﻿####
#
# Castle Buildings
#
####

### Exterior Improvements

###Moat and Road Toll
# tribal era
improvement_01 = {
	construction_time = mbrxxx_construction_time_half_year

	can_construct_potential = {
		has_building_or_higher = castle_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
		fort_level = 1
		stationed_archers_damage_mult = high_maa_damage_tier_1
		stationed_skirmishers_damage_mult = high_maa_damage_tier_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
			}
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_improvement
}

# tribal era
improvement_02 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct = {
		culture = {
			has_innovation = innovation_development_01
		}
	}

	cost_gold = normal_building_tier_2_cost

	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		fort_level = 1
		defender_holding_advantage = 1
		stationed_archers_damage_mult = high_maa_damage_tier_2
		stationed_archers_toughness_mult = high_maa_toughness_tier_2
		stationed_skirmishers_damage_mult = high_maa_damage_tier_2
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_2
	}
	
	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = improvement_03

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_improvement
}

# early medieval era
improvement_03 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct = {
		culture = {
			has_innovation = innovation_battlements
		}
	}

	cost_gold = normal_building_tier_3_cost

	levy = poor_building_levy_tier_3
	max_garrison = 50
	garrison_reinforcement_factor = 0.01

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 1
		defender_holding_advantage = 1
		levy_reinforcement_rate = 0.01
		stationed_archers_damage_mult = high_maa_damage_tier_3
		stationed_archers_toughness_mult = high_maa_toughness_tier_3
		stationed_skirmishers_damage_mult = high_maa_damage_tier_3
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_3
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = improvement_04

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_improvement
}

# early medieval era
improvement_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

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

	cost_gold = normal_building_tier_4_cost

	levy = poor_building_levy_tier_4
	max_garrison = 75
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_4
		fort_level = 2
		defender_holding_advantage = 2
		levy_reinforcement_rate = 0.02
		stationed_archers_damage_mult = high_maa_damage_tier_4
		stationed_archers_toughness_mult = high_maa_toughness_tier_4
		stationed_skirmishers_damage_mult = high_maa_damage_tier_4
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_4
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = improvement_05

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_improvement
}

# high medieval era
improvement_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		culture = {
			has_innovation = innovation_hoardings
		}
	}
	
	cost_gold = normal_building_tier_5_cost

	levy = poor_building_levy_tier_5
	max_garrison = 100
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_5
		fort_level = 2
		defender_holding_advantage = 3
		levy_reinforcement_rate = 0.03
		stationed_archers_damage_mult = high_maa_damage_tier_5
		stationed_archers_toughness_mult = high_maa_toughness_tier_5
		stationed_skirmishers_damage_mult = high_maa_damage_tier_5
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_5
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = improvement_06

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_improvement
}

# high medieval era
improvement_06 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct = {
		has_building_or_higher = castle_03
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	cost_gold = normal_building_tier_6_cost

	levy = poor_building_levy_tier_6
	max_garrison = 150
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_6
		fort_level = 3
		defender_holding_advantage = 3
		levy_reinforcement_rate = 0.03
		stationed_archers_damage_mult = high_maa_damage_tier_6
		stationed_archers_toughness_mult = high_maa_toughness_tier_6
		stationed_skirmishers_damage_mult = high_maa_damage_tier_6
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_6
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = improvement_07

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_improvement
}

# late medieval era
improvement_07 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct = {
		culture = {
			has_innovation = innovation_machicolations
		}
	}
	
	cost_gold = normal_building_tier_7_cost

	levy = poor_building_levy_tier_7
	max_garrison = 200
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_7
		fort_level = 3
		defender_holding_advantage = 4
		levy_reinforcement_rate = 0.03
		stationed_archers_damage_mult = high_maa_damage_tier_7
		stationed_archers_toughness_mult = high_maa_toughness_tier_7
		stationed_skirmishers_damage_mult = high_maa_damage_tier_7
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_7
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = improvement_08

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_improvement
}

# late medieval era
improvement_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

	can_construct = {
		has_building_or_higher = castle_04
		culture = {
			has_innovation = innovation_cranes
		}
	}
	
	cost_gold = normal_building_tier_8_cost

	levy = 350
	max_garrison = 800
	garrison_reinforcement_factor = 0.04

	province_modifier = {
		monthly_income = poor_building_tax_tier_8
		fort_level = 4
		defender_holding_advantage = 6
		levy_reinforcement_rate = 0.05
		stationed_archers_damage_mult = high_maa_damage_tier_8
		stationed_archers_toughness_mult = high_maa_toughness_tier_8
		stationed_skirmishers_damage_mult = high_maa_damage_tier_8
		stationed_skirmishers_toughness_mult = high_maa_toughness_tier_8
	}

	character_modifier = {
		men_at_arms_maintenance = -0.02
	}

	character_government_modifier = {
		parameter = government_has_influence
		monthly_influence = 3
	}

	character_government_modifier = {
		parameter = government_has_merit
		monthly_merit = 3
	}
	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_improvement
}

