﻿clrbnit_magic_add_hillside_grazing_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = hillside_grazing_01
                has_building = hillside_grazing_02
                has_building = hillside_grazing_03
                has_building = hillside_grazing_04
                has_building = hillside_grazing_05
                has_building = hillside_grazing_06
                has_building = hillside_grazing_07
                has_building = hillside_grazing_08
            }
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = hillside_grazing_01
        prev = { remove_treasury_or_gold = cheap_building_tier_1_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_2_cost }
            }
            has_building = hillside_grazing_01
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = hillside_grazing_02
        prev = { remove_treasury_or_gold = cheap_building_tier_2_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_3_cost }
            }
            has_building = hillside_grazing_02
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = hillside_grazing_03
        prev = { remove_treasury_or_gold = cheap_building_tier_3_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_4_cost }
            }
            has_building = hillside_grazing_03
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = hillside_grazing_04
        prev = { remove_treasury_or_gold = cheap_building_tier_4_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_5_cost }
            }
            has_building = hillside_grazing_04
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = hillside_grazing_05
        prev = { remove_treasury_or_gold = cheap_building_tier_5_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_6_cost }
            }
            has_building = hillside_grazing_05
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = hillside_grazing_06
        prev = { remove_treasury_or_gold = cheap_building_tier_6_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_7_cost }
            }
            has_building = hillside_grazing_06
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = hillside_grazing_07
        prev = { remove_treasury_or_gold = cheap_building_tier_7_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_8_cost }
            }
            has_building = hillside_grazing_07
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = hillside_grazing_08
        prev = { remove_treasury_or_gold = cheap_building_tier_8_cost }
    }
}

# breweries
clrbnit_magic_add_breweries_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = breweries_01
                has_building = breweries_02
                has_building = breweries_03
                has_building = breweries_04
                has_building = breweries_05
                has_building = breweries_06
                has_building = breweries_07
                has_building = breweries_08
            }
            building_breweries_requirement = { NUMBER = 01 }
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = breweries_01
        prev = { remove_treasury_or_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost }
            }
            has_building = breweries_01
            building_breweries_requirement = { NUMBER = 01 }
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_city_planning
            }
        }
        add_building = breweries_02
        prev = { remove_treasury_or_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost }
            }
            has_building = breweries_02
            building_breweries_requirement = { NUMBER = 02 }
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = breweries_03
        prev = { remove_treasury_or_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost }
            }
            has_building = breweries_03
            building_breweries_requirement = { NUMBER = 02 }
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = breweries_04
        prev = { remove_treasury_or_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost }
            }
            has_building = breweries_04
            building_breweries_requirement = { NUMBER = 03 }
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = breweries_05
        prev = { remove_treasury_or_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost }
            }
            has_building = breweries_05
            building_breweries_requirement = { NUMBER = 03 }
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = breweries_06
        prev = { remove_treasury_or_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost }
            }
            has_building = breweries_06
            building_breweries_requirement = { NUMBER = 04 }
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = breweries_07
        prev = { remove_treasury_or_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost }
            }
            has_building = breweries_07
            building_breweries_requirement = { NUMBER = 04 }
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = breweries_08
        prev = { remove_treasury_or_gold = normal_building_tier_8_cost }
    }
}

clrbnit_magic_add_murex_farms_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = murex_farm_01
                has_building = murex_farm_02
                has_building = murex_farm_03
                has_building = murex_farm_04
                has_building = murex_farm_05
                has_building = murex_farm_06
                has_building = murex_farm_07
                has_building = murex_farm_08
            }
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = murex_farm_01
        prev = { remove_treasury_or_gold = normal_building_tier_1_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost }
            }
            has_building = murex_farm_01
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = murex_farm_02
        prev = { remove_treasury_or_gold = normal_building_tier_2_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost }
            }
            has_building = murex_farm_02
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
        }
        add_building = murex_farm_03
        prev = { remove_treasury_or_gold = normal_building_tier_3_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost }
            }
            has_building = murex_farm_03
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
        }
        add_building = murex_farm_04
        prev = { remove_treasury_or_gold = normal_building_tier_4_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost }
            }
            has_building = murex_farm_04
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
        }
        add_building = murex_farm_05
        prev = { remove_treasury_or_gold = normal_building_tier_5_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost }
            }
            has_building = murex_farm_05
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
        }
        add_building = murex_farm_06
        prev = { remove_treasury_or_gold = normal_building_tier_6_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost }
            }
            has_building = murex_farm_06
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
        }
        add_building = murex_farm_07
        prev = { remove_treasury_or_gold = normal_building_tier_7_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost }
            }
            has_building = murex_farm_07
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
        }
        add_building = murex_farm_08
        prev = { remove_treasury_or_gold = normal_building_tier_8_cost }
    }
}

