﻿# effect_desc = academies_effect_desc

####Tribal Goverment###

gpt_tribal_fortress_01 = { 
	construction_time = slow_construction_time

	type_icon = "icon_building_improvements.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_01
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_motte
			}
		}
	}
	
	cost_prestige = 1000
	
	character_modifier = {
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		supply_limit_mult = 0.25
		levy_reinforcement_rate = 0.25
		garrison_size = 0.25
		hostile_raid_time = 0.2
		defender_holding_advantage = 5
		additional_fort_level = normal_building_fort_level_tier_2
		travel_danger = -10
		mountains_tax_mult = 0.15
		desert_mountains_tax_mult = 0.15
		hills_tax_mult = 0.15
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_tribal_fortress_02
	
	type = duchy_capital
}
gpt_tribal_fortress_02 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_motte
			}
		}
	}
	
	cost_prestige = 2000
	
	character_modifier = {
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		supply_limit_mult = 0.5
		levy_reinforcement_rate = 0.5
		garrison_size = 0.5
		hostile_raid_time = 0.3
		defender_holding_advantage = 10
		additional_fort_level = normal_building_fort_level_tier_4
		travel_danger = -20
		mountains_tax_mult = 0.2
		desert_mountains_tax_mult = 0.2
		hills_tax_mult = 0.2
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	next_building = gpt_tribal_fortress_03

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}
gpt_tribal_fortress_03 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_motte
			}
		}
	}
	
	cost_prestige = 3000
	
	character_modifier = {
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		supply_limit_mult = 1
		levy_reinforcement_rate = 1
		garrison_size = 1
		hostile_raid_time = 0.4
		defender_holding_advantage = 15
		additional_fort_level = normal_building_fort_level_tier_6
		travel_danger = -30
		mountains_tax_mult = 0.3
		desert_mountains_tax_mult = 0.3
		hills_tax_mult = 0.3
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_tribal_assembly_01 = { 
	construction_time = slow_construction_time
	effect_desc = gpt_chancellery_effect_desc

	type_icon = "icon_db_justice_hall.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_01
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_plenary_assemblies
			}
		}
	}
	
	cost_prestige = 1000
	
	character_modifier = {
		diplomacy = 2
		vassal_limit = 10
		vassal_opinion = 5
		legitimacy_loss_mult = -0.10
		monthly_legitimacy_add = 1
		courtly_opinion = 10
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_tribal_assembly_02
	
	type = duchy_capital
}
gpt_tribal_assembly_02 = { 
	construction_time = slow_construction_time
	effect_desc = gpt_chancellery_effect_desc
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_plenary_assemblies
			}
		}
	}
	
	cost_prestige = 2000
	
	character_modifier = {
		diplomacy = 4
		vassal_limit = 20
		vassal_opinion = 10
		legitimacy_loss_mult = -0.15
		monthly_legitimacy_add = 1.5
		courtly_opinion = 15
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	next_building = gpt_tribal_assembly_03

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}
gpt_tribal_assembly_03 = { 
	construction_time = slow_construction_time
	effect_desc = gpt_chancellery_effect_desc
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_plenary_assemblies
			}
		}
	}
	
	cost_prestige = 3000
	
	character_modifier = {
		diplomacy = 6
		vassal_limit = 30
		vassal_opinion = 15
		legitimacy_loss_mult = -0.20
		monthly_legitimacy_add = 2
		courtly_opinion = 20
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_slave_market_01 = { 
	construction_time = slow_construction_time

	type_icon = "icon_building_tax_assessor.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_01
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_currency_01
			}
		}
	}
	
	cost_prestige = 1000
	
	character_modifier = {
		enemy_hostile_scheme_success_chance_add = 10
		stewardship = 2
		parochial_opinion = 10
	}
	province_modifier = {
		monthly_income = 1
	}
	duchy_capital_county_modifier = {
		tax_mult = 0.10
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_slave_market_02
	
	type = duchy_capital
}
gpt_slave_market_02 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_currency_01
			}
		}
	}
	
	cost_prestige = 2000
	
	character_modifier = {
		enemy_hostile_scheme_success_chance_add = 15
		stewardship = 4
		parochial_opinion = 15
	}
	province_modifier = {
		monthly_income = 2
	}
	duchy_capital_county_modifier = {
		tax_mult = 0.20
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	next_building = gpt_slave_market_03