### Interior Expansion
# tribal era
expansion_01 = {
	construction_time = mbrxxx_construction_time_half_year

	can_construct_potential = {
		has_building_or_higher = castle_01
		mbrxxx_light_cavalry_requirement_terrain_trigger = yes
	}

	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
		fort_level = 1
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = expansion_02

	type_icon = "icon_building_expansion.dds" 

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

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_expansion
}

# tribal era
expansion_02 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct = {
		culture = {
			has_innovation = innovation_development_01
		}
	}
	
	cost_gold = normal_building_tier_2_cost

	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		fort_level = 1
		defender_holding_advantage = 1
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.1
	}

	next_building = expansion_03

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# early medieval era
expansion_03 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct = {
		culture = {
			has_innovation = innovation_battlements
		}
	}
	
	cost_gold = normal_building_tier_3_cost

	max_garrison = 50
	garrison_reinforcement_factor = 0.01

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

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.1
	}

	next_building = expansion_04

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# early medieval era
expansion_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		has_building_or_higher = castle_02
		culture = {
			has_innovation = innovation_arched_saddle
		}
	}
	
	cost_gold = normal_building_tier_4_cost

	max_garrison = 75
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 2
		stationed_light_cavalry_damage_mult = high_maa_damage_tier_4
		stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_4
		stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_4
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_4
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_4
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_4
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.1
	}

	next_building = expansion_05

	on_complete = {
		county.holder = { add_prestige = minor_prestige_value }
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# high medieval era
expansion_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		culture = {
			has_innovation = innovation_hoardings
		}
	}

	cost_gold = normal_building_tier_5_cost

	max_garrison = 100
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 2
		stationed_light_cavalry_damage_mult = high_maa_damage_tier_5
		stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_5
		stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_5
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_5
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_5
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_5
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.1
	}

	next_building = expansion_06

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# high medieval era
expansion_06 = {
	construction_time = mbrxxx_construction_time_2_years

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

	cost_gold = normal_building_tier_6_cost

	max_garrison = 150
	garrison_reinforcement_factor = 0.02

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 2
		stationed_light_cavalry_damage_mult = high_maa_damage_tier_6
		stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_6
		stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_6
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_6
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_6
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_6
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.2
		prisoner_opinion = 10
	}

	on_complete = {
		county.holder = { add_prestige = medium_prestige_value }
	}

	next_building = expansion_07

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# late medieval era
expansion_07 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct = {
		culture = {
			has_innovation = innovation_machicolations
		}
	}

	cost_gold = normal_building_tier_7_cost

	max_garrison = 200
	garrison_reinforcement_factor = 0.02

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 3
		defender_holding_advantage = 3
		stationed_light_cavalry_damage_mult = high_maa_damage_tier_7
		stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_7
		stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_7
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_7
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_7
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_7
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.2
		prisoner_opinion = 10
		knight_effectiveness_mult = 0.10
	}

	next_building = expansion_08

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# late medieval era
expansion_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

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

	cost_gold = normal_building_tier_8_cost

	max_garrison = 400
	garrison_reinforcement_factor = 0.03

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 4
		defender_holding_advantage = 4
		stationed_light_cavalry_damage_mult = high_maa_damage_tier_8
		stationed_light_cavalry_pursuit_mult = high_maa_pursuit_tier_8
		stationed_light_cavalry_toughness_mult = high_maa_toughness_tier_8
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_8
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_8
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_8
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.2
		prisoner_opinion = 10
		knight_effectiveness_mult = 0.10
	}

	on_complete = {
		county.holder = { add_prestige = major_prestige_value }
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

### Interior Expansion camel

# tribal era
expansion_camel_cavalry_01 = {
	construction_time = mbrxxx_construction_time_half_year

	can_construct_potential = {
		has_building_or_higher = castle_01
		building_camel_farms_requirement_terrain = yes
	}

	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
		fort_level = 1
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = expansion_camel_cavalry_02

	type_icon = "icon_building_expansion.dds" 