clrbnit_magic_add_pastures_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = pastures_01
                has_building = pastures_02
                has_building = pastures_03
                has_building = pastures_04
                has_building = pastures_05
                has_building = pastures_06
                has_building = pastures_07
                has_building = pastures_08
            }
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = pastures_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = pastures_01
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = pastures_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = pastures_02
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = pastures_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = pastures_03
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = pastures_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = pastures_04
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = pastures_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = pastures_05
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = pastures_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = pastures_06
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = pastures_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = pastures_07
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = pastures_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_hospices_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = hospices_01
                has_building = hospices_02
                has_building = hospices_03
                has_building = hospices_04
                has_building = hospices_05
                has_building = hospices_06
                has_building = hospices_07
                has_building = hospices_08
            }
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = hospices_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = hospices_01
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_city_planning
            }
        }
        add_building = hospices_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = hospices_02
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hospices_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = hospices_03
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hospices_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = hospices_04
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hospices_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = hospices_05
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hospices_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = hospices_06
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hospices_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = hospices_07
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hospices_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_hunting_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = hunting_grounds_01
                has_building = hunting_grounds_02
                has_building = hunting_grounds_03
                has_building = hunting_grounds_04
                has_building = hunting_grounds_05
                has_building = hunting_grounds_06
                has_building = hunting_grounds_07
                has_building = hunting_grounds_08
            }
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = hunting_grounds_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = hunting_grounds_01
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = hunting_grounds_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = hunting_grounds_02
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hunting_grounds_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = hunting_grounds_03
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hunting_grounds_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = hunting_grounds_04
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hunting_grounds_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = hunting_grounds_05
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hunting_grounds_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = hunting_grounds_06
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hunting_grounds_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = hunting_grounds_07
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hunting_grounds_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}
clrbnit_magic_add_qanats_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = qanats_01
                has_building = qanats_02
                has_building = qanats_03
                has_building = qanats_04
                has_building = qanats_05
                has_building = qanats_06
                has_building = qanats_07
                has_building = qanats_08
            }
            AND = {
                building_requirement_castle_city_church = { 
                    LEVEL = 01
                }
                culture = {
                    has_cultural_parameter = unlocks_qanat_building
                }
            }
        }
        add_building = qanats_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = qanats_01
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = qanats_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = qanats_02
            building_requirement_castle_city_church = { LEVEL = 02 }
        }
        add_building = qanats_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = qanats_03
            building_requirement_castle_city_church = { LEVEL = 02 }
        }
        add_building = qanats_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = qanats_04
            building_requirement_castle_city_church = { LEVEL = 03 }
        }
        add_building = qanats_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = qanats_05
            building_requirement_castle_city_church = { LEVEL = 03 }
        }
        add_building = qanats_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = qanats_06
            building_requirement_castle_city_church = { LEVEL = 04 }
        }
        add_building = qanats_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = qanats_07
            building_requirement_castle_city_church = { LEVEL = 04 }
        }
        add_building = qanats_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}
clrbnit_magic_add_orchards_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = orchards_01
                has_building = orchards_02
                has_building = orchards_03
                has_building = orchards_04
                has_building = orchards_05
                has_building = orchards_06
                has_building = orchards_07
                has_building = orchards_08
            }
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = orchards_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = orchards_01
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = orchards_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = orchards_02
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = orchards_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = orchards_03
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = orchards_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = orchards_04
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = orchards_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = orchards_05
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = orchards_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = orchards_06
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = orchards_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = orchards_07
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = orchards_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_farm_estates_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = farm_estates_01
                has_building = farm_estates_02
                has_building = farm_estates_03
                has_building = farm_estates_04
                has_building = farm_estates_05
                has_building = farm_estates_06
                has_building = farm_estates_07
                has_building = farm_estates_08
            }
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = farm_estates_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = farm_estates_01
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = farm_estates_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = farm_estates_02
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = farm_estates_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = farm_estates_03
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = farm_estates_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = farm_estates_04
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = farm_estates_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = farm_estates_05
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = farm_estates_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = farm_estates_06
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = farm_estates_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = farm_estates_07
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = farm_estates_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_military_camps_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = military_camps_01
                has_building = military_camps_02
                has_building = military_camps_03
                has_building = military_camps_04
                has_building = military_camps_05
                has_building = military_camps_06
                has_building = military_camps_07
                has_building = military_camps_08
            }
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = military_camps_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = military_camps_01
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = military_camps_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = military_camps_02
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = military_camps_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = military_camps_03
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = military_camps_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = military_camps_04
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = military_camps_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = military_camps_05
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = military_camps_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = military_camps_06
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = military_camps_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = military_camps_07
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = military_camps_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_regimental_grounds_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = regimental_grounds_01
                has_building = regimental_grounds_02
                has_building = regimental_grounds_03
                has_building = regimental_grounds_04
                has_building = regimental_grounds_05
                has_building = regimental_grounds_06
                has_building = regimental_grounds_07
                has_building = regimental_grounds_08
            }
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = regimental_grounds_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = regimental_grounds_01
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = regimental_grounds_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = regimental_grounds_02
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = regimental_grounds_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = regimental_grounds_03
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = regimental_grounds_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = regimental_grounds_04
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = regimental_grounds_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = regimental_grounds_05
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = regimental_grounds_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = regimental_grounds_06
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = regimental_grounds_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = regimental_grounds_07
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = regimental_grounds_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_ramparts_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = ramparts_01
                has_building = ramparts_02
                has_building = ramparts_03
                has_building = ramparts_04
                has_building = ramparts_05
                has_building = ramparts_06
                has_building = ramparts_07
                has_building = ramparts_08
            }
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = ramparts_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = ramparts_01
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = ramparts_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = ramparts_02
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = ramparts_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = ramparts_03
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = ramparts_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = ramparts_04
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = ramparts_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = ramparts_05
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = ramparts_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = ramparts_06
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = ramparts_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = ramparts_07
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = ramparts_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_curtain_walls_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = curtain_walls_01
                has_building = curtain_walls_02
                has_building = curtain_walls_03
                has_building = curtain_walls_04
                has_building = curtain_walls_05
                has_building = curtain_walls_06
                has_building = curtain_walls_07
                has_building = curtain_walls_08
            }
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = curtain_walls_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = curtain_walls_01
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = curtain_walls_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = curtain_walls_02
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = curtain_walls_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = curtain_walls_03
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = curtain_walls_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = curtain_walls_04
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = curtain_walls_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = curtain_walls_05
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = curtain_walls_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = curtain_walls_06
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = curtain_walls_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = curtain_walls_07
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = curtain_walls_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_watchtowers_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = watchtowers_01
                has_building = watchtowers_02
                has_building = watchtowers_03
                has_building = watchtowers_04
                has_building = watchtowers_05
                has_building = watchtowers_06
                has_building = watchtowers_07
                has_building = watchtowers_08
            }
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = watchtowers_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = watchtowers_01
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = watchtowers_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = watchtowers_02
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = watchtowers_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = watchtowers_03
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = watchtowers_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = watchtowers_04
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = watchtowers_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = watchtowers_05
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = watchtowers_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = watchtowers_06
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = watchtowers_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = watchtowers_07
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = watchtowers_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_cereal_fields_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = cereal_fields_01
                has_building = cereal_fields_02
                has_building = cereal_fields_03
                has_building = cereal_fields_04
                has_building = cereal_fields_05
                has_building = cereal_fields_06
                has_building = cereal_fields_07
                has_building = cereal_fields_08
            }
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = cereal_fields_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = cereal_fields_01
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = cereal_fields_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = cereal_fields_02
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = cereal_fields_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = cereal_fields_03
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = cereal_fields_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = cereal_fields_04
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = cereal_fields_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = cereal_fields_05
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = cereal_fields_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = cereal_fields_06
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = cereal_fields_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = cereal_fields_07
