# Deep Forest Arrow
ary_dfa_01 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_dfa_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150
	
	province_modifier = {
		monthly_income = 0.35
		build_speed = -0.025
		stationed_archers_damage_mult = 0.20
        stationed_skirmishers_damage_mult = 0.20
		stationed_archers_toughness_mult = 0.20
        stationed_skirmishers_toughness_mult = 0.20
		stationed_archers_pursuit_mult = 0.20
		stationed_archers_screen_mult = 0.20
		stationed_skirmishers_pursuit_mult = 0.20
		stationed_skirmishers_screen_mult = 0.20
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
        archers_maintenance_mult = -0.01
	}
	
	next_building = ary_dfa_02

	type_icon = "icon_building_royal_forest.dds"
	
	ai_value = {
		base = 100
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes

		modifier = {
			factor = 0
			has_holding_type = city_holding
		}
		modifier = {
			factor = 0
			has_holding_type = church_holding
		}
	}
}

ary_dfa_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_dfa_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 250
	
	province_modifier = {
		monthly_income = 0.55
		build_speed = -0.05
		stationed_archers_damage_mult = 0.40
        stationed_skirmishers_damage_mult = 0.40
		stationed_archers_toughness_mult = 0.40
        stationed_skirmishers_toughness_mult = 0.40
		stationed_archers_pursuit_mult = 0.40
		stationed_archers_screen_mult = 0.40
		stationed_skirmishers_pursuit_mult = 0.40
		stationed_skirmishers_screen_mult = 0.40
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
        archers_maintenance_mult = -0.02
	}
	
	next_building = ary_dfa_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

ary_dfa_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_dfa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 340
	
	province_modifier = {
		monthly_income = 0.75
		build_speed = -0.075
		stationed_archers_damage_mult = 0.60
        stationed_skirmishers_damage_mult = 0.60
		stationed_archers_toughness_mult = 0.60
        stationed_skirmishers_toughness_mult = 0.60
		stationed_archers_pursuit_mult = 0.60
		stationed_archers_screen_mult = 0.60
		stationed_skirmishers_pursuit_mult = 0.60
		stationed_skirmishers_screen_mult = 0.60
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
        archers_maintenance_mult = -0.03
	}
	
	next_building = ary_dfa_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_dfa_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_dfa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500
	
	province_modifier = {
		monthly_income = 0.95
		build_speed = -0.10
		stationed_archers_damage_mult = 0.80
        stationed_skirmishers_damage_mult = 0.80
		stationed_archers_toughness_mult = 0.80
        stationed_skirmishers_toughness_mult = 0.80
		stationed_archers_pursuit_mult = 0.80
		stationed_archers_screen_mult = 0.80
		stationed_skirmishers_pursuit_mult = 0.80
		stationed_skirmishers_screen_mult = 0.80
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
        archers_maintenance_mult = -0.04
	}
	
	next_building = ary_dfa_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_dfa_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_dfa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750
	
	province_modifier = {
		monthly_income = 1.15
		build_speed = -0.13
		stationed_archers_damage_mult = 1
        stationed_skirmishers_damage_mult = 1
		stationed_archers_toughness_mult = 1
        stationed_skirmishers_toughness_mult = 1
		stationed_archers_pursuit_mult = 1
		stationed_archers_screen_mult = 1
		stationed_skirmishers_pursuit_mult = 1
		stationed_skirmishers_screen_mult = 1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.10
        archers_maintenance_mult = -0.05
	}
	
	next_building = ary_dfa_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_dfa_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_dfa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1100
	
	province_modifier = {
		monthly_income = 1.35
		build_speed = -0.16
		stationed_archers_damage_mult = 1.2
        stationed_skirmishers_damage_mult = 1.2
		stationed_archers_toughness_mult = 1.2
        stationed_skirmishers_toughness_mult = 1.2
		stationed_archers_pursuit_mult = 1.2
		stationed_archers_screen_mult = 1.2
		stationed_skirmishers_pursuit_mult = 1.2
		stationed_skirmishers_screen_mult = 1.2
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
		archers_maintenance_mult = -0.06
		archers_max_size_add = 1
	}
	
	next_building = ary_dfa_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_dfa_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_dfa_requirement_terrain = yes
	}
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 1600
	
	province_modifier = {
		monthly_income = 1.55
		build_speed = -0.19
		stationed_archers_damage_mult = 1.4
        stationed_skirmishers_damage_mult = 1.4
		stationed_archers_toughness_mult = 1.4
        stationed_skirmishers_toughness_mult = 1.4
		stationed_archers_pursuit_mult = 1.4
		stationed_archers_screen_mult = 1.4
		stationed_skirmishers_pursuit_mult = 1.4
		stationed_skirmishers_screen_mult = 1.4
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
		archers_maintenance_mult = -0.07
		archers_max_size_add = 2
	}
	
	next_building = ary_dfa_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_dfa_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_dfa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 2240
	
	province_modifier = {
		monthly_income = 1.8
		build_speed = -0.22
		stationed_archers_damage_mult = 1.6
        stationed_skirmishers_damage_mult = 1.6
		stationed_archers_toughness_mult = 1.6
        stationed_skirmishers_toughness_mult = 1.6
		stationed_archers_pursuit_mult = 1.6
		stationed_archers_screen_mult = 1.6
		stationed_skirmishers_pursuit_mult = 1.6
		stationed_skirmishers_screen_mult = 1.6
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
		archers_maintenance_mult = -0.08
		archers_max_size_add = 3
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}
# Wetlands Moat
ary_wetm_01 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_wetm_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150
	
