﻿####
#
# Castle Buildings
#
####


castle_expan_01 = {  #moat and drawbridge
	construction_time = slow_construction_time
	effect_desc = tournament_cost_effect_desc

	can_construct_potential = {
		has_building_or_higher = castle_01
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 125

	province_modifier = {
		fort_level = 1
		travel_danger = -1
		defender_holding_advantage = 2
	}

	next_building = improvement_02

	type_icon = "icon_building_improvements.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

castle_expan_02 = { #training ground
	construction_time = quick_construction_time
	effect_desc = tournament_cost_effect_desc

	can_construct_potential = {
		has_building_or_higher = castle_01
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 250

	province_modifier = {
		fort_level = 1
		travel_danger = -1
		defender_holding_advantage = 2

		stationed_maa_damage_mult = 15
		stationed_maa_toughness_mult = 15
	}

	levy = 125

	next_building = improvement_03

	type_icon = "icon_building_improvements.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

castle_expan_03 = { #dungeons and gallows
	construction_time = standard_construction_time
	effect_desc = tournament_cost_effect_desc

	can_construct_potential = {
		has_building_or_higher = castle_02
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 310

	province_modifier = {
		fort_level = 1
		travel_danger = -4
		defender_holding_advantage = 2

		stationed_maa_damage_mult = 20
		stationed_maa_toughness_mult = 20
	}

	county_modifier = {
		monthly_county_control_growth_factor = 0.02
		county_opinion_add = 5
	}

	levy = 150

	next_building = improvement_04

	type_icon = "icon_building_improvements.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

castle_expan_04 = { #target
	construction_time = quick_construction_time
	effect_desc = tournament_cost_effect_desc

	can_construct_potential = {
		has_building_or_higher = castle_02
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 360

	province_modifier = {
		fort_level = 1
		travel_danger = -6
		defender_holding_advantage = 2

		stationed_maa_damage_mult = 25
		stationed_maa_toughness_mult = 25
	}

	county_modifier = {
		monthly_county_control_growth_factor = 0.02
		county_opinion_add = 5
	}

	levy = 175

	next_building = improvement_05

	type_icon = "icon_building_improvements.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

castle_expan_05 = { #inner stables
	construction_time = quick_construction_time
	effect_desc = tournament_cost_effect_desc

	can_construct_potential = {
		has_building_or_higher = castle_03
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 410

	province_modifier = {
		fort_level = 1
		travel_danger = -6
		defender_holding_advantage = 2

		stationed_maa_damage_mult = 30
		stationed_maa_toughness_mult = 30
	}

	county_modifier = {
		monthly_county_control_growth_factor = 0.02
		county_opinion_add = 5
	}

	levy = 175

	next_building = improvement_06

	type_icon = "icon_building_improvements.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

castle_expan_05 = { #inner stables
	construction_time = quick_construction_time
	effect_desc = tournament_cost_effect_desc

	can_construct_potential = {
		has_building_or_higher = castle_03
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 410

	province_modifier = {
		fort_level = 1
		travel_danger = -6
		defender_holding_advantage = 2

		stationed_maa_damage_mult = 30
		stationed_maa_toughness_mult = 30
	}

	county_modifier = {
		monthly_county_control_growth_factor = 0.02
		county_opinion_add = 5
	}

	levy = 175

	next_building = improvement_06

	type_icon = "icon_building_improvements.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

### Exterior Improvements
###Moat and Road Toll

improvement_01 = { 
	construction_time = quick_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_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
		fort_level = 1
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = improvement_02

	type_icon = "icon_building_improvements.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

improvement_02 = { ###Gatehouses
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_01
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_4_cost