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

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_expansion
}

# tribal era
expansion_camel_cavalry_02 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct = {
		culture = {
			has_innovation = innovation_development_01
		}
	}

	cost_gold = normal_building_tier_2_cost

	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		fort_level = 1
		defender_holding_advantage = 1
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.1
	}

	next_building = expansion_camel_cavalry_03

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# early medieval era
expansion_camel_cavalry_03 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct = {
		culture = {
			has_innovation = innovation_battlements
		}
	}

	cost_gold = normal_building_tier_3_cost

	max_garrison = 50
	garrison_reinforcement_factor = 0.01

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

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.1
	}

	next_building = expansion_camel_cavalry_04

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# early medieval era
expansion_camel_cavalry_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

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

	cost_gold = normal_building_tier_4_cost

	max_garrison = 75
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 2
		stationed_camel_cavalry_damage_mult = high_maa_damage_tier_4
		stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_4
		stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_4
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_4
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_4
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_4
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.1
	}

	next_building = expansion_camel_cavalry_05

	on_complete = {
		county.holder = { add_prestige = minor_prestige_value }
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# high medieval era
expansion_camel_cavalry_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		culture = {
			has_innovation = innovation_hoardings
		}
	}

	cost_gold = normal_building_tier_5_cost

	max_garrison = 100
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 2
		stationed_camel_cavalry_damage_mult = high_maa_damage_tier_5
		stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_5
		stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_5
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_5
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_5
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_5
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.1
	}

	next_building = expansion_camel_cavalry_06

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# high medieval era
expansion_camel_cavalry_06 = {
	construction_time = mbrxxx_construction_time_2_years

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

	cost_gold = normal_building_tier_6_cost

	max_garrison = 150
	garrison_reinforcement_factor = 0.02

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 2
		stationed_camel_cavalry_damage_mult = high_maa_damage_tier_6
		stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_6
		stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_6
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_6
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_6
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_6
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.2
		prisoner_opinion = 10
	}

	on_complete = {
		county.holder = { add_prestige = medium_prestige_value }
	}

	next_building = expansion_camel_cavalry_07

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# late medieval era
expansion_camel_cavalry_07 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct = {
		culture = {
			has_innovation = innovation_machicolations
		}
	}

	cost_gold = normal_building_tier_7_cost

	max_garrison = 200
	garrison_reinforcement_factor = 0.02

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 3
		defender_holding_advantage = 3
		stationed_camel_cavalry_damage_mult = high_maa_damage_tier_7
		stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_7
		stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_7
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_7
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_7
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_7
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.2
		prisoner_opinion = 10
		knight_effectiveness_mult = 0.10
	}

	next_building = expansion_camel_cavalry_08

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# late medieval era
expansion_camel_cavalry_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

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

	cost_gold = normal_building_tier_8_cost

	max_garrison = 400
	garrison_reinforcement_factor = 0.03

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 4
		defender_holding_advantage = 4
		stationed_camel_cavalry_damage_mult = high_maa_damage_tier_8
		stationed_camel_cavalry_pursuit_mult = high_maa_pursuit_tier_8
		stationed_camel_cavalry_toughness_mult = high_maa_toughness_tier_8
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_8
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_8
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_8
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.2
		prisoner_opinion = 10
		knight_effectiveness_mult = 0.10
	}

	on_complete = {
		county.holder = { add_prestige = major_prestige_value }
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

### Interior Expansion archer cavalry

# tribal era
expansion_archer_cavalry_01 = {
	construction_time = mbrxxx_construction_time_half_year

	can_construct_potential = {
		has_building_or_higher = castle_01
		building_horse_pastures_requirement_terrain = yes
	}

	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
		fort_level = 1
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
	}

	next_building = expansion_archer_cavalry_02

	type_icon = "icon_building_expansion.dds" 

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

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_expansion
}

# tribal era
expansion_archer_cavalry_02 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct = {
		culture = {
			has_innovation = innovation_development_01
		}
	}

	cost_gold = normal_building_tier_2_cost

	province_modifier = {
		monthly_income = poor_building_tax_tier_2
		fort_level = 1
		defender_holding_advantage = 1
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.1
	}

	next_building = expansion_archer_cavalry_03

	ai_value = {
		base = 1
		modifier = {
			add = 4
			scope:holder = {
				has_government = feudal_government
			}
		}
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# early medieval era
expansion_archer_cavalry_03 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct = {
		culture = {
			has_innovation = innovation_battlements
		}
	}

	cost_gold = normal_building_tier_3_cost

	max_garrison = 50
	garrison_reinforcement_factor = 0.01

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

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.1
	}

	next_building = expansion_archer_cavalry_04

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# early medieval era
expansion_archer_cavalry_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

