﻿### stables
# horse, camel and horse archers
horse_01 = {
	construction_time = mbrxxx_construction_time_half_year

	can_construct_potential = {
		mbrxxx_light_cavalry_requirement_terrain_trigger = yes
		mbrxxx_building_requirement_castle_tribe = { LEVEL = 01 }
		mbrxxx_can_construct_poi_trigger = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_nomad = no
		building_requirement_nomad_holding_in_county = yes
		building_requirement_herder = no
		building_requirement_herder_holding_in_county = yes
	}
	show_disabled = yes

	cost_gold = normal_building_tier_1_cost
	
	province_modifier = {
		monthly_income = 0.1
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_1
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_1
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
		stationed_light_cavalry_damage_mult = normal_maa_damage_tier_1
		stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_1
		stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
	}


	character_modifier = {
		movement_speed = normal_movement_speed_tier_1
		character_travel_speed_mult = high_movement_speed_tier_1
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1
		men_at_arms_maintenance = good_building_maa_maintenance_tier_1
	}
	
	next_building = horse_02
	
	type_icon = "icon_building_coach_house.dds"
	
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_horse
}

horse_02 = {
	construction_time = mbrxxx_construction_time_1_year

	cost_gold = normal_building_tier_2_cost
	
	province_modifier = {
		monthly_income = 0.2
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_2
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_2
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
		stationed_light_cavalry_damage_mult = normal_maa_damage_tier_2
		stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_2
		stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_2
		character_travel_speed_mult = high_movement_speed_tier_2
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2
		men_at_arms_maintenance = good_building_maa_maintenance_tier_2
	}
	
	next_building = horse_03
	
	ai_value = {
		base = 3
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
}

horse_03 = {
	construction_time = mbrxxx_construction_time_1_year

	cost_gold = normal_building_tier_3_cost
	
	province_modifier = {
		monthly_income = 0.3
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_3
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_3
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
		stationed_light_cavalry_damage_mult = normal_maa_damage_tier_3
		stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_3
		stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_3
		character_travel_speed_mult = high_movement_speed_tier_3
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3
		men_at_arms_maintenance = good_building_maa_maintenance_tier_3
	}
	
	next_building = horse_04
	
	ai_value = {
		base = 5
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
}

horse_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		mbrxxx_building_requirement_castle_city_church_tribe = { LEVEL = 02 }
	}
	
	cost_gold = normal_building_tier_4_cost
	
	province_modifier = {
		monthly_income = 0.4
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_4
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_4
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
		stationed_light_cavalry_damage_mult = normal_maa_damage_tier_4
		stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_4
		stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_4
		character_travel_speed_mult = high_movement_speed_tier_4
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4
		men_at_arms_maintenance = good_building_maa_maintenance_tier_4
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 1
		owned_hostile_scheme_success_chance_add = 1
		personal_scheme_phase_duration_add = -1
		hostile_scheme_phase_duration_add = -1
		enemy_hostile_scheme_phase_duration_add = 1
		owned_legend_spread_mult = 0.3
	}
	
	next_building = horse_05
	
	on_complete = {
		mbrxxx_coach_house_04_constructed_effect = yes
		county.holder = { add_prestige = medium_prestige_gain }
	}

	ai_value = {
		base = 6
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
}

horse_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	cost_gold = normal_building_tier_5_cost
	
	province_modifier = {
		monthly_income = 0.5
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_5
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_5
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_5
		stationed_light_cavalry_damage_mult = normal_maa_damage_tier_5
		stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_5
		stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_5
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_5
		character_travel_speed_mult = high_movement_speed_tier_5
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5
		men_at_arms_maintenance = good_building_maa_maintenance_tier_5
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 1
		owned_hostile_scheme_success_chance_add = 1
		personal_scheme_phase_duration_add = -1
		hostile_scheme_phase_duration_add = -1
		enemy_hostile_scheme_phase_duration_add = 1
		owned_legend_spread_mult = 0.3
	}
	
