 0.02
		heavy_infantry_toughness_mult = 0.02
		men_at_arms_maintenance = -0.020
	}
	
	next_building = barracks_06
	
	ai_value = {
		base = 6
	}
}

barracks_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.06
		heavy_infantry_damage_mult = 0.06
		pikemen_toughness_mult = 0.03
		heavy_infantry_toughness_mult = 0.03
		men_at_arms_maintenance = -0.024
	}
	
	next_building = barracks_07
	
	ai_value = {
		base = 5
	}
}

barracks_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.07
		heavy_infantry_damage_mult = 0.07
		pikemen_toughness_mult = 0.03
		heavy_infantry_toughness_mult = 0.03
		men_at_arms_maintenance = -0.028
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	next_building = barracks_08
	
	ai_value = {
		base = 4
	}
}

barracks_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_barracks_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.08
		heavy_infantry_damage_mult = 0.08
		pikemen_toughness_mult = 0.04
		heavy_infantry_toughness_mult = 0.04
		men_at_arms_maintenance = -0.032
	}
	
	province_modifier = {
		levy_reinforcement_rate = 0.05
	}
	
	ai_value = {
		base = 3
	}
}

### camel_farms

camel_farms_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
		building_requirement_castle_city_church = { 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_mult = 0.01
		light_cavalry_pursuit_mult = 0.01
		knight_effectiveness_mult = 0.01
		men_at_arms_maintenance = -0.004
	}
	county_modifier = {
		development_growth_factor = 0.01
		supply_limit = 50
	}
	
	next_building = camel_farms_02
	
	type_icon = "icon_building_camel_farms.dds"
	
	ai_value = {
		base = 10
		modifier = {
			add = -8
				OR = {
					has_building_or_higher = barracks_01
			}
		}
		modifier = {
			add = 5
				OR = {
					has_building_or_higher = pastures_01
					has_building_or_higher = hunting_grounds_01
			}
		}
		modifier = {
			add = 5
				OR = {
					has_building_or_higher = quarries_01
					has_building_or_higher = regimental_grounds_01
			}
		}
		modifier = {
			factor = 15
			scope:holder.culture = {
				OR = {
					has_innovation = innovation_sane_heavy_cavalry_tradition
					has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
		modifier = {
			factor = 0.2
			scope:holder.culture = {
				OR = {
					has_innovation = innovation_sane_infantry_tradition
					has_innovation = innovation_sane_spearmen_tradition
					has_innovation = innovation_sane_archery_tradition
					has_innovation = innovation_sane_skirmish_tradition
					has_innovation = innovation_sane_heavy_cavalry_tradition
					has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
	}
}

camel_farms_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
		building_requirement_castle_city_church = { 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_mult = 0.02
		light_cavalry_pursuit_mult = 0.02
		light_cavalry_toughness_mult = 0.01
		light_cavalry_screen_mult = 0.01
		knight_effectiveness_mult = 0.02
		men_at_arms_maintenance = -0.008
	}
	
	county_modifier = {
		development_growth_factor = 0.02
		supply_limit = 100
	}
	
	next_building = camel_farms_03
	
	ai_value = {
		base = 9
	}
}

camel_farms_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.03
		light_cavalry_pursuit_mult = 0.03
		light_cavalry_toughness_mult = 0.01
		light_cavalry_screen_mult = 0.01
		knight_effectiveness_mult = 0.03
		men_at_arms_maintenance = -0.012
	}
	
	county_modifier = {
		development_growth_factor = 0.03
		supply_limit = 150
	}
	
	next_building = camel_farms_04
	
	ai_value = {
		base = 8
	}
}

camel_farms_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.04
		light_cavalry_pursuit_mult = 0.04
		light_cavalry_toughness_mult = 0.02
		light_cavalry_screen_mult = 0.02
		knight_effectiveness_mult = 0.04
		heavy_cavalry_damage_mult = 0.01
		men_at_arms_maintenance = -0.016
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
	}
	