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

	cost_gold = normal_building_tier_4_cost

	max_garrison = 75
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 2
		stationed_archer_cavalry_damage_mult = high_maa_damage_tier_4
		stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_4
		stationed_archer_cavalry_toughness_mult = high_maa_toughness_tier_4
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_4
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_4
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_4
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.1
	}

	next_building = expansion_archer_cavalry_05

	on_complete = {
		county.holder = { add_prestige = minor_prestige_value }
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# high medieval era
expansion_archer_cavalry_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		culture = {
			has_innovation = innovation_hoardings
		}
	}

	cost_gold = normal_building_tier_5_cost

	max_garrison = 100
	garrison_reinforcement_factor = 0.02

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 2
		stationed_archer_cavalry_damage_mult = high_maa_damage_tier_5
		stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_5
		stationed_archer_cavalry_toughness_mult = high_maa_toughness_tier_5
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_5
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_5
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_5
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.1
	}

	next_building = expansion_archer_cavalry_06

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# high medieval era
expansion_archer_cavalry_06 = {
	construction_time = mbrxxx_construction_time_2_years

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

	cost_gold = normal_building_tier_6_cost

	max_garrison = 150
	garrison_reinforcement_factor = 0.02

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 2
		defender_holding_advantage = 2
		stationed_archer_cavalry_damage_mult = high_maa_damage_tier_6
		stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_6
		stationed_archer_cavalry_toughness_mult = high_maa_toughness_tier_6
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_6
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_6
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_6
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.2
		prisoner_opinion = 10
	}

	on_complete = {
		county.holder = { add_prestige = medium_prestige_value }
	}

	next_building = expansion_archer_cavalry_07

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# late medieval era
expansion_archer_cavalry_07 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct = {
		culture = {
			has_innovation = innovation_machicolations
		}
	}

	cost_gold = normal_building_tier_7_cost

	max_garrison = 200
	garrison_reinforcement_factor = 0.02

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 3
		defender_holding_advantage = 3
		stationed_archer_cavalry_damage_mult = high_maa_damage_tier_7
		stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_7
		stationed_archer_cavalry_toughness_mult = high_maa_toughness_tier_7
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_7
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_7
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_7
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.2
		prisoner_opinion = 10
		knight_effectiveness_mult = 0.10
	}

	next_building = expansion_archer_cavalry_08

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}

# late medieval era
expansion_archer_cavalry_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

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

	cost_gold = normal_building_tier_8_cost

	max_garrison = 400
	garrison_reinforcement_factor = 0.03

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	province_modifier = {
		monthly_income = poor_building_tax_tier_3
		fort_level = 4
		defender_holding_advantage = 4
		stationed_archer_cavalry_damage_mult = high_maa_damage_tier_8
		stationed_archer_cavalry_pursuit_mult = high_maa_pursuit_tier_8
		stationed_archer_cavalry_toughness_mult = high_maa_toughness_tier_8
		stationed_heavy_cavalry_damage_mult = high_maa_damage_tier_8
		stationed_heavy_cavalry_pursuit_mult = high_maa_pursuit_tier_8
		stationed_heavy_cavalry_toughness_mult = high_maa_toughness_tier_8
	}

	character_modifier = {
		men_at_arms_maintenance = -0.01
		monthly_piety = 0.2
		monthly_prestige = 0.2
		prisoner_opinion = 10
		knight_effectiveness_mult = 0.10
	}

	on_complete = {
		county.holder = { add_prestige = major_prestige_value }
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_expansion
}


###INTERIOR WORK

interior_01 = {
	construction_time = mbrxxx_construction_time_half_year

	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 = normal_building_tier_1_cost

	character_modifier = {
		monthly_prestige = 0.1
		monthly_dynasty_prestige_mult = 0.01
		enemy_hostile_scheme_phase_duration_add = 5
	}

	next_building = interior_02

	type_icon = "icon_building_interior.dds" 

	on_complete = {
		county.holder = { add_prestige = miniscule_prestige_value }
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_interior
}

interior_02 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct_potential = {
		has_building_or_higher = castle_01
	}

	cost_gold = normal_building_tier_2_cost

	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.1
		monthly_dynasty_prestige_mult = 0.01
		enemy_hostile_scheme_phase_duration_add = 5
	}

	next_building = interior_03

	ai_value = {
		base = 1
		modifier = {
			add = 6
			scope:holder = {
				has_government = feudal_government
			}
		}
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_interior
}