	next_building = horse_06
	
	ai_value = {
		base = 6
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
}

horse_06 = {
	construction_time = mbrxxx_construction_time_2_years

	cost_gold = normal_building_tier_6_cost
	
	province_modifier = {
		monthly_income = 0.6
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_6
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_6
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_6
		stationed_light_cavalry_damage_mult = normal_maa_damage_tier_6
		stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_6
		stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_6
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_6
		character_travel_speed_mult = high_movement_speed_tier_6
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6
		men_at_arms_maintenance = good_building_maa_maintenance_tier_6
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 2
		owned_hostile_scheme_success_chance_add = 2
		personal_scheme_phase_duration_add = -2
		hostile_scheme_phase_duration_add = -2
		enemy_hostile_scheme_phase_duration_add = 2
		owned_legend_spread_mult = 0.3
	}
	
	next_building = horse_07
	
	on_complete = {
		mbrxxx_coach_house_06_constructed_effect = yes
		county.holder = { add_prestige = major_prestige_gain }
	}

	ai_value = {
		base = 5
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_coach_house_spy
	flag = mbrxxx_coach_house_gamekeeper
}

horse_07 = {
	construction_time = mbrxxx_construction_time_2_years

	cost_gold = normal_building_tier_7_cost
	
	province_modifier = {
		monthly_income = 0.7
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_7
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_7
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_7
		stationed_light_cavalry_damage_mult = normal_maa_damage_tier_7
		stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_7
		stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_7
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_7
		character_travel_speed_mult = high_movement_speed_tier_7
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7
		men_at_arms_maintenance = good_building_maa_maintenance_tier_7
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 2
		owned_hostile_scheme_success_chance_add = 2
		personal_scheme_phase_duration_add = -2
		hostile_scheme_phase_duration_add = -2
		enemy_hostile_scheme_phase_duration_add = 2
		owned_legend_spread_mult = 0.3
	}
	
	next_building = horse_08
	
	ai_value = {
		base = 4
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
	flag = mbrxxx_coach_house_gamekeeper
}

horse_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

	cost_gold = normal_building_tier_8_cost
	
	province_modifier = {
		monthly_income = 0.8
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_8
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_8
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_8
		stationed_light_cavalry_damage_mult = normal_maa_damage_tier_8
		stationed_light_cavalry_toughness_mult = normal_maa_toughness_tier_8
		stationed_light_cavalry_pursuit_mult = normal_maa_pursuit_tier_8
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_8
		character_travel_speed_mult = high_movement_speed_tier_8
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8
		men_at_arms_maintenance = good_building_maa_maintenance_tier_8
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 3
		owned_hostile_scheme_success_chance_add = 3
		personal_scheme_phase_duration_add = -3
		hostile_scheme_phase_duration_add = -3
		enemy_hostile_scheme_phase_duration_add = 2
		owned_legend_spread_mult = 0.3
	}
		
	on_complete = {
		mbrxxx_coach_house_08_constructed_effect = yes
		county.holder = { add_prestige = massive_prestige_value }
	}

	ai_value = {
		base = 3
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
	flag = mbrxxx_coach_house_gamekeeper
	flag = mbrxxx_coach_house_casino
}

mbrxxx_horse_archer_01 = {
	construction_time = mbrxxx_construction_time_half_year

	can_construct_potential = {
		building_horse_pastures_requirement_terrain = yes
		mbrxxx_building_requirement_castle_tribe = { LEVEL = 01 }
		mbrxxx_can_construct_poi_trigger = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_nomad = no
		building_requirement_nomad_holding_in_county = yes
		building_requirement_herder = no
		building_requirement_herder_holding_in_county = yes
	}

	show_disabled = yes

	cost_gold = normal_building_tier_1_cost
	
	province_modifier = {
		monthly_income = 0.1
		stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_1
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_1
		stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_1
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_1
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_1
		character_travel_speed_mult = high_movement_speed_tier_1
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1
		men_at_arms_maintenance = good_building_maa_maintenance_tier_1
	}
	
	next_building = mbrxxx_horse_archer_02
	
	type_icon = "icon_building_coach_house.dds"
	