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = cereal_fields_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_outposts_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = outposts_01
                has_building = outposts_02
                has_building = outposts_03
                has_building = outposts_04
                has_building = outposts_05
                has_building = outposts_06
                has_building = outposts_07
                has_building = outposts_08
            }
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = outposts_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = outposts_01
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = outposts_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = outposts_02
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = outposts_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = outposts_03
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = outposts_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = outposts_04
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = outposts_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = outposts_05
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = outposts_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = outposts_06
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = outposts_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = outposts_07
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = outposts_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_barracks_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = barracks_01
                has_building = barracks_02
                has_building = barracks_03
                has_building = barracks_04
                has_building = barracks_05
                has_building = barracks_06
                has_building = barracks_07
                has_building = barracks_08
            }
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = barracks_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = barracks_01
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = barracks_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = barracks_02
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = barracks_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = barracks_03
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = barracks_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = barracks_04
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = barracks_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = barracks_05
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = barracks_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = barracks_06
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = barracks_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = barracks_07
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = barracks_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_camel_farms_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = camel_farms_01
                has_building = camel_farms_02
                has_building = camel_farms_03
                has_building = camel_farms_04
                has_building = camel_farms_05
                has_building = camel_farms_06
                has_building = camel_farms_07
                has_building = camel_farms_08
            }
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = camel_farms_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = camel_farms_01
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = camel_farms_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = camel_farms_02
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = camel_farms_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = camel_farms_03
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = camel_farms_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = camel_farms_04
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = camel_farms_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = camel_farms_05
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = camel_farms_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = camel_farms_06
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = camel_farms_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = camel_farms_07
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = camel_farms_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_logging_camps_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = logging_camps_01
                has_building = logging_camps_02
                has_building = logging_camps_03
                has_building = logging_camps_04
                has_building = logging_camps_05
                has_building = logging_camps_06
                has_building = logging_camps_07
                has_building = logging_camps_08
            }
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = logging_camps_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = logging_camps_01
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = logging_camps_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = logging_camps_02
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = logging_camps_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = logging_camps_03
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = logging_camps_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = logging_camps_04
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = logging_camps_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = logging_camps_05
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = logging_camps_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = logging_camps_06
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = logging_camps_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = logging_camps_07
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = logging_camps_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_peat_quarries_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = peat_quarries_01
                has_building = peat_quarries_02
                has_building = peat_quarries_03
                has_building = peat_quarries_04
                has_building = peat_quarries_05
                has_building = peat_quarries_06
                has_building = peat_quarries_07
                has_building = peat_quarries_08
            }
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = peat_quarries_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = peat_quarries_01
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = peat_quarries_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = peat_quarries_02
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = peat_quarries_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = peat_quarries_03
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = peat_quarries_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = peat_quarries_04
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = peat_quarries_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = peat_quarries_05
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = peat_quarries_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = peat_quarries_06
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = peat_quarries_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = peat_quarries_07
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = peat_quarries_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_hill_farms_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = hill_farms_01
                has_building = hill_farms_02
                has_building = hill_farms_03
                has_building = hill_farms_04
                has_building = hill_farms_05
                has_building = hill_farms_06
                has_building = hill_farms_07
                has_building = hill_farms_08
            }
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = hill_farms_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = hill_farms_01
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = hill_farms_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = hill_farms_02
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hill_farms_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = hill_farms_03
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hill_farms_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = hill_farms_04
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hill_farms_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = hill_farms_05
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hill_farms_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = hill_farms_06
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hill_farms_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = hill_farms_07
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hill_farms_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_elephant_pens_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = elephant_pens_01
                has_building = elephant_pens_02
                has_building = elephant_pens_03
                has_building = elephant_pens_04
                has_building = elephant_pens_05
                has_building = elephant_pens_06
                has_building = elephant_pens_07
                has_building = elephant_pens_08
            }
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = elephant_pens_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = elephant_pens_01
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = elephant_pens_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = elephant_pens_02
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = elephant_pens_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = elephant_pens_03
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = elephant_pens_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = elephant_pens_04
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = elephant_pens_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = elephant_pens_05
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = elephant_pens_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = elephant_pens_06
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = elephant_pens_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = elephant_pens_07
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = elephant_pens_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_plantations_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = plantations_01
                has_building = plantations_02
                has_building = plantations_03
                has_building = plantations_04
                has_building = plantations_05
                has_building = plantations_06
                has_building = plantations_07
                has_building = plantations_08
            }
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = plantations_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = plantations_01
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = plantations_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = plantations_02
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = plantations_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = plantations_03
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = plantations_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = plantations_04
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = plantations_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = plantations_05
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = plantations_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = plantations_06
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = plantations_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = plantations_07
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = plantations_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_quarries_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = quarries_01
                has_building = quarries_02
                has_building = quarries_03
                has_building = quarries_04
                has_building = quarries_05
                has_building = quarries_06
                has_building = quarries_07
                has_building = quarries_08
            }
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = quarries_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = quarries_01
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = quarries_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = quarries_02
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = quarries_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = quarries_03
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = quarries_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = quarries_04
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = quarries_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = quarries_05
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = quarries_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = quarries_06
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = quarries_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = quarries_07
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = quarries_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_hill_forts_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = hill_forts_01
                has_building = hill_forts_02
                has_building = hill_forts_03
                has_building = hill_forts_04
                has_building = hill_forts_05
                has_building = hill_forts_06
                has_building = hill_forts_07
                has_building = hill_forts_08
            }
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = hill_forts_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = hill_forts_01
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = hill_forts_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = hill_forts_02
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = hill_forts_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = hill_forts_03
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = hill_forts_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = hill_forts_04
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = hill_forts_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = hill_forts_05
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = hill_forts_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = hill_forts_06
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = hill_forts_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = hill_forts_07
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = hill_forts_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_common_tradeport_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = common_tradeport_01
                has_building = common_tradeport_02
                has_building = common_tradeport_03
                has_building = common_tradeport_04
                has_building = common_tradeport_05
                has_building = common_tradeport_06
                has_building = common_tradeport_07
                has_building = common_tradeport_08
            }
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = common_tradeport_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = common_tradeport_01
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = common_tradeport_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = common_tradeport_02
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = common_tradeport_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = common_tradeport_03
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = common_tradeport_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = common_tradeport_04
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = common_tradeport_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = common_tradeport_05
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = common_tradeport_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = common_tradeport_06
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = common_tradeport_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = common_tradeport_07
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = common_tradeport_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_guild_halls_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            has_holding_type = city_holding
            NOT = {
                has_building = guild_halls_01
                has_building = guild_halls_02
                has_building = guild_halls_03
                has_building = guild_halls_04
                has_building = guild_halls_05
                has_building = guild_halls_06
                has_building = guild_halls_07
                has_building = guild_halls_08
            }
            has_building_or_higher = city_01         
        }
        add_building = guild_halls_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = guild_halls_01
            has_building_or_higher = city_01
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = guild_halls_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = guild_halls_02
            has_building_or_higher = city_02
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = guild_halls_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = guild_halls_03
            has_building_or_higher = city_02
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = guild_halls_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = guild_halls_04
            has_building_or_higher = city_03
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = guild_halls_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = guild_halls_05
            has_building_or_higher = city_03
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = guild_halls_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = guild_halls_06
            has_building_or_higher = city_04
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = guild_halls_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = guild_halls_07
            has_building_or_higher = city_04
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = guild_halls_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