	county_modifier = {
		development_growth_factor = 0.04
		supply_limit = 200
	}
	
	next_building = camel_farms_05
	
	ai_value = {
		base = 7
	}
}

camel_farms_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.05
		light_cavalry_pursuit_mult = 0.05
		light_cavalry_toughness_mult = 0.02
		light_cavalry_screen_mult = 0.02
		knight_effectiveness_mult = 0.05
		heavy_cavalry_damage_mult = 0.01
		heavy_cavalry_toughness_mult = 0.01
		men_at_arms_maintenance = -0.020
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
	}
	
	county_modifier = {
		development_growth_factor = 0.05
		supply_limit = 250
	}
	
	next_building = camel_farms_06
	
	ai_value = {
		base = 6
	}
}

camel_farms_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.06
		light_cavalry_pursuit_mult = 0.06
		light_cavalry_toughness_mult = 0.03
		light_cavalry_screen_mult = 0.03
		knight_effectiveness_mult = 0.06
		heavy_cavalry_damage_mult = 0.01
		heavy_cavalry_toughness_mult = 0.02
		men_at_arms_maintenance = -0.024
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		hostile_raid_time = 0.2
	}
	
	county_modifier = {
		development_growth_factor = 0.06
		supply_limit = 300
	}
	
	next_building = camel_farms_07
	
	ai_value = {
		base = 5
	}
}

camel_farms_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.07
		light_cavalry_pursuit_mult = 0.07
		light_cavalry_toughness_mult = 0.03
		light_cavalry_screen_mult = 0.03
		knight_limit = 1
		knight_effectiveness_mult = 0.07
		heavy_cavalry_damage_mult = 0.01
		heavy_cavalry_toughness_mult = 0.03
		men_at_arms_maintenance = -0.028
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		hostile_raid_time = 0.2
	}
	
	county_modifier = {
		development_growth_factor = 0.07
		supply_limit = 350
	}
	
	next_building = camel_farms_08
	
	ai_value = {
		base = 4
	}
}

camel_farms_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.08
		light_cavalry_pursuit_mult = 0.08
		light_cavalry_toughness_mult = 0.04
		light_cavalry_screen_mult = 0.04
		knight_limit = 1
		knight_effectiveness_mult = 0.08
		heavy_cavalry_damage_mult = 0.02
		heavy_cavalry_toughness_mult = 0.04
		men_at_arms_maintenance = -0.032
	}
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		hostile_raid_time = 0.2
	}
		county_modifier = {
		development_growth_factor = 0.08
		supply_limit = 400
	}

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

### logging_camps

logging_camps_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		development_growth_factor = 0.01
	}
	
	next_building = logging_camps_02

	type_icon = "icon_building_logging_camps.dds"
	
	ai_value = {
		base = 4
		modifier = {
			factor = 0
				OR = {
					has_building_or_higher = castle_01
					has_building_or_higher = guild_halls_01
					has_building_or_higher = monastic_schools_01
			}
		}
	}
}

logging_camps_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
		development_growth_factor = 0.02
	}
	
	next_building = logging_camps_03
	
	ai_value = {
		base = 9
	}
}

logging_camps_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 50
		development_growth_factor = 0.03
	}
	
	next_building = logging_camps_04
	
	ai_value = {
		base = 8
	}
}

logging_camps_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 100
		development_growth_factor = 0.04
	}
	
	next_building = logging_camps_05
	
	ai_value = {
		base = 7
	}
}

logging_camps_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 150
		tax_mult = 0.01
		development_growth_factor = 0.05
	}
	
	next_building = logging_camps_06
	
	ai_value = {
		base = 6
	}
}

logging_camps_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.02
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 200
		tax_mult = 0.01
		development_growth_factor = 0.06
	}
	
	next_building = logging_camps_07
	
	ai_value = {
		base = 5
	}
}

logging_camps_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.03
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 250
		tax_mult = 0.01
		development_growth_factor = 0.07
	}
	