	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		fort_level = 2
		defender_holding_advantage = 1
		levy_reinforcement_rate = 0.02
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}
	
	garrison_reinforcement_factor = 0.02

	next_building = improvement_03

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

improvement_03 = { ###Training Ground
	construction_time = quick_construction_time

	can_construct = {
		has_building_or_higher = castle_02
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_5_cost

	levy = poor_building_levy_tier_3
	max_garrison = 100

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 1
		levy_reinforcement_rate = 0.05
	}

	character_modifier = {
		men_at_arms_maintenance = -0.02
	}

	garrison_reinforcement_factor = 0.04

	next_building = improvement_04

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

improvement_04 = { ###Target Range
	construction_time = quick_construction_time

	can_construct = {
		has_building_or_higher = castle_02
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_6_cost

	levy = poor_building_levy_tier_4
	max_garrison = 100

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 1
		levy_reinforcement_rate = 0.05
	}

	character_modifier = {
		men_at_arms_maintenance = -0.03
	}

	garrison_reinforcement_factor = 0.05

	next_building = improvement_05

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

improvement_05 = { ###Arrowslits
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = castle_03
		culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = cheap_building_tier_8_cost

	levy = poor_building_levy_tier_4
	max_garrison = 150

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 3
		defender_holding_advantage = 5
		levy_reinforcement_rate = 0.05
	}

	character_modifier = {
		men_at_arms_maintenance = -0.03
	}

	garrison_reinforcement_factor = 0.05

	next_building = improvement_06

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

improvement_06 = { ###Crenellations
	construction_time = slow_construction_time

	can_construct = {
		has_building_or_higher = castle_03
		culture = {
			has_innovation = innovation_windmills
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 725

	levy = poor_building_levy_tier_5
	max_garrison = 200

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 4
		defender_holding_advantage = 7
		levy_reinforcement_rate = 0.05
	}

	character_modifier = {
		men_at_arms_maintenance = -0.03
	}

	garrison_reinforcement_factor = 0.05

	next_building = improvement_07

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

improvement_07 = { ###Oil
	construction_time = slow_construction_time

	can_construct = {
		has_building_or_higher = castle_04
		culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750

	levy = poor_building_levy_tier_5
	max_garrison = 300

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 5
		defender_holding_advantage = 10
		levy_reinforcement_rate = 0.05
	}

	character_modifier = {
		men_at_arms_maintenance = -0.03
	}

	garrison_reinforcement_factor = 0.05

	next_building = improvement_08

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

improvement_08 = { ###Citadel
	construction_time = slow_construction_time

	can_construct = {
		has_building_or_higher = castle_04
		culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1000

	levy = poor_building_levy_tier_6
	max_garrison = 500

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 6
		defender_holding_advantage = 15
		levy_reinforcement_rate = 0.05
	}

	character_modifier = {
		men_at_arms_maintenance = -0.03
	}

	garrison_reinforcement_factor = 0.10

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

### Interior Expansion

expansion_01 = { ###Main Well
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_01
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 125

	province_modifier = {
		defender_holding_advantage = 2
	}

	max_garrison = 50

	next_building = expansion_02

	type_icon = "icon_building_expansion.dds" 

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

expansion_02 = { ###Chapel
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_01
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 155

	province_modifier = {
		defender_holding_advantage = 2
	}

	levy = 25
	max_garrison = 75

	character_modifier = {
		monthly_piety = 0.1
	}

	next_building = expansion_03

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

expansion_03 = { ###Sewerage
	construction_time = slow_construction_time

	can_construct = {
		has_building_or_higher = castle_02
		culture = {
			has_innovation = innovation_battlements
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 245

	province_modifier = {
		defender_holding_advantage = 2
		epidemic_resistance = 5
	}

	levy = 50
	max_garrison = 100

	character_modifier = {
		monthly_piety = 0.2
	}

	next_building = expansion_04

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

expansion_04 = { ###Stables
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = castle_02
		culture = {
			has_innovation = innovation_battlements
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 260

	province_modifier = {
		defender_holding_advantage = 2
		epidemic_resistance = 5

	}

	levy = 75
	max_garrison = 150

	character_modifier = {
		monthly_piety = 0.2
		heavy_cavalry_damage_mult = 0.02
		heavy_cavalry_toughness_mult = 0.02
	}