clrbnit_magic_add_castle_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = main_building_tier_2_cost
                }}
            has_holding_type = castle_holding
            has_building = castle_01
            prev.culture = {
                has_innovation = innovation_battlements
            }   
        }
        add_building = castle_02
        prev = {remove_treasury_or_gold = main_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = main_building_tier_3_cost
                }}
            has_holding_type = castle_holding
            has_building = castle_02
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }   
        add_building = castle_03
        prev = {remove_treasury_or_gold = main_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = main_building_tier_4_cost
                }}
            has_holding_type = castle_holding
            has_building = castle_03
            prev.culture = {
                has_innovation = innovation_machicolations
            }  
        } 
        add_building = castle_04
        prev = {remove_treasury_or_gold = main_building_tier_4_cost}
    }
}

clrbnit_magic_add_city_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = main_building_tier_2_cost
                }}
            has_holding_type = city_holding
            has_building = city_01
            prev.culture = {
                has_innovation =  innovation_manorialism
            }   
        }
        add_building = city_02
        prev = {remove_treasury_or_gold = main_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = main_building_tier_3_cost
                }}
            has_holding_type = city_holding
            has_building = city_02
            prev.culture = {
                has_innovation = innovation_windmills
            }   
        }
        add_building = city_03
        prev = {remove_treasury_or_gold = main_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = main_building_tier_4_cost
                }}
            has_holding_type = city_holding
            has_building = city_03
            prev.culture = {
                has_innovation = innovation_cranes
            }  
        } 
        add_building = city_04
        prev = {remove_treasury_or_gold = main_building_tier_4_cost}
    }
}