	next_building = logging_camps_08
	
	ai_value = {
		base = 4
	}
}

logging_camps_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_logging_camps_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.04
	}
	
	county_modifier = {
		church_holding_build_gold_cost = -0.05
		supply_limit = 300
		tax_mult = 0.02
		development_growth_factor = 0.08
	}
	
	ai_value = {
		base = 3
	}
}

### peat_quarries

peat_quarries_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		development_growth_factor = 0.01
	}
	
	next_building = peat_quarries_02

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

peat_quarries_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
		development_growth_factor = 0.02
	}
	
	next_building = peat_quarries_03
	
	ai_value = {
		base = 9
	}
}

peat_quarries_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 100
		development_growth_factor = 0.03
	}
	
	next_building = peat_quarries_04
	
	ai_value = {
		base = 8
	}
}

peat_quarries_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 150
		development_growth_factor = 0.04
	}
	
	next_building = peat_quarries_05
	
	ai_value = {
		base = 7
	}
}

peat_quarries_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
		development_growth_factor = 0.05
	}
	
	next_building = peat_quarries_06
	
	ai_value = {
		base = 6
	}
}

peat_quarries_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 250
		supply_limit_mult = 0.05
		development_growth_factor = 0.06
	}
	
	next_building = peat_quarries_07
	
	ai_value = {
		base = 5
	}
}

peat_quarries_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.05
		supply_limit = 300
		supply_limit_mult = 0.05
		development_growth_factor = 0.07
	}
	
	next_building = peat_quarries_08
	
	ai_value = {
		base = 4
	}
}

peat_quarries_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_peat_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = -0.05
		supply_limit = 400
		supply_limit_mult = 0.05
		development_growth_factor = 0.08
	}
	
	ai_value = {
		base = 3
	}
}

### hill_farms

hill_farms_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		supply_limit = 100
		development_growth_factor = 0.02
	}
	
	next_building = hill_farms_02

	type_icon = "icon_building_hill_farms.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 5
			scope:holder.culture = {
				OR = {
					has_innovation = innovation_sane_spearmen_tradition
				}
			}
		}
		modifier = {
			add = 5
			has_building_or_higher = barracks_01
		}
	}
}

hill_farms_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		supply_limit = 200
		development_growth_factor = 0.04
	}
	
	next_building = hill_farms_03
	
	ai_value = {
		base = 9
	}
}

hill_farms_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
		development_growth_factor = 0.06
	}
	next_building = hill_farms_04
	
	ai_value = {
		base = 8
	}
}

hill_farms_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 400
		development_growth_factor = 0.08
	}
	
	next_building = hill_farms_05
	
	ai_value = {
		base = 7
	}
}

hill_farms_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 500
		supply_limit_mult = 0.02
		development_growth_factor = 0.10
	}
	
	character_modifier = {
		pikemen_toughness_mult = 0.01
	}
	
	next_building = hill_farms_06
	
	ai_value = {
		base = 6
	}
}

hill_farms_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 600
		supply_limit_mult = 0.03
		development_growth_factor = 0.12
	}
	
	character_modifier = {
		pikemen_toughness_mult = 0.02
	}
	
	next_building = hill_farms_07
	
	ai_value = {
		base = 5
	}
}

hill_farms_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 700
		supply_limit_mult = 0.04
		development_growth_factor = 0.14
	}
	
	character_modifier = {
		pikemen_toughness_mult = 0.03
	}
	
	next_building = hill_farms_08
	
	ai_value = {
		base = 4
	}
}

hill_farms_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_hill_farms_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 800
		supply_limit_mult = 0.05
		development_growth_factor = 0.16
	}
	
	character_modifier = {
		pikemen_toughness_mult = 0.04
	}
	
	ai_value = {
		base = 3
	}
}

### elephant_pens

elephant_pens_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	
	county_modifier = {
		development_growth_factor = 0.01
	}
	
	character_modifier = {
		knight_effectiveness_mult = 0.02
		heavy_cavalry_damage_mult = 0.01
		men_at_arms_maintenance = -0.004
	}
	