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}
gpt_slave_market_03 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_currency_01
			}
		}
	}
	
	cost_prestige = 3000
	
	character_modifier = {
		enemy_hostile_scheme_success_chance_add = 20
		stewardship = 6
		parochial_opinion = 20
	}
	province_modifier = {
		monthly_income = 3
	}
	duchy_capital_county_modifier = {
		tax_mult = 0.30
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_monument_01 = { 
	construction_time = slow_construction_time

	type_icon = "icon_db_horse_statue.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_01
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_development_01
			}
		}
	}
	
	cost_prestige = 1000
	
	character_modifier = {
		glory_hound_opinion = 10
		owned_personal_scheme_success_chance_add = 5
		dread_baseline_add = 5
		monthly_prestige = 0.5
		knight_limit = 2
		knight_effectiveness_mult = 0.25
		men_at_arms_limit = 1
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_monument_02
	
	type = duchy_capital
}
gpt_monument_02 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_development_01
			}
		}
	}
	
	cost_prestige = 2000
	
	character_modifier = {
		glory_hound_opinion = 15
		owned_personal_scheme_success_chance_add = 10
		dread_baseline_add = 10
		monthly_prestige = 1
		knight_limit = 4
		knight_effectiveness_mult = 0.5
		men_at_arms_limit = 2
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	next_building = gpt_monument_03

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}
gpt_monument_03 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_development_01
			}
		}
	}
	
	cost_prestige = 3000
	
	character_modifier = {
		glory_hound_opinion = 20
		owned_personal_scheme_success_chance_add = 15
		dread_baseline_add = 15
		monthly_prestige = 1.5
		knight_limit = 6
		knight_effectiveness_mult = 0.75
		men_at_arms_limit = 3
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_religious_monument_01 = { 
	construction_time = slow_construction_time

	type_icon = "icon_db_dolmen.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_01
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_development_01
			}
		}
	}
	
	cost_prestige = 1000
	
	character_modifier = {
		zealot_opinion = 10
		learning = 2
		monthly_piety = 1
		court_grandeur_baseline_add = 4
		character_capital_county_monthly_development_growth_add = 0.2
	}
	duchy_capital_county_modifier = {
		county_opinion_add = 5
	}
	province_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_religious_monument_02
	
	type = duchy_capital
}
gpt_religious_monument_02 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_development_01
			}
		}
	}
	
	cost_prestige = 2000
	
	character_modifier = {
		zealot_opinion = 15
		learning = 4
		monthly_piety = 2
		court_grandeur_baseline_add = 8
		character_capital_county_monthly_development_growth_add = 0.6
	}
	duchy_capital_county_modifier = {
		county_opinion_add = 10
	}
	province_modifier = {
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	next_building = gpt_religious_monument_03

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}
gpt_religious_monument_03 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_development_01
			}
		}
	}
	
	cost_prestige = 3000
	
	character_modifier = {
		zealot_opinion = 20
		learning = 6
		monthly_piety = 3
		court_grandeur_baseline_add = 12
		character_capital_county_monthly_development_growth_add = 0.9
	}
	duchy_capital_county_modifier = {
		county_opinion_add = 15
	}
	province_modifier = {
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_furnace_01 = { 
	construction_time = slow_construction_time

	type_icon = "icon_building_blacksmiths.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_01
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_barracks
			}
		}
	}
	
	cost_prestige = 1000
	
	character_modifier = {
		counter_efficiency = 0.10
		men_at_arms_maintenance = -0.10
		army_damage_mult = 0.05
		army_toughness_mult = 0.05
		prowess = 2
	}
	province_modifier = {
	}
	duchy_capital_county_culture_modifier = {
		parameter = better_blacksmith_buildings
		supply_limit_mult = 0.25
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_furnace_02
	
	type = duchy_capital
}
gpt_furnace_02 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_barracks
			}
		}
	}
	
	cost_prestige = 2000
	
	character_modifier = {
		counter_efficiency = 0.20
		men_at_arms_maintenance = -0.20
		army_damage_mult = 0.10
		army_toughness_mult = 0.10
		prowess = 4
	}
	province_modifier = {
	}
	duchy_capital_county_culture_modifier = {
		parameter = better_blacksmith_buildings
		supply_limit_mult = 0.5
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	next_building = gpt_furnace_03