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_horse
}

mbrxxx_horse_archer_02 = {
	construction_time = mbrxxx_construction_time_1_year

	cost_gold = normal_building_tier_2_cost
	
	province_modifier = {
		monthly_income = 0.2
		stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_2
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_2
		stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_2
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_2
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_2
		character_travel_speed_mult = high_movement_speed_tier_2
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2
		men_at_arms_maintenance = good_building_maa_maintenance_tier_2
	}
	
	next_building = mbrxxx_horse_archer_03
	
	ai_value = {
		base = 3
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
}

mbrxxx_horse_archer_03 = {
	construction_time = mbrxxx_construction_time_1_year

	cost_gold = normal_building_tier_3_cost
	
	province_modifier = {
		monthly_income = 0.3
		stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_3
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_3
		stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_3
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_3
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_3
		character_travel_speed_mult = high_movement_speed_tier_3
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3
		men_at_arms_maintenance = good_building_maa_maintenance_tier_3
	}
	
	next_building = mbrxxx_horse_archer_04
	
	ai_value = {
		base = 5
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
}

mbrxxx_horse_archer_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		mbrxxx_building_requirement_castle_city_church_tribe = { LEVEL = 02 }
	}
	
	cost_gold = normal_building_tier_4_cost
	
	province_modifier = {
		monthly_income = 0.4
		stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_4
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_4
		stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_4
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_4
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_4
		character_travel_speed_mult = high_movement_speed_tier_4
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4
		men_at_arms_maintenance = good_building_maa_maintenance_tier_4
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 1
		owned_hostile_scheme_success_chance_add = 1
		personal_scheme_phase_duration_add = -1
		hostile_scheme_phase_duration_add = -1
		enemy_hostile_scheme_phase_duration_add = 1
		owned_legend_spread_mult = 0.3
	}
	
	next_building = mbrxxx_horse_archer_05
	
	on_complete = {
		mbrxxx_coach_house_04_constructed_effect = yes
		county.holder = { add_prestige = medium_prestige_gain }
	}

	ai_value = {
		base = 6
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
}

mbrxxx_horse_archer_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	cost_gold = normal_building_tier_5_cost
	
	province_modifier = {
		monthly_income = 0.5
		stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_5
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_5
		stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_5
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_5
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_5
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_5
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_5
		character_travel_speed_mult = high_movement_speed_tier_5
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5
		men_at_arms_maintenance = good_building_maa_maintenance_tier_5
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 1
		owned_hostile_scheme_success_chance_add = 1
		personal_scheme_phase_duration_add = -1
		hostile_scheme_phase_duration_add = -1
		enemy_hostile_scheme_phase_duration_add = 1
		owned_legend_spread_mult = 0.3
	}
	
	next_building = mbrxxx_horse_archer_06
	
	ai_value = {
		base = 6
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
}

mbrxxx_horse_archer_06 = {
	construction_time = mbrxxx_construction_time_2_years

	cost_gold = normal_building_tier_6_cost
	
	province_modifier = {
		monthly_income = 0.6
		stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_6
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_6
		stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_6
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_6
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_6
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_6
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_6
		character_travel_speed_mult = high_movement_speed_tier_6
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6
		men_at_arms_maintenance = good_building_maa_maintenance_tier_6
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 2
		owned_hostile_scheme_success_chance_add = 2
		personal_scheme_phase_duration_add = -2
		hostile_scheme_phase_duration_add = -2
		enemy_hostile_scheme_phase_duration_add = 2
		owned_legend_spread_mult = 0.3
	}
	
	next_building = mbrxxx_horse_archer_07
	
	on_complete = {
		mbrxxx_coach_house_06_constructed_effect = yes
		county.holder = { add_prestige = major_prestige_gain }
	}