clrbnit_magic_add_temple_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = main_building_tier_2_cost
                }}
            has_holding_type = church_holding
            has_building = temple_01
            prev.culture = {
                has_innovation =  innovation_manorialism
            }   
        }
        add_building = temple_02
        prev = {remove_treasury_or_gold = main_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = main_building_tier_3_cost
                }}
            has_holding_type = church_holding
            has_building = temple_02
            prev.culture = {
                has_innovation = innovation_windmills
            } 
        }  
        add_building = temple_03
        prev = {remove_treasury_or_gold = main_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = main_building_tier_4_cost
                }}
            has_holding_type = church_holding
            has_building = temple_03
            prev.culture = {
                has_innovation = innovation_cranes
            } 
        }  
        add_building = temple_04
        prev = {remove_treasury_or_gold = main_building_tier_4_cost}
    }
}

clrbnit_magic_add_monastic_schools_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = monastic_schools_01
                has_building = monastic_schools_02
                has_building = monastic_schools_03
                has_building = monastic_schools_04
                has_building = monastic_schools_05
                has_building = monastic_schools_06
                has_building = monastic_schools_07
                has_building = monastic_schools_08
            }
            has_building_or_higher = temple_01
        }
        add_building = monastic_schools_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = monastic_schools_01
            has_building_or_higher = temple_01
            prev.culture = {
                has_innovation = innovation_city_planning
            }
        }
        add_building = monastic_schools_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = monastic_schools_02
            has_building_or_higher = temple_02
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = monastic_schools_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = monastic_schools_03
            has_building_or_higher = temple_02
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = monastic_schools_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = monastic_schools_04
            has_building_or_higher = temple_03
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = monastic_schools_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = monastic_schools_05
            has_building_or_higher = temple_03
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = monastic_schools_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = monastic_schools_06
            has_building_or_higher = temple_04
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = monastic_schools_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = monastic_schools_07
            has_building_or_higher = temple_04
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = monastic_schools_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

#Windmills
clrbnit_magic_add_windmills_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = windmills_01
                has_building = windmills_02
                has_building = windmills_03
                has_building = windmills_04
                has_building = windmills_05
                has_building = windmills_06
                has_building = windmills_07
                has_building = windmills_08
            }
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            OR = {
                prev.culture = { has_innovation = innovation_windmills }
                prev.culture = {
                    has_cultural_parameter = next_level_w_mills
                    has_innovation = innovation_manorialism
                }
                AND = {
                    has_building_or_higher = hill_farms_04
                    prev.culture = { has_cultural_parameter = windmills_hill_farms_unlock }
                }
            }
            OR = {
                AND = {
                    NOT = {
                        prev.culture = { has_cultural_parameter = watermills_windmills_cities }
                    }
                    is_county_capital = yes
                }
                AND = {
                    prev.culture = { has_cultural_parameter = watermills_windmills_cities }
                    OR = {
                        is_county_capital = yes
                        AND = {
                            NOR = {
                                has_building_or_higher = watermills_01
                                has_building_or_higher = caravanserai_01
                            }
                            has_building_or_higher = city_01
                        }
                    }
                }
            }
        }
        add_building = windmills_01
        prev = { remove_treasury_or_gold = normal_building_tier_1_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost }
            }
            has_building = windmills_01
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = { has_innovation = innovation_crop_rotation }
        }
        add_building = windmills_02
        prev = { remove_treasury_or_gold = normal_building_tier_2_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost }
            }
            has_building = windmills_02
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = { has_innovation = innovation_manorialism }
        }
        add_building = windmills_03
        prev = { remove_treasury_or_gold = normal_building_tier_3_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost }
            }
            has_building = windmills_03
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = { has_innovation = innovation_manorialism }
        }
        add_building = windmills_04
        prev = { remove_treasury_or_gold = normal_building_tier_4_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost }
            }
            has_building = windmills_04
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = { has_innovation = innovation_windmills }
        }
        add_building = windmills_05
        prev = { remove_treasury_or_gold = normal_building_tier_5_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost }
            }
            has_building = windmills_05
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = { has_innovation = innovation_windmills }
        }
        add_building = windmills_06
        prev = { remove_treasury_or_gold = normal_building_tier_6_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost }
            }
            has_building = windmills_06
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = { has_innovation = innovation_cranes }
        }
        add_building = windmills_07
        prev = { remove_treasury_or_gold = normal_building_tier_7_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost }
            }
            has_building = windmills_07
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = { has_innovation = innovation_cranes }
        }
        add_building = windmills_08
        prev = { remove_treasury_or_gold = normal_building_tier_8_cost }
    }
}