	next_building = elephant_pens_02

	type_icon = "icon_building_elephant_pens.dds"
	
	ai_value = {
		base = 20
		modifier = {
			add = -15
				OR = {
					has_building_or_higher = barracks_01
					has_building_or_higher = hunting_grounds_01
					has_building_or_higher = military_camps_01
				}
			}
		modifier = {
			add = 10
			has_building_or_higher = pastures_01
		}
		modifier = {
			factor = 15
			scope:holder.culture = {
				has_innovation = innovation_sane_heavy_cavalry_tradition
			}
		}
		modifier = {
			factor = 0.5
			scope:holder.culture = {
				NOT = {
					has_innovation = innovation_sane_heavy_cavalry_tradition
				}
			}
		}
	}
}

elephant_pens_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
		building_requirement_castle_city_church = { 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_mult = 0.01
		heavy_cavalry_toughness_mult = 0.01
		men_at_arms_maintenance = -0.008
	}
	
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = elephant_pens_03
	
	ai_value = {
		base = 9
	}
}

elephant_pens_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.02
		heavy_cavalry_toughness_mult = 0.01
		men_at_arms_maintenance = -0.012
	}
	county_modifier = {
		build_gold_cost = -0.02
		development_growth_factor = 0.03
	}
	
	next_building = elephant_pens_04
	
	ai_value = {
		base = 8
	}
}

elephant_pens_04 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.02
		heavy_cavalry_toughness_mult = 0.02
		men_at_arms_maintenance = -0.016
	}
	county_modifier = {
		build_gold_cost = -0.02
		development_growth_factor = 0.04
	}
	
	next_building = elephant_pens_05
	
	ai_value = {
		base = 7
	}
}

elephant_pens_05 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.03
		heavy_cavalry_toughness_mult = 0.02
		men_at_arms_maintenance = -0.020
	}
	county_modifier = {
		build_gold_cost = -0.02
		development_growth_factor = 0.05
	}
	
	next_building = elephant_pens_06
	
	ai_value = {
		base = 6
	}
}

elephant_pens_06 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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_mult = 0.03
		heavy_cavalry_toughness_mult = 0.03
		men_at_arms_maintenance = -0.024
	}
	county_modifier = {
		build_gold_cost = -0.02
		development_growth_factor = 0.06
	}
	
	next_building = elephant_pens_07
	
	ai_value = {
		base = 5
	}
}

elephant_pens_07 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
		knight_limit = 1
		heavy_cavalry_damage_mult = 0.03
		heavy_cavalry_toughness_mult = 0.03
		men_at_arms_maintenance = -0.028
	}
	county_modifier = {
		build_gold_cost = -0.02
		development_growth_factor = 0.07
	}
	
	next_building = elephant_pens_08
	
	ai_value = {
		base = 4
	}
}

elephant_pens_08 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_elephant_pens_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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
		knight_limit = 1
		heavy_cavalry_damage_mult = 0.04
		heavy_cavalry_toughness_mult = 0.04
		men_at_arms_maintenance = -0.032
	}
	county_modifier = {
		build_gold_cost = -0.02
		development_growth_factor = 0.08
	}
	
	ai_value = {
		base = 3
	}
}

### plantations

plantations_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
		tax_mult = 0.01
	}
		
	county_modifier = {
		development_growth_factor = 0.02
		supply_limit = 100
	}
	
	next_building = 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 = orchards_01
			}
		}
		modifier = {
			factor = 0
			building_cereal_fields_requirement_terrain = yes
			NOT = {
				has_building_or_higher = cereal_fields_01
			}
		}
		modifier = {
			factor = 0
			has_building_or_higher = city_01
			NOT = {
				has_building_or_higher = guild_halls_01
			}
		}
		modifier = {
			factor = 2
			scope:holder.culture = {
				OR = {
					has_innovation = innovation_sane_light_cavalry_tradition
				}
			}
		}
	}
}