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}
gpt_furnace_03 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_barracks
			}
		}
	}
	
	cost_prestige = 3000
	
	character_modifier = {
		counter_efficiency = 0.30
		men_at_arms_maintenance = -0.30
		army_damage_mult = 0.15
		army_toughness_mult = 0.15
		prowess = 6
	}
	province_modifier = {
	}
	duchy_capital_county_culture_modifier = {
		parameter = better_blacksmith_buildings
		supply_limit_mult = 0.75
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_arena_01 = { 
	construction_time = slow_construction_time

	type_icon = "icon_building_royal_armory.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_01
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_barracks
			}
		}
	}
	
	cost_prestige = 1000
	
	character_modifier = {
		martial = 2
		levy_attack = 1
		levy_toughness = 1
		army_maintenance_mult = -0.10
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		levy_size = 0.10
		levy_reinforcement_rate = 0.20
		garrison_size = 0.15
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_arena_02
	
	type = duchy_capital
}
gpt_arena_02 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_barracks
			}
		}
	}
	
	cost_prestige = 2000
	
	character_modifier = {
		martial = 4
		levy_attack = 2
		levy_toughness = 2
		army_maintenance_mult = -0.20
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		levy_size = 0.20
		levy_reinforcement_rate = 0.40
		garrison_size = 0.20
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	next_building = gpt_arena_03

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}
gpt_arena_03 = { 
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = yes
		has_building_or_higher = tribe_02
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_barracks
			}
		}
	}
	
	cost_prestige = 3000
	
	character_modifier = {
		martial = 6
		levy_attack = 3
		levy_toughness = 3
		army_maintenance_mult = -0.30
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		levy_size = 0.30
		levy_reinforcement_rate = 0.60
		garrison_size = 0.30
	}

	is_enabled = {
		county.duchy.holder = county.holder
	 #	scope:holder = {
	 #		government_has_flag = government_is_tribal
	 #	}
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}



#### Regular Goverments - Civic ###

gpt_chancellery_01 = {
	construction_time = slow_construction_time
	effect_desc = gpt_chancellery_effect_desc

	type_icon = "icon_db_parliament.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_manorialism
			}
		}
	}
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		diplomacy = 2
		vassal_limit = 10
		vassal_opinion = 5
		legitimacy_loss_mult = -0.10
		monthly_legitimacy_add = 1
		courtly_opinion = 10
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_chancellery_02
	
	type = duchy_capital
}
gpt_chancellery_02 = {
	construction_time = slow_construction_time
	effect_desc = gpt_chancellery_effect_desc
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_windmills
			}
		}
	}
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		diplomacy = 4
		vassal_limit = 20
		vassal_opinion = 10
		legitimacy_loss_mult = -0.15
		monthly_legitimacy_add = 1.5
		courtly_opinion = 15
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_chancellery_03
	
	type = duchy_capital
}
gpt_chancellery_03 = {
	construction_time = slow_construction_time
	effect_desc = gpt_chancellery_effect_desc
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_cranes
			}
		}
	}
	
	cost_gold = expensive_building_tier_5_cost
	
	character_modifier = {
		diplomacy = 6
		vassal_limit = 30
		vassal_opinion = 15
		legitimacy_loss_mult = -0.20
		monthly_legitimacy_add = 2
		courtly_opinion = 20
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}