	province_modifier = {
		monthly_income = 0.35
		build_speed = -0.025
		stationed_archers_damage_mult = 0.20
        stationed_skirmishers_damage_mult = 0.20
		stationed_archers_toughness_mult = 0.20
        stationed_skirmishers_toughness_mult = 0.20
		stationed_archers_pursuit_mult = 0.20
		stationed_archers_screen_mult = 0.20
		stationed_skirmishers_pursuit_mult = 0.20
		stationed_skirmishers_screen_mult = 0.20
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
        skirmishers_maintenance_mult = -0.01
	}
	
	next_building = ary_wetm_02

	type_icon = "icon_structure_maharloo_lake.dds"
	
	ai_value = {
		base = 100
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes

		modifier = {
			factor = 0
			has_holding_type = city_holding
		}
		modifier = {
			factor = 0
			has_holding_type = church_holding
		}
	}
}

ary_wetm_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_wetm_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 250
	
	province_modifier = {
		monthly_income = 0.55
		build_speed = -0.05
		stationed_archers_damage_mult = 0.40
        stationed_skirmishers_damage_mult = 0.40
		stationed_archers_toughness_mult = 0.40
        stationed_skirmishers_toughness_mult = 0.40
		stationed_archers_pursuit_mult = 0.40
		stationed_archers_screen_mult = 0.40
		stationed_skirmishers_pursuit_mult = 0.40
		stationed_skirmishers_screen_mult = 0.40
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
        skirmishers_maintenance_mult = -0.02
	}
	
	next_building = ary_wetm_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

ary_wetm_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_wetm_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 340
	
	province_modifier = {
		monthly_income = 0.75
		build_speed = -0.075
		stationed_archers_damage_mult = 0.60
        stationed_skirmishers_damage_mult = 0.60
		stationed_archers_toughness_mult = 0.60
        stationed_skirmishers_toughness_mult = 0.60
		stationed_archers_pursuit_mult = 0.60
		stationed_archers_screen_mult = 0.60
		stationed_skirmishers_pursuit_mult = 0.60
		stationed_skirmishers_screen_mult = 0.60
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
        skirmishers_maintenance_mult = -0.03
	}
	
	next_building = ary_wetm_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_wetm_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_wetm_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500
	
	province_modifier = {
		monthly_income = 0.95
		build_speed = -0.10
		stationed_archers_damage_mult = 0.80
        stationed_skirmishers_damage_mult = 0.80
		stationed_archers_toughness_mult = 0.80
        stationed_skirmishers_toughness_mult = 0.80
		stationed_archers_pursuit_mult = 0.80
		stationed_archers_screen_mult = 0.80
		stationed_skirmishers_pursuit_mult = 0.80
		stationed_skirmishers_screen_mult = 0.80
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
        skirmishers_maintenance_mult = -0.04
	}
	
	next_building = ary_wetm_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_wetm_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_wetm_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750
	
	province_modifier = {
		monthly_income = 1.15
		build_speed = -0.13
		stationed_archers_damage_mult = 1
        stationed_skirmishers_damage_mult = 1
		stationed_archers_toughness_mult = 1
        stationed_skirmishers_toughness_mult = 1
		stationed_archers_pursuit_mult = 1
		stationed_archers_screen_mult = 1
		stationed_skirmishers_pursuit_mult = 1
		stationed_skirmishers_screen_mult = 1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.10
        skirmishers_maintenance_mult = -0.05
	}
	
	next_building = ary_wetm_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_wetm_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_wetm_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1100
	
	province_modifier = {
		monthly_income = 1.35
		build_speed = -0.16
		stationed_archers_damage_mult = 1.2
        stationed_skirmishers_damage_mult = 1.2
		stationed_archers_toughness_mult = 1.2
        stationed_skirmishers_toughness_mult = 1.2
		stationed_archers_pursuit_mult = 1.2
		stationed_archers_screen_mult = 1.2
		stationed_skirmishers_pursuit_mult = 1.2
		stationed_skirmishers_screen_mult = 1.2
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
		skirmishers_maintenance_mult = -0.06
		skirmishers_max_size_add = 1
	}
	
	next_building = ary_wetm_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_wetm_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_wetm_requirement_terrain = yes
	}
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 1600
	
	province_modifier = {
		monthly_income = 1.55
		build_speed = -0.19
		stationed_archers_damage_mult = 1.4
        stationed_skirmishers_damage_mult = 1.4
		stationed_archers_toughness_mult = 1.4
        stationed_skirmishers_toughness_mult = 1.4
		stationed_archers_pursuit_mult = 1.4
		stationed_archers_screen_mult = 1.4
		stationed_skirmishers_pursuit_mult = 1.4
		stationed_skirmishers_screen_mult = 1.4
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
		skirmishers_maintenance_mult = -0.07
		skirmishers_max_size_add = 2
	}
	
	next_building = ary_wetm_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_wetm_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_wetm_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 2240
	
	province_modifier = {
		monthly_income = 1.8
		build_speed = -0.22
		stationed_archers_damage_mult = 1.6
        stationed_skirmishers_damage_mult = 1.6
		stationed_archers_toughness_mult = 1.6
        stationed_skirmishers_toughness_mult = 1.6
		stationed_archers_pursuit_mult = 1.6
		stationed_archers_screen_mult = 1.6
		stationed_skirmishers_pursuit_mult = 1.6
		stationed_skirmishers_screen_mult = 1.6
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
		skirmishers_maintenance_mult = -0.08
		skirmishers_max_size_add = 3
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}
# Cavalry Field
ary_caryf_01 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_caryf_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150
	