plantations_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
		building_requirement_castle_city_church = { 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 = 0.02
	}
	
		
	county_modifier = {
		development_growth_factor = 0.04
		supply_limit = 200
	}
	
	
	next_building = plantations_03
	
	ai_value = {
		base = 9
	}
}

plantations_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.03
	}
		
	county_modifier = {
		development_growth_factor = 0.06
		supply_limit = 300
	}
	
	
	next_building = plantations_04
	
	ai_value = {
		base = 8
	}
}

plantations_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.04
	}
	
	county_modifier = {
		development_growth_factor = 0.08
		supply_limit = 400
	}
	
	character_modifier = {
		light_cavalry_toughness_mult = 0.01
	}
	
	next_building = plantations_05
	
	ai_value = {
		base = 7
	}
}

plantations_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.05
	}
	character_modifier = {
		light_cavalry_toughness_mult = 0.02
	}
	county_modifier = {
		development_growth_factor = 0.10
		supply_limit = 500
	}
	
	next_building = plantations_06
	
	ai_value = {
		base = 6
	}
}

plantations_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.06
	}
	character_modifier = {
		light_cavalry_toughness_mult = 0.03
	}
	county_modifier = {
		development_growth_factor = 0.12
		supply_limit = 600
	}
	
	next_building = plantations_07
	
	ai_value = {
		base = 5
	}
}

plantations_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.07
	}
	character_modifier = {
		light_cavalry_toughness_mult = 0.04
	}
	county_modifier = {
		development_growth_factor = 0.14
		supply_limit = 700
	}
	
	next_building = plantations_08
	
	ai_value = {
		base = 4
	}
}

plantations_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_plantations_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.08
	}
	character_modifier = {
		light_cavalry_toughness_mult = 0.05
	}
	county_modifier = {
		development_growth_factor = 0.16
		supply_limit = 800
	}
	
	ai_value = {
		base = 3
	}
}

### quarries

quarries_01 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.01
	}
	character_modifier = {
		men_at_arms_maintenance = -0.004
		heavy_infantry_toughness_mult = 0.01
		pikemen_toughness_mult = 0.01
		heavy_cavalry_toughness_mult = 0.01
	}
	
	next_building = quarries_02

	type_icon = "icon_building_quarries.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 15
			scope:holder.culture = {
				OR = {
					has_innovation = innovation_sane_heavy_cavalry_tradition
					has_innovation = innovation_sane_infantry_tradition
					has_innovation = innovation_sane_spearmen_tradition
				}
			}
		}
		modifier = {
			factor = 5
			has_building_or_higher = barracks_01
		}
	}
}

quarries_02 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		development_growth_factor = 0.02
	}
	character_modifier = {
		men_at_arms_maintenance = -0.008
		heavy_infantry_toughness_mult = 0.02
		pikemen_toughness_mult = 0.02
		heavy_cavalry_toughness_mult = 0.02
	}
	
	next_building = quarries_03
	
	ai_value = {
		base = 9
	}
}

quarries_03 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.03
	}
	character_modifier = {
		men_at_arms_maintenance = -0.012
		heavy_infantry_toughness_mult = 0.03
		pikemen_toughness_mult = 0.03
		heavy_cavalry_toughness_mult = 0.03
	}
	
	next_building = quarries_04
	
	ai_value = {
		base = 8
	}
}

quarries_04 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.04
		build_gold_cost = -0.05
	}
	character_modifier = {
		men_at_arms_maintenance = -0.016
		heavy_infantry_toughness_mult = 0.04
		pikemen_toughness_mult = 0.04
		heavy_cavalry_toughness_mult = 0.04
	}
	
	next_building = quarries_05
	
	ai_value = {
		base = 7
	}
}

quarries_05 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.05
		build_gold_cost = -0.05
	}
	character_modifier = {
		men_at_arms_maintenance = -0.020
		heavy_infantry_toughness_mult = 0.05
		pikemen_toughness_mult = 0.05
		heavy_cavalry_toughness_mult = 0.05
	}
	