clrbnit_magic_add_watermills_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = watermills_01
                has_building = watermills_02
                has_building = watermills_03
                has_building = watermills_04
                has_building = watermills_05
                has_building = watermills_06
                has_building = watermills_07
                has_building = watermills_08
            }
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            OR = {
                prev.culture = { has_innovation = innovation_windmills }
                prev.culture = {
                    has_cultural_parameter = next_level_w_mills
                    has_innovation = innovation_manorialism
                }
                AND = {
                    has_building_or_higher = logging_camps_04
                    prev.culture = { has_cultural_parameter = watermills_forestries_unlock }
                }
            }
            OR = {
                AND = {
                    NOT = {
                        prev.culture = { has_cultural_parameter = watermills_windmills_cities }
                    }
                    is_county_capital = yes
                }
                AND = {
                    prev.culture = { has_cultural_parameter = watermills_windmills_cities }
                    OR = {
                        is_county_capital = yes
                        AND = {
                            NOR = {
                                has_building_or_higher = watermills_01
                                has_building_or_higher = caravanserai_01
                            }
                            has_building_or_higher = city_01
                        }
                    }
                }
            }
        }
        add_building = watermills_01
        prev = { remove_treasury_or_gold = normal_building_tier_1_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost }
            }
            has_building = watermills_01
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = { has_innovation = innovation_crop_rotation }
        }
        add_building = watermills_02
        prev = { remove_treasury_or_gold = normal_building_tier_2_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost }
            }
            has_building = watermills_02
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = { has_innovation = innovation_manorialism }
        }
        add_building = watermills_03
        prev = { remove_treasury_or_gold = normal_building_tier_3_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost }
            }
            has_building = watermills_03
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = { has_innovation = innovation_manorialism }
        }
        add_building = watermills_04
        prev = { remove_treasury_or_gold = normal_building_tier_4_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost }
            }
            has_building = watermills_04
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = { has_innovation = innovation_windmills }
        }
        add_building = watermills_05
        prev = { remove_treasury_or_gold = normal_building_tier_5_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost }
            }
            has_building = watermills_05
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = { has_innovation = innovation_windmills }
        }
        add_building = watermills_06
        prev = { remove_treasury_or_gold = normal_building_tier_6_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost }
            }
            has_building = watermills_06
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = { has_innovation = innovation_cranes }
        }
        add_building = watermills_07
        prev = { remove_treasury_or_gold = normal_building_tier_7_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost }
            }
            has_building = watermills_07
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = { has_innovation = innovation_cranes }
        }
        add_building = watermills_08
        prev = { remove_treasury_or_gold = normal_building_tier_8_cost }
    }
}

#Caravanserai
clrbnit_magic_add_caravanserai_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = caravanserai_01
                has_building = caravanserai_02
                has_building = caravanserai_03
                has_building = caravanserai_04
                has_building = caravanserai_05
                has_building = caravanserai_06
                has_building = caravanserai_07
                has_building = caravanserai_08
            }
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = caravanserai_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = caravanserai_01
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = caravanserai_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = caravanserai_02
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = caravanserai_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = caravanserai_03
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = caravanserai_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = caravanserai_04
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_guilds
            }
        }
        add_building = caravanserai_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = caravanserai_05
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_guilds
            }
        }
        add_building = caravanserai_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = caravanserai_06
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = caravanserai_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = caravanserai_07
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = caravanserai_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

#Wind Furnace
clrbnit_magic_add_wind_furnace_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = wind_furnace_01
                has_building = wind_furnace_02
                has_building = wind_furnace_03
                has_building = wind_furnace_04
                has_building = wind_furnace_05
                has_building = wind_furnace_06
                has_building = wind_furnace_07
                has_building = wind_furnace_08
            }
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = wind_furnace_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = wind_furnace_01
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = wind_furnace_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = wind_furnace_02
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = wind_furnace_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = wind_furnace_03
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = wind_furnace_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = wind_furnace_04
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = wind_furnace_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = wind_furnace_05
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = wind_furnace_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = wind_furnace_06
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = wind_furnace_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = wind_furnace_07
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = wind_furnace_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

#Smiths
clrbnit_magic_add_smiths_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = smiths_01
                has_building = smiths_02
                has_building = smiths_03
                has_building = smiths_04
                has_building = smiths_05
                has_building = smiths_06
                has_building = smiths_07
                has_building = smiths_08
            }
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = smiths_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = smiths_01
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
            }
        }
        add_building = smiths_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = smiths_02
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
            }
        }
        add_building = smiths_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = smiths_03
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
            }
        }
        add_building = smiths_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = smiths_04
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
            }
        }
        add_building = smiths_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = smiths_05
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
            }
        }
        add_building = smiths_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = smiths_06
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
            }
        }
        add_building = smiths_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = smiths_07
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
            }
        }
        add_building = smiths_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

#Workshops
clrbnit_magic_add_workshops_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = workshops_01
                has_building = workshops_02
                has_building = workshops_03
                has_building = workshops_04
                has_building = workshops_05
                has_building = workshops_06
                has_building = workshops_07
                has_building = workshops_08
            }
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = workshops_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = workshops_01
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = workshops_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = workshops_02
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = workshops_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = workshops_03
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = workshops_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = workshops_04
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = workshops_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = workshops_05
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = workshops_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = workshops_06
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = workshops_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = workshops_07
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = workshops_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

#Stables
clrbnit_magic_add_stables_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = stables_01
                has_building = stables_02
                has_building = stables_03
                has_building = stables_04
                has_building = stables_05
                has_building = stables_06
                has_building = stables_07
                has_building = stables_08
            }
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = stables_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = stables_01
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = stables_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = stables_02
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = stables_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = stables_03
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = stables_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = stables_04
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = stables_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = stables_05
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = stables_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = stables_06
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = stables_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = stables_07
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = stables_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

#Horse Pastures
clrbnit_magic_add_horse_pastures_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = horse_pastures_01
                has_building = horse_pastures_02
                has_building = horse_pastures_03
                has_building = horse_pastures_04
                has_building = horse_pastures_05
                has_building = horse_pastures_06
                has_building = horse_pastures_07
                has_building = horse_pastures_08
            }
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = horse_pastures_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = horse_pastures_01
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = horse_pastures_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = horse_pastures_02
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = horse_pastures_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = horse_pastures_03
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = horse_pastures_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = horse_pastures_04
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = horse_pastures_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = horse_pastures_05
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = horse_pastures_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = horse_pastures_06
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = horse_pastures_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = horse_pastures_07
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = horse_pastures_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}