	next_building = expansion_05

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

expansion_05 = { ###Courtyard
	construction_time = slow_construction_time

	can_construct = {
		has_building_or_higher = castle_03
		culture = {
			has_innovation = innovation_hoardings
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 350

	province_modifier = {
		defender_holding_advantage = 2
		epidemic_resistance = 5
	}

	levy = 100
	max_garrison = 200

	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.2
		heavy_cavalry_damage_mult = 0.02
		heavy_cavalry_toughness_mult = 0.02
	}

	next_building = expansion_06

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

expansion_06 = { ###dungeon and gallows #change to Scenic Pond?
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = castle_03
		culture = {
			has_innovation = innovation_hoardings
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 415

	province_modifier = {
		defender_holding_advantage = 2
		epidemic_resistance = 5
	}

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	levy = 225
	max_garrison = 350

	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.3
		heavy_cavalry_damage_mult = 0.02
		heavy_cavalry_toughness_mult = 0.02
	}

	next_building = expansion_07

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

expansion_07 = { ###war room
	construction_time = standard_construction_time

	can_construct = {
		has_building_or_higher = castle_04
		culture = {
			has_innovation = innovation_machicolations
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 470

	province_modifier = {
		defender_holding_advantage = 5
	}

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
		epidemic_resistance = 5
	}

	levy = 275
	max_garrison = 500

	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.3
		heavy_cavalry_damage_mult = 0.02
		heavy_cavalry_toughness_mult = 0.02
		knight_effectiveness_mult = 0.15
	}

	next_building = expansion_08

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

expansion_08 = { ###castle Laboratory
	construction_time = slow_construction_time

	can_construct = {
		has_building_or_higher = castle_04
		culture = {
			has_innovation = innovation_machicolations
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 625

	province_modifier = {
		defender_holding_advantage = 5
	}

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
		epidemic_resistance = 5
	}

	levy = 275
	max_garrison = 500

	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.4
		heavy_cavalry_damage_mult = 0.02
		heavy_cavalry_toughness_mult = 0.02
		knight_effectiveness_mult = 0.15
		cultural_head_fascination_mult = 0.05
	}

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}


###INTERIOR WORK

interior_01 = { ###wine
	construction_time = 1500

	can_construct = {
		has_building_or_higher = castle_01
	}

	is_enabled = {
		is_county_capital = yes
		scope:holder.capital_province = this
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150

	character_modifier = {
		monthly_prestige = 0.1
		monthly_dynasty_prestige_mult = 0.01
	}

	next_building = interior_02

	type_icon = "icon_building_interior.dds" 

	ai_value = {
		base = 1
		modifier = {
			add = 6
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

interior_02 = { ###catacombs 
	construction_time = 1825

	can_construct_potential = {
		has_building_or_higher = castle_01
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 225

	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.1
		monthly_dynasty_prestige_mult = 0.01
	}

	next_building = interior_03

	ai_value = {
		base = 1
		modifier = {
			add = 6
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

interior_03 = { ###Secret passages
	construction_time = 2556

	can_construct = {
		has_building_or_higher = castle_02
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 400

	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.1
		monthly_dynasty_prestige_mult = 0.01
		owned_hostile_scheme_success_chance_add = 5
		owned_personal_scheme_success_chance_add = 5
		intrigue = 1
	}

	next_building = interior_04

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

interior_04 = { ###vault
	construction_time = 1825

	can_construct = {
		has_building_or_higher = castle_02
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 600

	county_modifier = {
		tax_mult = 0.05
	}

	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.2
		monthly_dynasty_prestige_mult = 0.01
		owned_hostile_scheme_success_chance_add = 5
		owned_personal_scheme_success_chance_add = 5
		intrigue = 1
	}

	next_building = interior_05

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

interior_05 = { ###hidden chambers
	construction_time = 1460

	can_construct = {
		has_building_or_higher = castle_03
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750