	ai_value = {
		base = 5
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_coach_house_spy
	flag = mbrxxx_coach_house_gamekeeper
}

mbrxxx_horse_archer_07 = {
	construction_time = mbrxxx_construction_time_2_years

	cost_gold = normal_building_tier_7_cost
	
	province_modifier = {
		monthly_income = 0.7
		stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_7
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_7
		stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_7
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_7
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_7
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_7
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_7
		character_travel_speed_mult = high_movement_speed_tier_7
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7
		men_at_arms_maintenance = good_building_maa_maintenance_tier_7
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 2
		owned_hostile_scheme_success_chance_add = 2
		personal_scheme_phase_duration_add = -2
		hostile_scheme_phase_duration_add = -2
		enemy_hostile_scheme_phase_duration_add = 2
		owned_legend_spread_mult = 0.3
	}
	
	next_building = mbrxxx_horse_archer_08
	
	ai_value = {
		base = 4
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
	flag = mbrxxx_coach_house_gamekeeper
}

mbrxxx_horse_archer_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

	cost_gold = normal_building_tier_8_cost
	
	province_modifier = {
		monthly_income = 0.8
		stationed_archer_cavalry_damage_mult = normal_maa_damage_tier_8
		stationed_archer_cavalry_toughness_mult = normal_maa_toughness_tier_8
		stationed_archer_cavalry_pursuit_mult = normal_maa_pursuit_tier_8
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_8
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_8
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_8
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_8
		character_travel_speed_mult = high_movement_speed_tier_8
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8
		men_at_arms_maintenance = good_building_maa_maintenance_tier_8
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 3
		owned_hostile_scheme_success_chance_add = 3
		personal_scheme_phase_duration_add = -3
		hostile_scheme_phase_duration_add = -3
		enemy_hostile_scheme_phase_duration_add = 2
		owned_legend_spread_mult = 0.3
	}
		
	on_complete = {
		mbrxxx_coach_house_08_constructed_effect = yes
		county.holder = { add_prestige = massive_prestige_value }
	}

	ai_value = {
		base = 3
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
	flag = mbrxxx_coach_house_gamekeeper
	flag = mbrxxx_coach_house_casino
}

mbrxxx_camel_01 = {
	construction_time = mbrxxx_construction_time_half_year

	can_construct_potential = {
		building_camel_farms_requirement_terrain = yes
		mbrxxx_building_requirement_castle_tribe = { LEVEL = 01 }
		mbrxxx_can_construct_poi_trigger = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_nomad = no
		building_requirement_nomad_holding_in_county = yes
		building_requirement_herder = no
		building_requirement_herder_holding_in_county = yes
	}
	show_disabled = yes

	cost_gold = normal_building_tier_1_cost
	
	province_modifier = {
		monthly_income = 0.1
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_1
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_1
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
		stationed_camel_cavalry_damage_mult = normal_maa_damage_tier_1
		stationed_camel_cavalry_toughness_mult = normal_maa_toughness_tier_1
		stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_1
	}


	character_modifier = {
		movement_speed = normal_movement_speed_tier_1
		character_travel_speed_mult = high_movement_speed_tier_1
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1
		men_at_arms_maintenance = good_building_maa_maintenance_tier_1
	}
	
	next_building = mbrxxx_camel_02
	
	type_icon = "icon_building_coach_house.dds"
	
	ai_value = {
		base = 1
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_horse
}

mbrxxx_camel_02 = {
	construction_time = mbrxxx_construction_time_1_year

	cost_gold = normal_building_tier_2_cost
	
	province_modifier = {
		monthly_income = 0.2
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_2
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_2
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
		stationed_camel_cavalry_damage_mult = normal_maa_damage_tier_2
		stationed_camel_cavalry_toughness_mult = normal_maa_toughness_tier_2
		stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_2
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_2
		character_travel_speed_mult = high_movement_speed_tier_2
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2
		men_at_arms_maintenance = good_building_maa_maintenance_tier_2
	}
	