	province_modifier = {
		monthly_income = 0.35
		build_speed = -0.025
		stationed_heavy_cavalry_damage_mult = 0.20
        stationed_light_cavalry_damage_mult = 0.20
		stationed_heavy_cavalry_toughness_mult = 0.20
        stationed_light_cavalry_toughness_mult = 0.20
		stationed_heavy_cavalry_pursuit_mult = 0.20
		stationed_heavy_cavalry_screen_mult = 0.20
		stationed_light_cavalry_pursuit_mult = 0.20
		stationed_light_cavalry_screen_mult = 0.20
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
        heavy_cavalry_maintenance_mult = -0.01
        light_cavalry_maintenance_mult = -0.01
	}
	
	next_building = ary_caryf_02

	type_icon = "icon_building_jousting_lists.dds"
	
	ai_value = {
		base = 100
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes

		modifier = {
			factor = 0
			has_holding_type = city_holding
		}
		modifier = {
			factor = 0
			has_holding_type = church_holding
		}
	}
}

ary_caryf_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_caryf_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 250
	
	province_modifier = {
		monthly_income = 0.55
		build_speed = -0.05
		stationed_heavy_cavalry_damage_mult = 0.40
        stationed_light_cavalry_damage_mult = 0.40
		stationed_heavy_cavalry_toughness_mult = 0.40
        stationed_light_cavalry_toughness_mult = 0.40
		stationed_heavy_cavalry_pursuit_mult = 0.40
		stationed_heavy_cavalry_screen_mult = 0.40
		stationed_light_cavalry_pursuit_mult = 0.40
		stationed_light_cavalry_screen_mult = 0.40
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
        heavy_cavalry_maintenance_mult = -0.02
        light_cavalry_maintenance_mult = -0.02
	}
	
	next_building = ary_caryf_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

ary_caryf_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_caryf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 340
	
	province_modifier = {
		monthly_income = 0.75
		build_speed = -0.075
		stationed_heavy_cavalry_damage_mult = 0.60
        stationed_light_cavalry_damage_mult = 0.60
		stationed_heavy_cavalry_toughness_mult = 0.60
        stationed_light_cavalry_toughness_mult = 0.60
		stationed_heavy_cavalry_pursuit_mult = 0.60
		stationed_heavy_cavalry_screen_mult = 0.60
		stationed_light_cavalry_pursuit_mult = 0.60
		stationed_light_cavalry_screen_mult = 0.60
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
        heavy_cavalry_maintenance_mult = -0.03
        light_cavalry_maintenance_mult = -0.03
	}
	
	next_building = ary_caryf_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_caryf_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_caryf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500
	
	province_modifier = {
		monthly_income = 0.95
		build_speed = -0.10
		stationed_heavy_cavalry_damage_mult = 0.80
        stationed_light_cavalry_damage_mult = 0.80
		stationed_heavy_cavalry_toughness_mult = 0.80
        stationed_light_cavalry_toughness_mult = 0.80
		stationed_heavy_cavalry_pursuit_mult = 0.80
		stationed_heavy_cavalry_screen_mult = 0.80
		stationed_light_cavalry_pursuit_mult = 0.80
		stationed_light_cavalry_screen_mult = 0.80
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
        heavy_cavalry_maintenance_mult = -0.04
        light_cavalry_maintenance_mult = -0.04
	}
	
	next_building = ary_caryf_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_caryf_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_caryf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750
	
	province_modifier = {
		monthly_income = 1.15
		build_speed = -0.13
		stationed_heavy_cavalry_damage_mult = 1
        stationed_light_cavalry_damage_mult = 1
		stationed_heavy_cavalry_toughness_mult = 1
        stationed_light_cavalry_toughness_mult = 1
		stationed_heavy_cavalry_pursuit_mult = 1
		stationed_heavy_cavalry_screen_mult = 1
		stationed_light_cavalry_pursuit_mult = 1
		stationed_light_cavalry_screen_mult = 1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.10
        heavy_cavalry_maintenance_mult = -0.05
        light_cavalry_maintenance_mult = -0.05
	}
	
	next_building = ary_caryf_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_caryf_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_caryf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1100
	
	province_modifier = {
		monthly_income = 1.35
		build_speed = -0.16
		stationed_heavy_cavalry_damage_mult = 1.2
        stationed_light_cavalry_damage_mult = 1.2
		stationed_heavy_cavalry_toughness_mult = 1.2
        stationed_light_cavalry_toughness_mult = 1.2
		stationed_heavy_cavalry_pursuit_mult = 1.2
		stationed_heavy_cavalry_screen_mult = 1.2
		stationed_light_cavalry_pursuit_mult = 1.2
		stationed_light_cavalry_screen_mult = 1.2
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
		heavy_cavalry_maintenance_mult = -0.06
        light_cavalry_maintenance_mult = -0.06
		heavy_cavalry_max_size_add = 1
        light_cavalry_max_size_add = 1
	}
	
	next_building = ary_caryf_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_caryf_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_caryf_requirement_terrain = yes
	}
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 1600
	
	province_modifier = {
		monthly_income = 1.55
		build_speed = -0.19
		stationed_heavy_cavalry_damage_mult = 1.4
        stationed_light_cavalry_damage_mult = 1.4
		stationed_heavy_cavalry_toughness_mult = 1.4
        stationed_light_cavalry_toughness_mult = 1.4
		stationed_heavy_cavalry_pursuit_mult = 1.4
		stationed_heavy_cavalry_screen_mult = 1.4
		stationed_light_cavalry_pursuit_mult = 1.4
		stationed_light_cavalry_screen_mult = 1.4
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
		heavy_cavalry_maintenance_mult = -0.07
        light_cavalry_maintenance_mult = -0.07
		heavy_cavalry_max_size_add = 2
        light_cavalry_max_size_add = 2
	}
	