interior_03 = {
	construction_time = mbrxxx_construction_time_1_year

	can_construct = {
		has_building_or_higher = castle_02
	}

	cost_gold = normal_building_tier_3_cost

	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
		owned_scheme_secrecy_add = 5
		enemy_hostile_scheme_phase_duration_add = 5
		intrigue = 1
	}

	next_building = interior_04

	on_complete = {
		county.holder = { add_prestige = medium_prestige_value }
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_interior
}

interior_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		has_building_or_higher = castle_02
	}

	cost_gold = normal_building_tier_4_cost

	county_modifier = {
		tax_mult = 0.02
	}

	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
		owned_scheme_secrecy_add = 5
		enemy_hostile_scheme_phase_duration_add = 5
		intrigue = 1
	}

	next_building = interior_05

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_interior
}

interior_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	can_construct = {
		has_building_or_higher = castle_03
	}

	cost_gold = normal_building_tier_5_cost

	county_modifier = {
		tax_mult = 0.02
	}
	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.3
		monthly_dynasty_prestige_mult = 0.01
		owned_hostile_scheme_success_chance_add = 5
		owned_personal_scheme_success_chance_add = 5
		owned_scheme_secrecy_add = 5
		enemy_hostile_scheme_phase_duration_add = 5
		stress_loss_mult = 0.15
		intrigue = 1
	}

	next_building = interior_06

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_interior
}

interior_06 = {
	construction_time = mbrxxx_construction_time_2_years

	can_construct = {
		has_building_or_higher = castle_04
	}

	cost_gold = normal_building_tier_6_cost

	county_modifier = {
		tax_mult = 0.02
	}
	character_modifier = {
		monthly_piety = 0.2
		monthly_prestige = 0.5
		monthly_dynasty_prestige_mult = 0.02
		owned_hostile_scheme_success_chance_add = 5
		owned_personal_scheme_success_chance_add = 5
		owned_scheme_secrecy_add = 5
		enemy_hostile_scheme_phase_duration_add = 5
		stress_loss_mult = 0.20
		intrigue = 1
		diplomacy = 1
	}

	on_complete = {
		county.holder = { add_prestige = major_prestige_value }
	}

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_interior
}

###town around the castle

town_01 = {
	construction_time = mbrxxx_construction_time_half_year

	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 = normal_building_tier_1_cost

	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
			}
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_foundation
	flag = mbrxxx_town
}

town_02 = {
	construction_time = mbrxxx_construction_time_1_year

	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 = normal_building_tier_2_cost

	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
			}
		}
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_town
}

town_03 = {
	construction_time = mbrxxx_construction_time_1_year

	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 = normal_building_tier_3_cost

	province_modifier = {
		monthly_income = 0.5
	}

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	levy = 75

	next_building = town_04

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_town
}

town_04 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	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 = normal_building_tier_4_cost

	province_modifier = {
		monthly_income = 0.7
		tax_mult = 0.01
	}

	county_modifier = {
		county_opinion_add = 2
		monthly_county_control_growth_add = 0.2
	}

	levy = 125

	next_building = town_05

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_town
}

town_05 = {
	construction_time = mbrxxx_construction_time_1_and_half_years

	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 = normal_building_tier_5_cost

	province_modifier = {
		monthly_income = 0.9
		tax_mult = 0.01
	}

	county_modifier = {
		county_opinion_add = 4
		monthly_county_control_growth_add = 0.2
	}

	levy = 175

	next_building = town_06

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_town
}

town_06 = {
	construction_time = mbrxxx_construction_time_2_years

	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 = normal_building_tier_6_cost

	province_modifier = {
		monthly_income = 1.1
		tax_mult = 0.02
	}

	county_modifier = {
		county_opinion_add = 4
		monthly_county_control_growth_add = 0.2
	}

	levy = 250

	next_building = town_07

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_town
}

town_07 = {
	construction_time = mbrxxx_construction_time_2_years

	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 = normal_building_tier_7_cost

	province_modifier = {
		monthly_income = 1.3
		tax_mult = 0.02
	}

	county_modifier = {
		county_opinion_add = 5
		monthly_county_control_growth_add = 0.2
	}

	levy = 350

	next_building = town_08

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_town
}

town_08 = {
	construction_time = mbrxxx_construction_time_2_and_half_years

	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 = normal_building_tier_8_cost

	province_modifier = {
		monthly_income = 1.5
		tax_mult = 0.03
	}

	county_modifier = {
		county_opinion_add = 5
		monthly_county_control_growth_add = 0.2
	}

	levy = 500

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

	flag = mbrxxx_building
	flag = MRBXXX_upgrade
	flag = mbrxxx_town
}