	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_local_library_01 = {
	construction_time = slow_construction_time
	effect_desc = gpt_library_effect_desc

	type_icon = "icon_building_library.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_manorialism
			}
		}
	}
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		dread_baseline_add = -10
		monthly_lifestyle_xp_gain_mult = 0.20
		cultural_head_fascination_mult = 0.15
		learning = 2
		minority_opinion = 10
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_local_library_02
	
	type = duchy_capital
}
gpt_local_library_02 = {
	construction_time = slow_construction_time
	effect_desc = gpt_library_effect_desc
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_windmills
			}
		}
	}
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		dread_baseline_add = -20
		monthly_lifestyle_xp_gain_mult = 0.40
		cultural_head_fascination_mult = 0.25
		learning = 4
		minority_opinion = 15
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_local_library_03
	
	type = duchy_capital
}
gpt_local_library_03 = {
	construction_time = slow_construction_time
	effect_desc = gpt_library_effect_desc
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_cranes
			}
		}
	}
	
	cost_gold = expensive_building_tier_5_cost
	
	character_modifier = {
		dread_baseline_add = -30
		monthly_lifestyle_xp_gain_mult = 0.60
		cultural_head_fascination_mult = 0.35
		learning = 6
		minority_opinion = 20
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}

	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_prison_01 = {
	construction_time = slow_construction_time

	type_icon = "icon_db_prison.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_manorialism
			}
		}
	}
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		dread_baseline_add = 10
		tyranny_gain_mult = -0.05
		monthly_prestige_gain_per_dread_add = 0.03
		glory_hound_opinion = 10
		intimidated_vassal_tax_contribution_mult = 0.05
		cowed_vassal_tax_contribution_mult = 0.10
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		monthly_county_control_growth_add = 0.2
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_prison_02
	
	type = duchy_capital
}
gpt_prison_02 = {
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_windmills
			}
		}
	}
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		dread_baseline_add = 20
		tyranny_gain_mult = -0.10
		monthly_prestige_gain_per_dread_add = 0.06
		glory_hound_opinion = 15
		intimidated_vassal_tax_contribution_mult = 0.10
		cowed_vassal_tax_contribution_mult = 0.20
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		monthly_county_control_growth_add = 0.4
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_prison_03
	
	type = duchy_capital
}
gpt_prison_03 = {
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_cranes
			}
		}
	}
	
	cost_gold = expensive_building_tier_5_cost
	
	character_modifier = {
		dread_baseline_add = 30
		tyranny_gain_mult = -0.15
		monthly_prestige_gain_per_dread_add = 0.09
		glory_hound_opinion = 20
		intimidated_vassal_tax_contribution_mult = 0.15
		cowed_vassal_tax_contribution_mult = 0.30
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		monthly_county_control_growth_add = 0.6
	}

	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_pleasure_01 = {
	construction_time = slow_construction_time
	effect_desc = gpt_pleasure_effect_desc

	type_icon = "icon_structure_university_of_siena.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_manorialism
			}
		}
	}
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		intrigue = 2
		owned_scheme_secrecy_add = 10
		barons_and_minor_landholders_opinion = 10
		stress_gain_mult = -0.10
		men_at_arms_maintenance_per_dread_mult = -0.002
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		monthly_county_control_growth_add = -0.1
		monthly_county_control_growth_factor = -0.10
		county_opinion_add = 10
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_pleasure_02
	
	type = duchy_capital
}
gpt_pleasure_02 = {
	construction_time = slow_construction_time
	effect_desc = gpt_pleasure_effect_desc
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_windmills
			}
		}
	}
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		intrigue = 4
		owned_scheme_secrecy_add = 15
		barons_and_minor_landholders_opinion = 15
		stress_gain_mult = -0.15
		men_at_arms_maintenance_per_dread_mult = -0.004
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		monthly_county_control_growth_add = -0.2
		monthly_county_control_growth_factor = -0.15
		county_opinion_add = 20
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_pleasure_03
	
	type = duchy_capital
}
gpt_pleasure_03 = {
	construction_time = slow_construction_time
	effect_desc = gpt_pleasure_effect_desc
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_cranes
			}
		}
	}
	
	cost_gold = expensive_building_tier_5_cost
	
	character_modifier = {
		intrigue = 6
		owned_scheme_secrecy_add = 20
		barons_and_minor_landholders_opinion = 20
		stress_gain_mult = -0.20
		men_at_arms_maintenance_per_dread_mult = -0.006
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		monthly_county_control_growth_add = -0.3
		monthly_county_control_growth_factor = -0.20
		county_opinion_add = 30
	}