	next_building = ary_caryf_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_caryf_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_caryf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 2240
	
	province_modifier = {
		monthly_income = 1.8
		build_speed = -0.22
		stationed_heavy_cavalry_damage_mult = 1.6
        stationed_light_cavalry_damage_mult = 1.6
		stationed_heavy_cavalry_toughness_mult = 1.6
        stationed_light_cavalry_toughness_mult = 1.6
		stationed_heavy_cavalry_pursuit_mult = 1.6
		stationed_heavy_cavalry_screen_mult = 1.6
		stationed_light_cavalry_pursuit_mult = 1.6
		stationed_light_cavalry_screen_mult = 1.6
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
		heavy_cavalry_maintenance_mult = -0.08
        light_cavalry_maintenance_mult = -0.08
		heavy_cavalry_max_size_add = 3
        light_cavalry_max_size_add = 3
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}
# Highland Arsenal
ary_swordasa_01 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swordasa_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150
	
	province_modifier = {
		monthly_income = 0.35
		build_speed = -0.025
		stationed_heavy_infantry_damage_mult = 0.20
        stationed_pikemen_damage_mult = 0.20
		stationed_heavy_infantry_toughness_mult = 0.20
        stationed_pikemen_toughness_mult = 0.20
		stationed_heavy_infantry_pursuit_mult = 0.20
		stationed_heavy_infantry_screen_mult = 0.20
		stationed_pikemen_pursuit_mult = 0.20
		stationed_pikemen_screen_mult = 0.20
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
        heavy_infantry_maintenance_mult = -0.01
        pikemen_maintenance_mult = -0.01
	}
	
	next_building = ary_swordasa_02

	type_icon = "icon_building_royal_armory.dds"
	
	ai_value = {
		base = 100
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes

		modifier = {
			factor = 0
			has_holding_type = city_holding
		}
		modifier = {
			factor = 0
			has_holding_type = church_holding
		}
	}
}

ary_swordasa_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swordasa_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 250
	
	province_modifier = {
		monthly_income = 0.55
		build_speed = -0.05
		stationed_heavy_infantry_damage_mult = 0.40
        stationed_pikemen_damage_mult = 0.40
		stationed_heavy_infantry_toughness_mult = 0.40
        stationed_pikemen_toughness_mult = 0.40
		stationed_heavy_infantry_pursuit_mult = 0.40
		stationed_heavy_infantry_screen_mult = 0.40
		stationed_pikemen_pursuit_mult = 0.40
		stationed_pikemen_screen_mult = 0.40
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
        heavy_infantry_maintenance_mult = -0.02
        pikemen_maintenance_mult = -0.02
	}
	
	next_building = ary_swordasa_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

ary_swordasa_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swordasa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 340
	
	province_modifier = {
		monthly_income = 0.75
		build_speed = -0.075
		stationed_heavy_infantry_damage_mult = 0.60
        stationed_pikemen_damage_mult = 0.60
		stationed_heavy_infantry_toughness_mult = 0.60
        stationed_pikemen_toughness_mult = 0.60
		stationed_heavy_infantry_pursuit_mult = 0.60
		stationed_heavy_infantry_screen_mult = 0.60
		stationed_pikemen_pursuit_mult = 0.60
		stationed_pikemen_screen_mult = 0.60
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
        heavy_infantry_maintenance_mult = -0.03
        pikemen_maintenance_mult = -0.03
	}
	
	next_building = ary_swordasa_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_swordasa_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swordasa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500
	
	province_modifier = {
		monthly_income = 0.95
		build_speed = -0.10
		stationed_heavy_infantry_damage_mult = 0.80
        stationed_pikemen_damage_mult = 0.80
		stationed_heavy_infantry_toughness_mult = 0.80
        stationed_pikemen_toughness_mult = 0.80
		stationed_heavy_infantry_pursuit_mult = 0.80
		stationed_heavy_infantry_screen_mult = 0.80
		stationed_pikemen_pursuit_mult = 0.80
		stationed_pikemen_screen_mult = 0.80
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
        heavy_infantry_maintenance_mult = -0.04
        pikemen_maintenance_mult = -0.04
	}
	
	next_building = ary_swordasa_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_swordasa_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swordasa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750
	
	province_modifier = {
		monthly_income = 1.15
		build_speed = -0.13
		stationed_heavy_infantry_damage_mult = 1
        stationed_pikemen_damage_mult = 1
		stationed_heavy_infantry_toughness_mult = 1
        stationed_pikemen_toughness_mult = 1
		stationed_heavy_infantry_pursuit_mult = 1
		stationed_heavy_infantry_screen_mult = 1
		stationed_pikemen_pursuit_mult = 1
		stationed_pikemen_screen_mult = 1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.10
        heavy_infantry_maintenance_mult = -0.05
        pikemen_maintenance_mult = -0.05
	}
	
	next_building = ary_swordasa_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_swordasa_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swordasa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1100
	
	province_modifier = {
		monthly_income = 1.35
		build_speed = -0.16
		stationed_heavy_infantry_damage_mult = 1.2
        stationed_pikemen_damage_mult = 1.2
		stationed_heavy_infantry_toughness_mult = 1.2
        stationed_pikemen_toughness_mult = 1.2
		stationed_heavy_infantry_pursuit_mult = 1.2
		stationed_heavy_infantry_screen_mult = 1.2
		stationed_pikemen_pursuit_mult = 1.2
		stationed_pikemen_screen_mult = 1.2
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
		heavy_infantry_maintenance_mult = -0.06
        pikemen_maintenance_mult = -0.06
		heavy_infantry_max_size_add = 1
        pikemen_max_size_add = 1
	}
	