	county_modifier = {
		tax_mult = 0.05
	}
	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.4
		monthly_dynasty_prestige_mult = 0.01
		owned_hostile_scheme_success_chance_add = 10
		owned_personal_scheme_success_chance_add = 10
		stress_loss_mult = 0.15
		intrigue = 1
	}

	next_building = interior_06

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

interior_06 = { ###Hypocaust
	construction_time = 2920

	can_construct = {
		has_building_or_higher = castle_04
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1500

	county_modifier = {
		tax_mult = 0.05
	}
	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.5
		monthly_dynasty_prestige_mult = 0.02
		owned_hostile_scheme_success_chance_add = 10
		owned_personal_scheme_success_chance_add = 10
		stress_loss_mult = 0.20
		intrigue = 1
		diplomacy = 1
	}

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

###town around the castle

town_01 = { ###outlaying cottages
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_01
		building_town_requirement_terrain = yes
		culture = {
			has_innovation = innovation_city_planning
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 50

	province_modifier = {
		monthly_income = 0.1
	}

	levy = 25

	type_icon = "icon_building_town.dds" 

	next_building = town_02

	ai_value = {
		base = 5
		modifier = {
			add = 5
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

town_02 = { ###scattered hamlet
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_01
		building_town_requirement_terrain = yes
		culture = {
			has_innovation = innovation_city_planning
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 125

	province_modifier = {
		monthly_income = 0.3
	}

	levy = 50

	next_building = town_03

	ai_value = {
		base = 5
		modifier = {
			add = 5
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

town_03 = { ###Clustered hamlet
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_02
		building_town_requirement_terrain = yes
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 200

	province_modifier = {
		monthly_income = 0.5
	}

	levy = 75

	next_building = town_04

	ai_value = {
		base = 5
		modifier = {
			add = 5
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

town_04 = { ###Meagre Village
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_02
		building_town_requirement_terrain = yes
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 275

	province_modifier = {
		monthly_income = 0.7
		tax_mult = 0.01
	}

	levy = 125

	next_building = town_05

	ai_value = {
		base = 5
		modifier = {
			add = 5
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

town_05 = { ###Sizeable Village
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_03
		building_town_requirement_terrain = yes
		culture = {
			has_innovation = innovation_hoardings
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 350

	province_modifier = {
		monthly_income = 0.9
		tax_mult = 0.01
	}

	levy = 175

	next_building = town_06

	ai_value = {
		base = 5
		modifier = {
			add = 5
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

town_06 = { ###Noteworthy town
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_03
		building_town_requirement_terrain = yes
		culture = {
			has_innovation = innovation_hoardings
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 425

	province_modifier = {
		monthly_income = 1.1
		tax_mult = 0.02
	}

	levy = 250

	next_building = town_07

	ai_value = {
		base = 5
		modifier = {
			add = 5
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

town_07 = { ###Large Town
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_04
		building_town_requirement_terrain = yes
		culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 500

	province_modifier = {
		monthly_income = 1.3
		tax_mult = 0.02
	}

	levy = 350

	next_building = town_08

	ai_value = {
		base = 5
		modifier = {
			add = 5
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

town_08 = { ###Sprawling settlements
	construction_time = standard_construction_time

	can_construct_potential = {
		has_building_or_higher = castle_04
		building_town_requirement_terrain = yes
		culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 575

	province_modifier = {
		monthly_income = 1.5
		tax_mult = 0.03
	}

	levy = 500

	ai_value = {
		base = 5
		modifier = {
			add = 5
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}

support_01 = { ###support structure / wooden reinforcement
	construction_time = 120

	can_construct_potential = {
		has_building_or_higher = castle_01
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 125

	province_modifier = {
		fort_level = 2
		hostile_raid_time = 0.75
	}

	type_icon = "icon_building_support.dds"

	ai_value = {
		base = 1
		modifier = {
			add = 1
			scope:holder = {
				has_government = feudal_government
			}
		}
	}
}