#Warrior Lodges
clrbnit_magic_add_warrior_lodges_building_effect = {
    if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
            has_free_building_slot = yes
            NOT = {
                has_building = warrior_lodges_01
                has_building = warrior_lodges_02
                has_building = warrior_lodges_03
                has_building = warrior_lodges_04
                has_building = warrior_lodges_05
                has_building = warrior_lodges_06
                has_building = warrior_lodges_07
                has_building = warrior_lodges_08
            }
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = warrior_lodges_01
        prev = {remove_treasury_or_gold = normal_building_tier_1_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
            has_building = warrior_lodges_01
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = warrior_lodges_02
        prev = {remove_treasury_or_gold = normal_building_tier_2_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
            has_building = warrior_lodges_02
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = warrior_lodges_03
        prev = {remove_treasury_or_gold = normal_building_tier_3_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
            has_building = warrior_lodges_03
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = warrior_lodges_04
        prev = {remove_treasury_or_gold = normal_building_tier_4_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
            has_building = warrior_lodges_04
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = warrior_lodges_05
        prev = {remove_treasury_or_gold = normal_building_tier_5_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
            has_building = warrior_lodges_05
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = warrior_lodges_06
        prev = {remove_treasury_or_gold = normal_building_tier_6_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
            has_building = warrior_lodges_06
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = warrior_lodges_07
        prev = {remove_treasury_or_gold = normal_building_tier_7_cost}
    }
    else_if = {
        limit = {
            prev = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
            has_building = warrior_lodges_07
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = warrior_lodges_08
        prev = {remove_treasury_or_gold = normal_building_tier_8_cost}
    }
}add_walls_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = walls_01
                has_building = walls_02
                has_building = walls_03
                has_building = walls_04
            }
        }
        add_building = walls_01
        prev = { remove_treasury_or_gold = cheap_building_tier_1_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_2_cost }
            }
            has_building = walls_01
        }
        add_building = walls_02
        prev = { remove_treasury_or_gold = cheap_building_tier_2_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_3_cost }
            }
            has_building = walls_02
        }
        add_building = walls_03
        prev = { remove_treasury_or_gold = cheap_building_tier_3_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = cheap_building_tier_4_cost }
            }
            has_building = walls_03
        }
        add_building = walls_04
        prev = { remove_treasury_or_gold = cheap_building_tier_4_cost }
    }
}
clrbnit_magic_add_longhouses_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = tribal_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = longhouses_01
                has_building = longhouses_02
            }
            building_requirement_tribal = yes
        }
        add_building = longhouses_01
        prev = { remove_treasury_or_gold = tribal_building_tier_1_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = tribal_building_tier_2_cost }
            }
            has_building = longhouses_01
            building_requirement_tribal = yes
            OR = {
                mpo_permafrost_building_trigger = yes
                prev.culture = { has_innovation = innovation_barracks }
            }
        }
        add_building = longhouses_02
        prev = { remove_treasury_or_gold = tribal_building_tier_2_cost }
    }
}

clrbnit_magic_add_war_camps_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = tribal_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = war_camps_01
                has_building = war_camps_02
            }
            building_requirement_tribal = yes
        }
        add_building = war_camps_01
        prev = { remove_treasury_or_gold = tribal_building_tier_1_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = tribal_building_tier_2_cost }
            }
            has_building = war_camps_01
            building_requirement_tribal = yes
            OR = {
                mpo_permafrost_building_trigger = yes
                prev.culture = { has_innovation = innovation_barracks }
            }
        }
        add_building = war_camps_02
        prev = { remove_treasury_or_gold = tribal_building_tier_2_cost }
    }
}

clrbnit_magic_add_palisades_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = tribal_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = palisades_01
                has_building = palisades_02
            }
            building_requirement_tribal = yes
        }
        add_building = palisades_01
        prev = { remove_treasury_or_gold = tribal_building_tier_1_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = tribal_building_tier_2_cost }
            }
            has_building = palisades_01
            building_requirement_tribal = yes
            OR = {
                mpo_permafrost_building_trigger = yes
                prev.culture = { has_innovation = innovation_barracks }
            }
        }
        add_building = palisades_02
        prev = { remove_treasury_or_gold = tribal_building_tier_2_cost }
    }
}

clrbnit_magic_add_market_villages_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = tribal_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = market_villages_01
                has_building = market_villages_02
            }
            building_requirement_tribal = yes
        }
        add_building = market_villages_01
        prev = { remove_treasury_or_gold = tribal_building_tier_1_cost }
    }
    else_if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = tribal_building_tier_2_cost }
            }
            has_building = market_villages_01
            building_requirement_tribal = yes
            OR = {
                mpo_permafrost_building_trigger = yes
                prev.culture = { has_innovation = innovation_barracks }
            }
        }
        add_building = market_villages_02
        prev = { remove_treasury_or_gold = tribal_building_tier_2_cost }
    }
}