	next_building = mbrxxx_camel_03
	
	ai_value = {
		base = 3
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
}

mbrxxx_camel_03 = {
	construction_time = mbrxxx_construction_time_1_year

	cost_gold = normal_building_tier_3_cost
	
	province_modifier = {
		monthly_income = 0.3
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_3
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_3
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
		stationed_camel_cavalry_damage_mult = normal_maa_damage_tier_3
		stationed_camel_cavalry_toughness_mult = normal_maa_toughness_tier_3
		stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_3
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_3
		character_travel_speed_mult = high_movement_speed_tier_3
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3
		men_at_arms_maintenance = good_building_maa_maintenance_tier_3
	}
	
	next_building = mbrxxx_camel_04
	
	ai_value = {
		base = 5
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
}

mbrxxx_camel_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		mbrxxx_building_requirement_castle_city_church_tribe = { LEVEL = 02 }
	}
	
	cost_gold = normal_building_tier_4_cost
	
	province_modifier = {
		monthly_income = 0.4
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_4
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_4
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
		stationed_camel_cavalry_damage_mult = normal_maa_damage_tier_4
		stationed_camel_cavalry_toughness_mult = normal_maa_toughness_tier_4
		stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_4
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_4
		character_travel_speed_mult = high_movement_speed_tier_4
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4
		men_at_arms_maintenance = good_building_maa_maintenance_tier_4
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 1
		owned_hostile_scheme_success_chance_add = 1
		personal_scheme_phase_duration_add = -1
		hostile_scheme_phase_duration_add = -1
		enemy_hostile_scheme_phase_duration_add = 1
		owned_legend_spread_mult = 0.3
	}
	
	next_building = mbrxxx_camel_05
	
	on_complete = {
		mbrxxx_coach_house_04_constructed_effect = yes
		county.holder = { add_prestige = medium_prestige_gain }
	}

	ai_value = {
		base = 6
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
}

mbrxxx_camel_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	cost_gold = normal_building_tier_5_cost
	
	province_modifier = {
		monthly_income = 0.5
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_5
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_5
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_5
		stationed_camel_cavalry_damage_mult = normal_maa_damage_tier_5
		stationed_camel_cavalry_toughness_mult = normal_maa_toughness_tier_5
		stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_5
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_5
		character_travel_speed_mult = high_movement_speed_tier_5
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5
		men_at_arms_maintenance = good_building_maa_maintenance_tier_5
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 1
		owned_hostile_scheme_success_chance_add = 1
		personal_scheme_phase_duration_add = -1
		hostile_scheme_phase_duration_add = -1
		enemy_hostile_scheme_phase_duration_add = 1
		owned_legend_spread_mult = 0.3
	}
	
	next_building = mbrxxx_camel_06
	
	ai_value = {
		base = 6
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
}

mbrxxx_camel_06 = {
	construction_time = mbrxxx_construction_time_2_years

	cost_gold = normal_building_tier_6_cost
	
	province_modifier = {
		monthly_income = 0.6
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_6
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_6
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_6
		stationed_camel_cavalry_damage_mult = normal_maa_damage_tier_6
		stationed_camel_cavalry_toughness_mult = normal_maa_toughness_tier_6
		stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_6
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_6
		character_travel_speed_mult = high_movement_speed_tier_6
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6
		men_at_arms_maintenance = good_building_maa_maintenance_tier_6
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 2
		owned_hostile_scheme_success_chance_add = 2
		personal_scheme_phase_duration_add = -2
		hostile_scheme_phase_duration_add = -2
		enemy_hostile_scheme_phase_duration_add = 2
		owned_legend_spread_mult = 0.3
	}
	
	next_building = mbrxxx_camel_07
	
	on_complete = {
		mbrxxx_coach_house_06_constructed_effect = yes
		county.holder = { add_prestige = major_prestige_gain }
	}

	ai_value = {
		base = 5
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_coach_house_spy
	flag = mbrxxx_coach_house_gamekeeper
}