	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

gpt_sewerage_01 = {
	construction_time = slow_construction_time

	type_icon = "icon_building_tunnel.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_manorialism
			}
		}
	}
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		stewardship = 2
		parochial_opinion = 10
	}
	province_modifier = {
		building_slot_add = 1
		development_growth = 0.3
	}
	duchy_capital_county_modifier = {
		development_growth_factor = 0.10
		epidemic_resistance = 30
		tax_mult = -0.05
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_sewerage_02
	
	type = duchy_capital
}
gpt_sewerage_02 = {
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 02 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_windmills
			}
		}
	}
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		stewardship = 4
		parochial_opinion = 15
	}
	province_modifier = {
		building_slot_add = 2
		development_growth = 0.6
	}
	duchy_capital_county_modifier = {
		development_growth_factor = 0.15
		epidemic_resistance = 60
		tax_mult = -0.10
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_sewerage_03
	
	type = duchy_capital
}
gpt_sewerage_03 = {
	construction_time = slow_construction_time
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_tribal = no
		building_requirement_castle_city_church = { LEVEL = 03 }
	}

	can_construct_showing_failures_only = {
		scope:holder = {
			culture = {
				has_innovation = innovation_cranes
			}
		}
	}
	
	cost_gold = expensive_building_tier_5_cost
	
	character_modifier = {
		stewardship = 6
		parochial_opinion = 20
	}
	province_modifier = {
		building_slot_add = 3
		development_growth = 0.9
	}
	duchy_capital_county_modifier = {
		development_growth_factor = 0.20
		epidemic_resistance = 90
		tax_mult = -0.15
	}

	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}

#### Regular Goverments - Military ###

gpt_militia_01 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_burhs
		}
	}
	
	is_enabled = {
		county.holder = { has_title = prev.duchy }
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		martial = 2
		levy_attack = 1
		levy_toughness = 1
		army_maintenance_mult = -0.10
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		levy_size = 0.10
		levy_reinforcement_rate = 0.20
		garrison_size = 0.15
	}
	
	next_building = gpt_militia_02
	
	type_icon = "icon_building_militia.dds"

	type = duchy_capital
	
	ai_value = {
		base = 20
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
}
gpt_militia_02 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	is_enabled = {
		county.holder = { has_title = prev.duchy }
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		martial = 4
		levy_attack = 2
		levy_toughness = 2
		army_maintenance_mult = -0.20
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		levy_size = 0.20
		levy_reinforcement_rate = 0.40
		garrison_size = 0.20
	}
	
	next_building = gpt_militia_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
}
gpt_militia_03 = {
	construction_time = slow_construction_time

	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	is_enabled = {
		county.holder = { has_title = prev.duchy }
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_5_cost
	
	character_modifier = {
		martial = 6
		levy_attack = 3
		levy_toughness = 3
		army_maintenance_mult = -0.30
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
		levy_size = 0.30
		levy_reinforcement_rate = 0.60
		garrison_size = 0.30
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
}

gpt_mercenary_01 = {
	construction_time = slow_construction_time
	effect_desc = gpt_merc_effect_desc

	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_burhs
		}
	}
	
	is_enabled = {
		county.holder = { has_title = prev.duchy }
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_3_cost
	
	character_modifier = {
		mercenary_hire_cost_mult = -0.10
		same_culture_mercenary_hire_cost_mult = -0.20
		monthly_war_income_mult = 0.05
	}
	province_modifier = {
		monthly_income = 0.5
		monthly_county_control_growth_add = -0.2
	}
	duchy_capital_county_modifier = {
		county_opinion_add = -10
		hostile_raid_time = 0.15 
	}
	
	next_building = gpt_mercenary_02
	
	type_icon = "icon_building_guild_halls.dds"

	type = duchy_capital
	
	ai_value = {
		base = 20
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
}
gpt_mercenary_02 = {
	construction_time = slow_construction_time
	effect_desc = gpt_merc_effect_desc