clrbnit_magic_add_scriptorium_building_effect = {
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost }
            }
            has_free_building_slot = yes
            NOT = {
                has_building = scriptorium_01
                has_building = scriptorium_02
                has_building = scriptorium_03
                has_building = scriptorium_04
                has_building = scriptorium_05
                has_building = scriptorium_06
                has_building = scriptorium_07
                has_building = scriptorium_08
            }
            clrbnit_magic_building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = scriptorium_01
        prev = { remove_treasury_or_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost }
            }
            has_building = scriptorium_01
            clrbnit_magic_building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = scriptorium_02
        prev = { remove_treasury_or_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost }
            }
            has_building = scriptorium_02
            clrbnit_magic_building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_city_planning
            }
        }
        add_building = scriptorium_03
        prev = { remove_treasury_or_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost }
            }
            has_building = scriptorium_03
            clrbnit_magic_building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = scriptorium_04
        prev = { remove_treasury_or_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost }
            }
            has_building = scriptorium_04
            clrbnit_magic_building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = scriptorium_05
        prev = { remove_treasury_or_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost }
            }
            has_building = scriptorium_05
            clrbnit_magic_building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = scriptorium_06
        prev = { remove_treasury_or_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost }
            }
            has_building = scriptorium_06
            clrbnit_magic_building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = scriptorium_07
        prev = { remove_treasury_or_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { 
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost }
            }
            has_building = scriptorium_07
            clrbnit_magic_building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = scriptorium_08
        prev = { remove_treasury_or_gold = normal_building_tier_8_cost }
    }
}
# Capital Bureau auto-upgrade (province-scope safe)
clrbnit_magic_add_capital_bureau_building_effect = {
    # Tier 1
    if = {
        limit = {
            has_free_building_slot = yes
            NOT = { has_building = capital_bureau_01 }
            NOT = { has_building = capital_bureau_02 }
            NOT = { has_building = capital_bureau_03 }
            NOT = { has_building = capital_bureau_04 }
            NOT = { has_building = capital_bureau_05 }
            NOT = { has_building = capital_bureau_06 }
            NOT = { has_building = capital_bureau_07 }
            NOT = { has_building = capital_bureau_08 }
            building_requirement_castle_city_church = { LEVEL = 01 }
            province_owner = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_1_cost
                }}
        }
        province_owner = { remove_treasury_or_gold = normal_building_tier_1_cost }
        add_building = capital_bureau_01
    }
    # Tier 2
    else_if = {
        limit = {
            has_building = capital_bureau_01
            NOT = { has_building = capital_bureau_02 }
            NOT = { has_building = capital_bureau_03 }
            NOT = { has_building = capital_bureau_04 }
            NOT = { has_building = capital_bureau_05 }
            NOT = { has_building = capital_bureau_06 }
            NOT = { has_building = capital_bureau_07 }
            NOT = { has_building = capital_bureau_08 }
            building_requirement_castle_city_church = { LEVEL = 01 }
            province_owner = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_2_cost
                }}
        }
        province_owner = { remove_treasury_or_gold = normal_building_tier_2_cost }
        add_building = capital_bureau_02
    }
    # Tier 3
    else_if = {
        limit = {
            has_building = capital_bureau_02
            NOT = { has_building = capital_bureau_03 }
            NOT = { has_building = capital_bureau_04 }
            NOT = { has_building = capital_bureau_05 }
            NOT = { has_building = capital_bureau_06 }
            NOT = { has_building = capital_bureau_07 }
            NOT = { has_building = capital_bureau_08 }
            building_requirement_castle_city_church = { LEVEL = 02 }
            province_owner = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_3_cost
                }}
        }
        province_owner = { remove_treasury_or_gold = normal_building_tier_3_cost }
        add_building = capital_bureau_03
    }
    # Tier 4
    else_if = {
        limit = {
            has_building = capital_bureau_03
            NOT = { has_building = capital_bureau_04 }
            NOT = { has_building = capital_bureau_05 }
            NOT = { has_building = capital_bureau_06 }
            NOT = { has_building = capital_bureau_07 }
            NOT = { has_building = capital_bureau_08 }
            building_requirement_castle_city_church = { LEVEL = 02 }
            province_owner = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_4_cost
                }}
        }
        province_owner = { remove_treasury_or_gold = normal_building_tier_4_cost }
        add_building = capital_bureau_04
    }
    # Tier 5
    else_if = {
        limit = {
            has_building = capital_bureau_04
            NOT = { has_building = capital_bureau_05 }
            NOT = { has_building = capital_bureau_06 }
            NOT = { has_building = capital_bureau_07 }
            NOT = { has_building = capital_bureau_08 }
            building_requirement_castle_city_church = { LEVEL = 03 }
            province_owner = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_5_cost
                }}
        }
        province_owner = { remove_treasury_or_gold = normal_building_tier_5_cost }
        add_building = capital_bureau_05
    }
    # Tier 6
    else_if = {
        limit = {
            has_building = capital_bureau_05
            NOT = { has_building = capital_bureau_06 }
            NOT = { has_building = capital_bureau_07 }
            NOT = { has_building = capital_bureau_08 }
            building_requirement_castle_city_church = { LEVEL = 03 }
            province_owner = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_6_cost
                }}
        }
        province_owner = { remove_treasury_or_gold = normal_building_tier_6_cost }
        add_building = capital_bureau_06
    }
    # Tier 7
    else_if = {
        limit = {
            has_building = capital_bureau_06
            NOT = { has_building = capital_bureau_07 }
            NOT = { has_building = capital_bureau_08 }
            building_requirement_castle_city_church = { LEVEL = 04 }
            province_owner = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_7_cost
                }}
        }
        province_owner = { remove_treasury_or_gold = normal_building_tier_7_cost }
        add_building = capital_bureau_07
    }
    # Tier 8
    else_if = {
        limit = {
            has_building = capital_bureau_07
            NOT = { has_building = capital_bureau_08 }
            building_requirement_castle_city_church = { LEVEL = 04 }
            province_owner = {
                treasury_or_gold > {
                    value = var:spending_limit
                    add = normal_building_tier_8_cost
                }}
        }
        province_owner = { remove_treasury_or_gold = normal_building_tier_8_cost }
        add_building = capital_bureau_08
    }
}