mbrxxx_camel_07 = {
	construction_time = mbrxxx_construction_time_2_years

	cost_gold = normal_building_tier_7_cost
	
	province_modifier = {
		monthly_income = 0.7
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_7
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_7
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_7
		stationed_camel_cavalry_damage_mult = normal_maa_damage_tier_7
		stationed_camel_cavalry_toughness_mult = normal_maa_toughness_tier_7
		stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_7
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_7
		character_travel_speed_mult = high_movement_speed_tier_7
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7
		men_at_arms_maintenance = good_building_maa_maintenance_tier_7
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 2
		owned_hostile_scheme_success_chance_add = 2
		personal_scheme_phase_duration_add = -2
		hostile_scheme_phase_duration_add = -2
		enemy_hostile_scheme_phase_duration_add = 2
		owned_legend_spread_mult = 0.3
	}
	
	next_building = mbrxxx_camel_08
	
	ai_value = {
		base = 4
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
	flag = mbrxxx_coach_house_gamekeeper
}

mbrxxx_camel_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

	cost_gold = normal_building_tier_8_cost
	
	province_modifier = {
		monthly_income = 0.8
		stationed_heavy_cavalry_damage_mult = normal_maa_damage_tier_8
		stationed_heavy_cavalry_toughness_mult = normal_maa_toughness_tier_8
		stationed_heavy_cavalry_pursuit_mult = normal_maa_pursuit_tier_8
		stationed_camel_cavalry_damage_mult = normal_maa_damage_tier_8
		stationed_camel_cavalry_toughness_mult = normal_maa_toughness_tier_8
		stationed_camel_cavalry_pursuit_mult = normal_maa_pursuit_tier_8
	}

	character_modifier = {
		movement_speed = normal_movement_speed_tier_8
		character_travel_speed_mult = high_movement_speed_tier_8
		knight_limit = 1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8
		men_at_arms_maintenance = good_building_maa_maintenance_tier_8
		diplomacy = 1
		intrigue = 1
		owned_personal_scheme_success_chance_add = 3
		owned_hostile_scheme_success_chance_add = 3
		personal_scheme_phase_duration_add = -3
		hostile_scheme_phase_duration_add = -3
		enemy_hostile_scheme_phase_duration_add = 2
		owned_legend_spread_mult = 0.3
	}
		
	on_complete = {
		mbrxxx_coach_house_08_constructed_effect = yes
		county.holder = { add_prestige = massive_prestige_value }
	}

	ai_value = {
		base = 3
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_horse
	flag = mbrxxx_coach_house_spy
	flag = mbrxxx_coach_house_gamekeeper
	flag = mbrxxx_coach_house_casino
}

### Militia

militia_01 = {
	construction_time = mbrxxx_construction_time_half_year

	can_construct_potential = {
		building_militia_requirement_terrain = yes
		mbrxxx_building_requirement_castle_tribe = { LEVEL = 01 }
		mbrxxx_can_construct_poi_trigger = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_nomad = no
		building_requirement_nomad_holding_in_county = yes
		building_requirement_herder = no
		building_requirement_herder_holding_in_county = yes
	}

	show_disabled = yes

	cost_gold = normal_building_tier_1_cost

	province_modifier = {
		travel_danger = building_travel_danger_factor_tier_1
		stationed_skirmishers_damage_mult = high_maa_damage_tier_1
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_1
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_1
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_1
		stationed_archers_damage_mult = high_maa_damage_tier_1
		stationed_archers_toughness_mult = high_maa_toughness_tier_1
		stationed_maa_pursuit_mult = high_maa_pursuit_tier_1
	}
	
	county_modifier = {
		monthly_county_control_growth_add = building_county_control_factor_tier_1
	}
	
	character_modifier = {
		lifestyle_hunter_xp_gain_mult = 0.1
		lifestyle_blademaster_xp_gain_mult = 0.1
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_1
		men_at_arms_maintenance = good_building_maa_maintenance_tier_1
	}
	

	next_building = militia_02

	type_icon = "icon_building_militia.dds" 
	