	next_building = ary_swordasa_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_swordasa_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swordasa_requirement_terrain = yes
	}
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 1600
	
	province_modifier = {
		monthly_income = 1.55
		build_speed = -0.19
		stationed_heavy_infantry_damage_mult = 1.4
        stationed_pikemen_damage_mult = 1.4
		stationed_heavy_infantry_toughness_mult = 1.4
        stationed_pikemen_toughness_mult = 1.4
		stationed_heavy_infantry_pursuit_mult = 1.4
		stationed_heavy_infantry_screen_mult = 1.4
		stationed_pikemen_pursuit_mult = 1.4
		stationed_pikemen_screen_mult = 1.4
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
		heavy_infantry_maintenance_mult = -0.07
        pikemen_maintenance_mult = -0.07
		heavy_infantry_max_size_add = 2
        pikemen_max_size_add = 2
	}
	
	next_building = ary_swordasa_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_swordasa_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swordasa_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 2240
	
	province_modifier = {
		monthly_income = 1.8
		build_speed = -0.22
		stationed_heavy_infantry_damage_mult = 1.6
        stationed_pikemen_damage_mult = 1.6
		stationed_heavy_infantry_toughness_mult = 1.6
        stationed_pikemen_toughness_mult = 1.6
		stationed_heavy_infantry_pursuit_mult = 1.6
		stationed_heavy_infantry_screen_mult = 1.6
		stationed_pikemen_pursuit_mult = 1.6
		stationed_pikemen_screen_mult = 1.6
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
		heavy_infantry_maintenance_mult = -0.08
        pikemen_maintenance_mult = -0.08
		heavy_infantry_max_size_add = 3
        pikemen_max_size_add = 3
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}
# Camel Training Grounds
ary_cameltg_01 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_cameltg_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150
	
	province_modifier = {
		monthly_income = 0.35
		build_speed = -0.025
		stationed_camel_cavalry_damage_mult = 0.20
		stationed_camel_cavalry_toughness_mult = 0.20
		stationed_camel_cavalry_pursuit_mult = 0.20
		stationed_camel_cavalry_screen_mult = 0.20
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
        camel_cavalry_maintenance_mult = -0.01
	}
	
	next_building = ary_cameltg_02

	type_icon = "icon_building_camel_farms.dds"
	
	ai_value = {
		base = 100
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes

		modifier = {
			factor = 0
			has_holding_type = city_holding
		}
		modifier = {
			factor = 0
			has_holding_type = church_holding
		}
	}
}

ary_cameltg_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_cameltg_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 250
	
	province_modifier = {
		monthly_income = 0.55
		build_speed = -0.05
		stationed_camel_cavalry_damage_mult = 0.40
		stationed_camel_cavalry_toughness_mult = 0.40
		stationed_camel_cavalry_pursuit_mult = 0.40
		stationed_camel_cavalry_screen_mult = 0.40
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
        camel_cavalry_maintenance_mult = -0.02
	}
	
	next_building = ary_cameltg_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

ary_cameltg_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_cameltg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 340
	
	province_modifier = {
		monthly_income = 0.75
		build_speed = -0.075
		stationed_camel_cavalry_damage_mult = 0.60
		stationed_camel_cavalry_toughness_mult = 0.60
		stationed_camel_cavalry_pursuit_mult = 0.60
		stationed_camel_cavalry_screen_mult = 0.60
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
        camel_cavalry_maintenance_mult = -0.03
	}
	
	next_building = ary_cameltg_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_cameltg_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_cameltg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500
	
	province_modifier = {
		monthly_income = 0.95
		build_speed = -0.10
		stationed_camel_cavalry_damage_mult = 0.80
		stationed_camel_cavalry_toughness_mult = 0.80
		stationed_camel_cavalry_pursuit_mult = 0.80
		stationed_camel_cavalry_screen_mult = 0.80
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
        camel_cavalry_maintenance_mult = -0.04
	}
	
	next_building = ary_cameltg_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_cameltg_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_cameltg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750
	
	province_modifier = {
		monthly_income = 1.15
		build_speed = -0.13
		stationed_camel_cavalry_damage_mult = 1
		stationed_camel_cavalry_toughness_mult = 1
		stationed_camel_cavalry_pursuit_mult = 1
		stationed_camel_cavalry_screen_mult = 1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.10
        camel_cavalry_maintenance_mult = -0.05
	}
	
	next_building = ary_cameltg_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_cameltg_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_cameltg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1100
	
	province_modifier = {
		monthly_income = 1.35
		build_speed = -0.16
		stationed_camel_cavalry_damage_mult = 1.2
		stationed_camel_cavalry_toughness_mult = 1.2
		stationed_camel_cavalry_pursuit_mult = 1.2
		stationed_camel_cavalry_screen_mult = 1.2
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
		camel_cavalry_maintenance_mult = -0.06
		camel_cavalry_max_size_add = 1
	}
	
	next_building = ary_cameltg_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_cameltg_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_cameltg_requirement_terrain = yes
	}
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 1600
	
	province_modifier = {
		monthly_income = 1.55
		build_speed = -0.19
		stationed_camel_cavalry_damage_mult = 1.4
		stationed_camel_cavalry_toughness_mult = 1.4
		stationed_camel_cavalry_pursuit_mult = 1.4
		stationed_camel_cavalry_screen_mult = 1.4
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
		camel_cavalry_maintenance_mult = -0.07
		camel_cavalry_max_size_add = 2
	}
	
	next_building = ary_cameltg_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_cameltg_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_cameltg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 2240
	
