﻿war_horse_grounds_01 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_war_horse_grounds_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
		build_speed = good_building_build_speed_tier_1
	}
	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.03
		heavy_cavalry_damage_mult = 0.06
		heavy_cavalry_toughness_mult = 0.01
	}
	
	next_building = war_horse_grounds_02

	type_icon = "icon_building_war_horse_grounds.dds"
	
	ai_value = {
		base = 10
		ai_general_building_modifier = yes
	}
}

war_horse_grounds_02 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_war_horse_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 = normal_building_tier_2_cost
	levy = poor_building_levy_tier_2
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		build_speed = good_building_build_speed_tier_2
	}
	character_modifier = {
		knight_limit = 1
		knight_effectiveness_mult = 0.04
		heavy_cavalry_damage_mult = 0.08
		heavy_cavalry_toughness_mult = 0.02
	}
	
	next_building = war_horse_grounds_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

war_horse_grounds_03 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_war_horse_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 = normal_building_tier_3_cost
	levy = poor_building_levy_tier_3
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		build_speed = good_building_build_speed_tier_3
	}
	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = 0.05
		heavy_cavalry_damage_mult = 0.10
		heavy_cavalry_toughness_mult = 0.03
	}
	
	next_building = war_horse_grounds_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

war_horse_grounds_04 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_war_horse_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 = normal_building_tier_4_cost
	levy = poor_building_levy_tier_4
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		build_speed = good_building_build_speed_tier_4
	}
	character_modifier = {
		knight_limit = 2
		knight_effectiveness_mult = 0.06
		heavy_cavalry_damage_mult = 0.12
		heavy_cavalry_toughness_mult = 0.04
	}
	
	next_building = war_horse_grounds_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

war_horse_grounds_05 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_war_horse_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 = normal_building_tier_5_cost
	levy = poor_building_levy_tier_5
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_5
		build_speed = good_building_build_speed_tier_5
	}
	character_modifier = {
		knight_limit = 3
		knight_effectiveness_mult = 0.07
		heavy_cavalry_damage_mult = 0.14
		heavy_cavalry_toughness_mult = 0.05
	}
	
	next_building = war_horse_grounds_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

war_horse_grounds_06 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_war_horse_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 = normal_building_tier_6_cost
	levy = poor_building_levy_tier_6
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_6
		build_speed = good_building_build_speed_tier_6
	}
	character_modifier = {
		knight_limit = 3
		knight_effectiveness_mult = 0.08
		heavy_cavalry_damage_mult = 0.16
		heavy_cavalry_toughness_mult = 0.06
	}
	
	next_building = war_horse_grounds_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

war_horse_grounds_07 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_war_horse_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 = normal_building_tier_7_cost
	levy = poor_building_levy_tier_7
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_7
		build_speed = good_building_build_speed_tier_7
	}
	character_modifier = {
		knight_limit = 4
		knight_effectiveness_mult = 0.09
		heavy_cavalry_damage_mult = 0.18
		heavy_cavalry_toughness_mult = 0.07
	}
	county_modifier = {
		development_growth_factor = 0.02
	}
	
	next_building = war_horse_grounds_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

war_horse_grounds_08 = {
	construction_time = standard_construction_time

	can_construct_potential = {
		building_war_horse_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 = normal_building_tier_8_cost
	levy = poor_building_levy_tier_8
	
	province_modifier = {
		monthly_income = poor_building_tax_tier_8
		build_speed = good_building_build_speed_tier_8
	}
	character_modifier = {
		knight_limit = 4
		knight_effectiveness_mult = 0.10
		heavy_cavalry_damage_mult = 0.20
		heavy_cavalry_toughness_mult = 0.08
	}
	county_modifier = {
		development_growth_factor = 0.05
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}