	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		modifier = {
			factor = 0
			building_barracks_requirement_terrain = yes
			NOT = { has_building_or_higher = barracks_01 }
		}
		modifier = {
			factor = 0
			building_camel_farms_requirement_terrain = yes
			NOT = { has_building_or_higher = camel_farms_01 }
		}
		modifier = {
			factor = 0
			building_regimental_grounds_requirement_terrain = yes
			NOT = { has_building_or_higher = regimental_grounds_01 }
		}
		modifier = {
			factor = 0
			building_military_camps_requirement_terrain = yes
			NOT = { has_building_or_higher = military_camps_01 }
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_militia
}

militia_02 = {
	construction_time = mbrxxx_construction_time_1_year

	cost_gold = normal_building_tier_2_cost
	
	province_modifier = {
		travel_danger = building_travel_danger_factor_tier_2
		stationed_skirmishers_damage_mult = high_maa_damage_tier_2
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_2
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_2
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_2
		stationed_archers_damage_mult = high_maa_damage_tier_2
		stationed_archers_toughness_mult = high_maa_toughness_tier_2
		stationed_maa_pursuit_mult = high_maa_pursuit_tier_2
	}
	
	county_modifier = {
		monthly_county_control_growth_add = building_county_control_factor_tier_2
	}
	
	character_modifier = {
		lifestyle_hunter_xp_gain_mult = 0.2
		lifestyle_blademaster_xp_gain_mult = 0.2
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_2
		men_at_arms_maintenance = good_building_maa_maintenance_tier_2
	}
	

	next_building = militia_03

	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_militia
}

militia_03 = {
	construction_time = mbrxxx_construction_time_1_year

	cost_gold = normal_building_tier_3_cost
	
	province_modifier = {
		travel_danger = building_travel_danger_factor_tier_3
		stationed_skirmishers_damage_mult = high_maa_damage_tier_3
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_3
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_3
		stationed_archers_damage_mult = high_maa_damage_tier_3
		stationed_archers_toughness_mult = high_maa_toughness_tier_3
		stationed_maa_pursuit_mult = high_maa_pursuit_tier_3
	}
	
	county_modifier = {
		monthly_county_control_growth_add = building_county_control_factor_tier_3
	}
	
	character_modifier = {
		lifestyle_hunter_xp_gain_mult = 0.3
		lifestyle_blademaster_xp_gain_mult = 0.3
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_3
		men_at_arms_maintenance = good_building_maa_maintenance_tier_3
	}
	

	next_building = militia_04

	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_militia
}

militia_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		mbrxxx_building_requirement_castle_city_church_tribe = { LEVEL = 02 }
	}

	cost_gold = normal_building_tier_4_cost
	
	province_modifier = {
		travel_danger = building_travel_danger_factor_tier_4
		stationed_skirmishers_damage_mult = high_maa_damage_tier_4
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_4
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_4
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_4
		stationed_archers_damage_mult = high_maa_damage_tier_4
		stationed_archers_toughness_mult = high_maa_toughness_tier_4
		stationed_maa_pursuit_mult = high_maa_pursuit_tier_4
	}
	
	county_modifier = {
		monthly_county_control_growth_add = building_county_control_factor_tier_4
	}
	
	character_modifier = {
		lifestyle_hunter_xp_gain_mult = 0.4
		lifestyle_blademaster_xp_gain_mult = 0.4
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_4
		men_at_arms_maintenance = good_building_maa_maintenance_tier_4
	}
	

	next_building = militia_05

	on_complete = {
		mbrxxx_warden_station_04_constructed_effect = yes
		county.holder = { add_prestige = medium_prestige_gain }
	}