	province_modifier = {
		monthly_income = 1.8
		build_speed = -0.22
		stationed_camel_cavalry_damage_mult = 1.6
		stationed_camel_cavalry_toughness_mult = 1.6
		stationed_camel_cavalry_pursuit_mult = 1.6
		stationed_camel_cavalry_screen_mult = 1.6
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
		camel_cavalry_maintenance_mult = -0.08
		camel_cavalry_max_size_add = 3
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}
# Horse Archer Training Grounds
ary_hatg_01 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_hatg_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150
	
	province_modifier = {
		monthly_income = 0.35
		build_speed = -0.025
		stationed_archer_cavalry_damage_mult = 0.20
		stationed_archer_cavalry_toughness_mult = 0.20
		stationed_archer_cavalry_pursuit_mult = 0.20
		stationed_archer_cavalry_screen_mult = 0.20
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
        archer_cavalry_maintenance_mult = -0.01
	}
	
	next_building = ary_hatg_02

	type_icon = "icon_building_hillside_grazing.dds"
	
	ai_value = {
		base = 100
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes

		modifier = {
			factor = 0
			has_holding_type = city_holding
		}
		modifier = {
			factor = 0
			has_holding_type = church_holding
		}
	}
}

ary_hatg_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_hatg_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 250
	
	province_modifier = {
		monthly_income = 0.55
		build_speed = -0.05
		stationed_archer_cavalry_damage_mult = 0.40
		stationed_archer_cavalry_toughness_mult = 0.40
		stationed_archer_cavalry_pursuit_mult = 0.40
		stationed_archer_cavalry_screen_mult = 0.40
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
        archer_cavalry_maintenance_mult = -0.02
	}
	
	next_building = ary_hatg_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

ary_hatg_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_hatg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 340
	
	province_modifier = {
		monthly_income = 0.75
		build_speed = -0.075
		stationed_archer_cavalry_damage_mult = 0.60
		stationed_archer_cavalry_toughness_mult = 0.60
		stationed_archer_cavalry_pursuit_mult = 0.60
		stationed_archer_cavalry_screen_mult = 0.60
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
        archer_cavalry_maintenance_mult = -0.03
	}
	
	next_building = ary_hatg_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_hatg_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_hatg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500
	
	province_modifier = {
		monthly_income = 0.95
		build_speed = -0.10
		stationed_archer_cavalry_damage_mult = 0.80
		stationed_archer_cavalry_toughness_mult = 0.80
		stationed_archer_cavalry_pursuit_mult = 0.80
		stationed_archer_cavalry_screen_mult = 0.80
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
        archer_cavalry_maintenance_mult = -0.04
	}
	
	next_building = ary_hatg_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_hatg_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_hatg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750
	
	province_modifier = {
		monthly_income = 1.15
		build_speed = -0.13
		stationed_archer_cavalry_damage_mult = 1
		stationed_archer_cavalry_toughness_mult = 1
		stationed_archer_cavalry_pursuit_mult = 1
		stationed_archer_cavalry_screen_mult = 1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.10
        archer_cavalry_maintenance_mult = -0.05
	}
	
	next_building = ary_hatg_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_hatg_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_hatg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1100
	
	province_modifier = {
		monthly_income = 1.35
		build_speed = -0.16
		stationed_archer_cavalry_damage_mult = 1.2
		stationed_archer_cavalry_toughness_mult = 1.2
		stationed_archer_cavalry_pursuit_mult = 1.2
		stationed_archer_cavalry_screen_mult = 1.2
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
		archer_cavalry_maintenance_mult = -0.06
		archer_cavalry_max_size_add = 1
	}
	
	next_building = ary_hatg_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_hatg_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_hatg_requirement_terrain = yes
	}
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 1600
	
	province_modifier = {
		monthly_income = 1.55
		build_speed = -0.19
		stationed_archer_cavalry_damage_mult = 1.4
		stationed_archer_cavalry_toughness_mult = 1.4
		stationed_archer_cavalry_pursuit_mult = 1.4
		stationed_archer_cavalry_screen_mult = 1.4
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
		archer_cavalry_maintenance_mult = -0.07
		archer_cavalry_max_size_add = 2
	}
	
	next_building = ary_hatg_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_hatg_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_hatg_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 2240
	
	province_modifier = {
		monthly_income = 1.8
		build_speed = -0.22
		stationed_archer_cavalry_damage_mult = 1.6
		stationed_archer_cavalry_toughness_mult = 1.6
		stationed_archer_cavalry_pursuit_mult = 1.6
		stationed_archer_cavalry_screen_mult = 1.6
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
		archer_cavalry_maintenance_mult = -0.08
		archer_cavalry_max_size_add = 3
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}
# Merchant Guilds
ary_merchantg_01 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_merchantg_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}

	show_disabled = yes

	cost_gold = 200
	
	province_modifier = {
		monthly_income = 1.9
		tax_mult = 0.03
		supply_limit = 500
		travel_danger = -3
	}
	
	character_modifier = {
		stress_gain_mult = 0.02
		tax_mult = 0.01
		mercenary_hire_cost_mult = -0.04
	}
	
	county_modifier = {
		development_growth = 0.03
		development_growth_factor = 0.03
	}
	
	next_building = ary_merchantg_02

	type_icon = "icon_structure_university_of_siena.dds"
	
	ai_value = {
		base = 20
		ai_tier_1_building_modifier = yes
		ai_tier_1_economical_building_preference_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
	}
}

ary_merchantg_02 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_merchantg_requirement_terrain = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}

	show_disabled = yes

	cost_gold = 350
	
	province_modifier = {
		monthly_income = 3.8
		tax_mult = 0.06
		supply_limit = 1000
		travel_danger = -6
	}
	