	next_building = quarries_06
	
	ai_value = {
		base = 6
	}
}

quarries_06 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.06
		build_gold_cost = -0.06
		garrison_size = 0.1
	}
	character_modifier = {
		men_at_arms_maintenance = -0.024
		heavy_infantry_toughness_mult = 0.06
		pikemen_toughness_mult = 0.06
		heavy_cavalry_toughness_mult = 0.06
	}
	
	next_building = quarries_07
	
	ai_value = {
		base = 5
	}
}

quarries_07 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.07
		build_gold_cost = -0.07
		garrison_size = 0.15
	}
	character_modifier = {
		men_at_arms_maintenance = -0.028
		heavy_infantry_toughness_mult = 0.07
		pikemen_toughness_mult = 0.07
		heavy_cavalry_toughness_mult = 0.07
	}
	
	next_building = quarries_08
	
	ai_value = {
		base = 4
	}
}

quarries_08 = {
	construction_time = quick_construction_time

	can_construct_potential = {
		building_quarries_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.08
		build_gold_cost = -0.08
		garrison_size = 0.2
	}
	character_modifier = {
		men_at_arms_maintenance = -0.032
		heavy_infantry_toughness_mult = 0.08
		pikemen_toughness_mult = 0.08
		heavy_cavalry_toughness_mult = 0.08
	}
	
	ai_value = {
		base = 3
	}
}

### hill_forts

hill_forts_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
		building_requirement_castle_city_church = { 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
	}
	county_modifier = {
		monthly_county_control_change_factor = 0.1
		development_growth_factor = 0.01
	}
	next_building = hill_forts_02

	type_icon = "icon_building_hill_forts.dds"
	
	ai_value = {
		base = 10
		modifier = {
			factor = 5
			scope:holder.culture = {
				OR = {
					has_innovation = innovation_sane_spearmen_tradition
				}
			}
		}
		modifier = {
			factor = 3
			has_building_or_higher = barracks_01
		}
		modifier = {
			factor = 2
			has_building_or_higher = hill_farms_01
		}
	}
}

hill_forts_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
		building_requirement_castle_city_church = { 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 = 0.15
		development_growth_factor = 0.02
	}
	
	next_building = hill_forts_03
	
	ai_value = {
		base = 9
	}
}

hill_forts_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.2
		development_growth_factor = 0.03
	}
	next_building = hill_forts_04
	
	ai_value = {
		base = 8
	}
}

hill_forts_04 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.25
		development_growth_factor = 0.04
		levy_size = 0.02
	}
		character_modifier = {
		pikemen_damage_mult = 0.01
		pikemen_toughness_mult = 0.01
	}
	next_building = hill_forts_05
	
	ai_value = {
		base = 7
	}
}

hill_forts_05 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.30
		development_growth_factor = 0.05
		levy_size = 0.02
	}
	character_modifier = {
		pikemen_damage_mult = 0.02
		pikemen_toughness_mult = 0.02
	}
	
	next_building = hill_forts_06
	
	ai_value = {
		base = 6
	}
}

hill_forts_06 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.35
		development_growth_factor = 0.06
		levy_size = 0.03
	}
	character_modifier = {
		pikemen_damage_mult = 0.03
		pikemen_toughness_mult = 0.03
	}
	
	next_building = hill_forts_07
	
	ai_value = {
		base = 5
	}
}

hill_forts_07 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.45
		development_growth_factor = 0.07
		levy_size = 0.03
	}
	character_modifier = {
		pikemen_damage_mult = 0.04
		pikemen_toughness_mult = 0.04
	}
	
	next_building = hill_forts_08
	
	ai_value = {
		base = 4
	}
}

hill_forts_08 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		building_hill_forts_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { 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 = 0.5
		development_growth_factor = 0.08
		levy_size = 0.04
	}
	character_modifier = {
		pikemen_damage_mult = 0.05
		pikemen_toughness_mult = 0.05
	}
	
	ai_value = {
		base = 3
	}
}