	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_militia
	flag = mbrxxx_militia_blademaster
}

militia_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		culture = {
			has_innovation = innovation_manorialism
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_5_cost
	
	province_modifier = {
		travel_danger = building_travel_danger_factor_tier_5
		stationed_skirmishers_damage_mult = high_maa_damage_tier_5
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_5
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_5
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_5
		stationed_archers_damage_mult = high_maa_damage_tier_5
		stationed_archers_toughness_mult = high_maa_toughness_tier_5
		stationed_maa_pursuit_mult = high_maa_pursuit_tier_5
	}
	
	county_modifier = {
		monthly_county_control_growth_add = building_county_control_factor_tier_5
	}
	
	character_modifier = {
		lifestyle_hunter_xp_gain_mult = 0.5
		lifestyle_blademaster_xp_gain_mult = 0.5
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_5
		men_at_arms_maintenance = good_building_maa_maintenance_tier_5
	}
	

	next_building = militia_06

	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_militia
	flag = mbrxxx_militia_blademaster
}

militia_06 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct = {
		culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_6_cost
	
	province_modifier = {
		travel_danger = building_travel_danger_factor_tier_6
		stationed_skirmishers_damage_mult = high_maa_damage_tier_7
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_7
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_7
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_7
		stationed_archers_damage_mult = high_maa_damage_tier_7
		stationed_archers_toughness_mult = high_maa_toughness_tier_7
		stationed_maa_pursuit_mult = high_maa_pursuit_tier_6
	}
	
	county_modifier = {
		monthly_county_control_growth_add = building_county_control_factor_tier_6
	}
	
	character_modifier = {
		lifestyle_hunter_xp_gain_mult = 0.6
		lifestyle_blademaster_xp_gain_mult = 0.6
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_6
		men_at_arms_maintenance = good_building_maa_maintenance_tier_6
	}
	

	next_building = militia_07

	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_militia
	flag = mbrxxx_militia_blademaster
}

militia_07 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_7_cost
	
	province_modifier = {
		travel_danger = building_travel_danger_factor_tier_7
		stationed_skirmishers_damage_mult = high_maa_damage_tier_7
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_7
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_7
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_7
		stationed_archers_damage_mult = high_maa_damage_tier_7
		stationed_archers_toughness_mult = high_maa_toughness_tier_7
		stationed_maa_pursuit_mult = high_maa_pursuit_tier_7
	}
	
	county_modifier = {
		monthly_county_control_growth_add = building_county_control_factor_tier_7
	}
	
	character_modifier = {
		lifestyle_hunter_xp_gain_mult = 0.7
		lifestyle_blademaster_xp_gain_mult = 0.7
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_7
		men_at_arms_maintenance = good_building_maa_maintenance_tier_7
	}
	
	levy = excellent_building_levy_tier_7
	
	next_building = militia_08

	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_militia
	flag = mbrxxx_militia_blademaster
}

militia_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		culture = {
			has_innovation = innovation_cranes
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = normal_building_tier_8_cost
	
	province_modifier = {
		travel_danger = building_travel_danger_factor_tier_8
		stationed_skirmishers_damage_mult = high_maa_damage_tier_8
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_8
		stationed_heavy_infantry_damage_mult = high_maa_damage_tier_8
		stationed_heavy_infantry_toughness_mult = high_maa_toughness_tier_8
		stationed_archers_damage_mult = high_maa_damage_tier_8
		stationed_archers_toughness_mult = high_maa_toughness_tier_8
		stationed_maa_pursuit_mult = high_maa_pursuit_tier_8
	}
	
	county_modifier = {
		monthly_county_control_growth_add = building_county_control_factor_tier_8
	}
	
	character_modifier = {
		lifestyle_hunter_xp_gain_mult = 0.8
		lifestyle_blademaster_xp_gain_mult = 0.8
		knight_effectiveness_mult = high_knight_effectiveness_mult_tier_8
		men_at_arms_maintenance = good_building_maa_maintenance_tier_8
	}
	
	levy = excellent_building_levy_tier_8
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		ai_economical_building_preference_modifier = yes
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_militia
	flag = mbrxxx_militia_blademaster
}