	character_modifier = {
		stress_gain_mult = 0.04
		tax_mult = 0.02
		mercenary_hire_cost_mult = -0.04
	}
	
	county_modifier = {
		development_growth = 0.06
		development_growth_factor = 0.06
	}
	
	next_building = ary_merchantg_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_merchantg_03 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_merchantg_requirement_terrain = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}

	show_disabled = yes
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = 485
	
	province_modifier = {
		monthly_income = 5.7
		tax_mult = 0.09
		supply_limit = 1500
		travel_danger = -9
	}
	
	character_modifier = {
		stress_gain_mult = 0.06
		tax_mult = 0.03
		mercenary_hire_cost_mult = -0.06
	}
	
	county_modifier = {
		development_growth = 0.09
		development_growth_factor = 0.09
	}
	
	next_building = ary_merchantg_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_merchantg_04 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_merchantg_requirement_terrain = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}

	show_disabled = yes

	cost_gold = 725
	
	province_modifier = {
		monthly_income = 7.6
		tax_mult = 0.12
		supply_limit = 2000
		travel_danger = -12
	}
	
	character_modifier = {
		stress_gain_mult = 0.08
		tax_mult = 0.04
		mercenary_hire_cost_mult = -0.08
	}
	
	county_modifier = {
		development_growth = 0.12
		development_growth_factor = 0.12
	}
	
	next_building = ary_merchantg_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_merchantg_05 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_merchantg_requirement_terrain = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}

	show_disabled = yes
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	cost_gold = 1110
	
	province_modifier = {
		monthly_income = 9.5
		tax_mult = 0.15
		supply_limit = 2500
		travel_danger = -15
	}
	
	character_modifier = {
		stress_gain_mult = 0.1
		tax_mult = 0.05
		mercenary_hire_cost_mult = -0.1
	}
	
	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.15
	}
	
	next_building = ary_merchantg_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_merchantg_06 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_merchantg_requirement_terrain = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}

	show_disabled = yes

	cost_gold = 1640
	
	province_modifier = {
		monthly_income = 11.4
		tax_mult = 0.18
		supply_limit = 3000
		travel_danger = -18
	}
	
	character_modifier = {
		stewardship = 1
		stress_gain_mult = 0.12
		tax_mult = 0.06
		mercenary_hire_cost_mult = -0.12
		monthly_income_per_stress_level_mult = 0.02
		monthly_war_income_mult = -0.02
	}
	
	county_modifier = {
		development_growth = 0.18
		development_growth_factor = 0.18
	}
	
	next_building = ary_merchantg_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_merchantg_07 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_merchantg_requirement_terrain = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}

	show_disabled = yes
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 2375
	
	province_modifier = {
		monthly_income = 13.3
		tax_mult = 0.21
		supply_limit = 3500
		travel_danger = -21
	}
	
	character_modifier = {
		stewardship = 2
		stress_gain_mult = 0.14
		tax_mult = 0.07
		mercenary_hire_cost_mult = -0.14
		monthly_income_per_stress_level_mult = 0.04
		monthly_war_income_mult = -0.04
	}
	
	county_modifier = {
		development_growth = 0.21
		development_growth_factor = 0.21
	}
	
	next_building = ary_merchantg_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_merchantg_08 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_merchantg_requirement_terrain = yes
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}

	show_disabled = yes

	cost_gold = 3335
	
	province_modifier = {
		monthly_income = 15.2
		tax_mult = 0.24
		supply_limit = 4000
		travel_danger = -24
	}
	
	character_modifier = {
		stewardship = 3
		stress_gain_mult = 0.16
		tax_mult = 0.08
		mercenary_hire_cost_mult = -0.16
		monthly_income_per_stress_level_mult = 0.06
		monthly_war_income_mult = -0.06
	}
	
	county_modifier = {
		development_growth = 0.24
		development_growth_factor = 0.24
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}
# Firearms Factories
ary_firearmsf_01 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_firearmsf_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150
	
	province_modifier = {
		monthly_income = 0.35
		tax_mult = 0.02
		county_opinion_add = -2
		stationed_gunpowder_damage_mult = 0.20
		stationed_gunpowder_toughness_mult = 0.20
		stationed_gunpowder_pursuit_mult = 0.20
		stationed_gunpowder_screen_mult = 0.20
		stationed_siege_weapon_damage_mult = 0.20
		stationed_siege_weapon_toughness_mult = 0.20
		stationed_siege_weapon_pursuit_mult = 0.20
		stationed_siege_weapon_screen_mult = 0.20
		stationed_maa_siege_value_mult = 0.1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
        gunpowder_maintenance_mult = -0.01
		siege_weapon_maintenance_mult = -0.01
	}
	
	next_building = ary_firearmsf_02

	type_icon = "icon_structure_apollinare_nuovo.dds"
	
	ai_value = {
		base = 100
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes

		modifier = {
			factor = 0
			has_holding_type = city_holding
		}
		modifier = {
			factor = 0
			has_holding_type = church_holding
		}
	}
}

ary_firearmsf_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_firearmsf_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		scope:holder.culture = {
			has_innovation = innovation_barracks
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 250
	
	province_modifier = {
		monthly_income = 0.55
		tax_mult = 0.04
		county_opinion_add = -4
		stationed_gunpowder_damage_mult = 0.4
		stationed_gunpowder_toughness_mult = 0.4
		stationed_gunpowder_pursuit_mult = 0.4
		stationed_gunpowder_screen_mult = 0.4
		stationed_siege_weapon_damage_mult = 0.4
		stationed_siege_weapon_toughness_mult = 0.4
		stationed_siege_weapon_pursuit_mult = 0.4
		stationed_siege_weapon_screen_mult = 0.4
		stationed_maa_siege_value_mult = 0.2
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
        gunpowder_maintenance_mult = -0.02
		siege_weapon_maintenance_mult = -0.02
	}
	