	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_castle_baileys
		}
	}
	
	is_enabled = {
		county.holder = { has_title = prev.duchy }
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_4_cost
	
	character_modifier = {
		mercenary_hire_cost_mult = -0.20
		same_culture_mercenary_hire_cost_mult = -0.40
		monthly_war_income_mult = 0.10
	}
	province_modifier = {
		monthly_income = 1
		monthly_county_control_growth_add = -0.4
	}
	duchy_capital_county_modifier = {
		county_opinion_add = -15
		hostile_raid_time = 0.30 
	}
	
	next_building = gpt_mercenary_03
	
	type = duchy_capital
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
}
gpt_mercenary_03 = {
	construction_time = slow_construction_time
	effect_desc = gpt_merc_effect_desc

	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
		building_requirement_castle_city_church = { LEVEL = 01 }
		building_requirement_tribal = no
	}
	
	can_construct_showing_failures_only = {
		
		culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	is_enabled = {
		county.holder = { has_title = prev.duchy }
	}
	show_disabled = yes
	
	cost_gold = expensive_building_tier_5_cost
	
	character_modifier = {
		mercenary_hire_cost_mult = -0.30
		same_culture_mercenary_hire_cost_mult = -0.60
		monthly_war_income_mult = 0.15
	}
	province_modifier = {
		monthly_income = 1.5
		monthly_county_control_growth_add = -0.6
	}
	duchy_capital_county_modifier = {
		county_opinion_add = -20
		hostile_raid_time = 0.45
	}
	
	type = duchy_capital
	
	flag = fully_upgraded_duchy_capital_building

	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
}

#### Religious - Piety ###
gpt_esoteric_01 = { 
	construction_time = slow_construction_time
	effect_desc = gpt_esoteric_effect_desc

	type_icon = "icon_structure_buddhas_of_bamiyan.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
	}
	
	cost_piety = 1500
	
	character_modifier = {
		monthly_piety_gain_mult = 0.1
		faith_creation_piety_cost_mult = -0.25
		zealot_opinion = 10
		religious_head_opinion = -10
		advantage_against_coreligionists = 4
		tyranny_loss_mult = 0.10
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_esoteric_02
	
	type = duchy_capital
}
gpt_esoteric_02 = { 
	construction_time = slow_construction_time
	effect_desc = gpt_esoteric_effect_desc

	type_icon = "icon_building_longhouses.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
	}
	
	cost_piety = 2500
	
	character_modifier = {
		monthly_piety_gain_mult = 0.2
		faith_creation_piety_cost_mult = -0.50
		zealot_opinion = 15
		religious_head_opinion = -15
		advantage_against_coreligionists = 8
		tyranny_loss_mult = 0.20
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}

	next_building = gpt_esoteric_03
	
	type = duchy_capital
}
gpt_esoteric_03 = { 
	construction_time = slow_construction_time
	effect_desc = gpt_esoteric_effect_desc

	type_icon = "icon_building_longhouses.dds"
	
	can_construct_potential = {
		has_game_rule = GPT_buildings_enabled
	}
	
	cost_piety = 3500
	
	character_modifier = {
		monthly_piety_gain_mult = 0.3
		faith_creation_piety_cost_mult = -0.75
		zealot_opinion = 20
		religious_head_opinion = -20
		advantage_against_coreligionists = 12
		tyranny_loss_mult = 0.30
	}
	province_modifier = {
	}
	duchy_capital_county_modifier = {
	}
	
	is_enabled = {
		county.duchy.holder = county.holder
	}
	show_disabled = yes
	
	ai_value = {
		base = 10
		modifier = {
			factor = 2
			scope:holder.capital_province = this
		}
		modifier = { # Fill all building slots before going for duchy buildings
			factor = 0
			free_building_slots > 0
		}
	}
	
	type = duchy_capital
}