	next_building = ary_firearmsf_03
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

ary_firearmsf_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_firearmsf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 340
	
	province_modifier = {
		monthly_income = 0.75
		tax_mult = 0.06
		county_opinion_add = -6
		stationed_gunpowder_damage_mult = 0.6
		stationed_gunpowder_toughness_mult = 0.6
		stationed_gunpowder_pursuit_mult = 0.6
		stationed_gunpowder_screen_mult = 0.6
		stationed_siege_weapon_damage_mult = 0.6
		stationed_siege_weapon_toughness_mult = 0.6
		stationed_siege_weapon_pursuit_mult = 0.6
		stationed_siege_weapon_screen_mult = 0.6
		stationed_maa_siege_value_mult = 0.3
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
        gunpowder_maintenance_mult = -0.03
		siege_weapon_maintenance_mult = -0.03
	}
	
	next_building = ary_firearmsf_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_firearmsf_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_firearmsf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_burhs
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500
	
	province_modifier = {
		monthly_income = 0.95
		tax_mult = 0.08
		county_opinion_add = -8
		stationed_gunpowder_damage_mult = 0.8
		stationed_gunpowder_toughness_mult = 0.8
		stationed_gunpowder_pursuit_mult = 0.8
		stationed_gunpowder_screen_mult = 0.8
		stationed_siege_weapon_damage_mult = 0.8
		stationed_siege_weapon_toughness_mult = 0.8
		stationed_siege_weapon_pursuit_mult = 0.8
		stationed_siege_weapon_screen_mult = 0.8
		stationed_maa_siege_value_mult = 0.4
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
        gunpowder_maintenance_mult = -0.04
		siege_weapon_maintenance_mult = -0.04
	}
	
	next_building = ary_firearmsf_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_firearmsf_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_firearmsf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_castle_baileys
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 750
	
	province_modifier = {
		monthly_income = 1.15
		tax_mult = 0.1
		county_opinion_add = -10
		stationed_gunpowder_damage_mult = 1
		stationed_gunpowder_toughness_mult = 1
		stationed_gunpowder_pursuit_mult = 1
		stationed_gunpowder_screen_mult = 1
		stationed_siege_weapon_damage_mult = 1
		stationed_siege_weapon_toughness_mult = 1
		stationed_siege_weapon_pursuit_mult = 1
		stationed_siege_weapon_screen_mult = 1
		stationed_maa_siege_value_mult = 0.5
	}
	character_modifier = {
		knight_effectiveness_mult = 0.1
        gunpowder_maintenance_mult = -0.05
		siege_weapon_maintenance_mult = -0.05
	}
	
	next_building = ary_firearmsf_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_firearmsf_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_firearmsf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1100
	
	province_modifier = {
		monthly_income = 1.35
		tax_mult = 0.12
		county_opinion_add = -12
		stationed_gunpowder_damage_mult = 1.2
		stationed_gunpowder_toughness_mult = 1.2
		stationed_gunpowder_pursuit_mult = 1.2
		stationed_gunpowder_screen_mult = 1.2
		stationed_siege_weapon_damage_mult = 1.2
		stationed_siege_weapon_toughness_mult = 1.2
		stationed_siege_weapon_pursuit_mult = 1.2
		stationed_siege_weapon_screen_mult = 1.2
		stationed_maa_siege_value_mult = 0.65
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
        gunpowder_maintenance_mult = -0.06
		siege_weapon_maintenance_mult = -0.06
		gunpowder_max_size_add = 1
		siege_weapon_max_size_add = 1
	}
	
	next_building = ary_firearmsf_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_firearmsf_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_firearmsf_requirement_terrain = yes
	}
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}
	
	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	cost_gold = 1600
	
	province_modifier = {
		monthly_income = 1.55
		tax_mult = 0.14
		county_opinion_add = -14
		stationed_gunpowder_damage_mult = 1.4
		stationed_gunpowder_toughness_mult = 1.4
		stationed_gunpowder_pursuit_mult = 1.4
		stationed_gunpowder_screen_mult = 1.4
		stationed_siege_weapon_damage_mult = 1.4
		stationed_siege_weapon_toughness_mult = 1.4
		stationed_siege_weapon_pursuit_mult = 1.4
		stationed_siege_weapon_screen_mult = 1.4
		stationed_maa_siege_value_mult = 0.85
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
        gunpowder_maintenance_mult = -0.07
		siege_weapon_maintenance_mult = -0.07
		gunpowder_max_size_add = 2
		siege_weapon_max_size_add = 2
	}
	
	next_building = ary_firearmsf_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_firearmsf_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_firearmsf_requirement_terrain = yes
	}

	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_royal_armory
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 2240
	
	province_modifier = {
		monthly_income = 1.8
		tax_mult = 0.16
		county_opinion_add = -16
		stationed_gunpowder_damage_mult = 1.6
		stationed_gunpowder_toughness_mult = 1.6
		stationed_gunpowder_pursuit_mult = 1.6
		stationed_gunpowder_screen_mult = 1.6
		stationed_siege_weapon_damage_mult = 1.6
		stationed_siege_weapon_toughness_mult = 1.6
		stationed_siege_weapon_pursuit_mult = 1.6
		stationed_siege_weapon_screen_mult = 1.6
		stationed_maa_siege_value_mult = 1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
        gunpowder_maintenance_mult = -0.08
		siege_weapon_maintenance_mult = -0.08
		gunpowder_max_size_add = 3
		siege_weapon_max_size_add = 3
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}