﻿### Mammoth Training Grounds

ary_mtg_01 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_mtg_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_elephant_cavalry_damage_mult = 0.20
		stationed_elephant_cavalry_toughness_mult = 0.20
		stationed_elephant_cavalry_pursuit_mult = 0.20
		stationed_elephant_cavalry_screen_mult = 0.20
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
		elephant_cavalry_maintenance_mult = -0.01
	}
	
	next_building = ary_mtg_02

	type_icon = "icon_building_elephant_pens.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_mtg_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_mtg_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_elephant_cavalry_damage_mult = 0.40
		stationed_elephant_cavalry_toughness_mult = 0.40
		stationed_elephant_cavalry_pursuit_mult = 0.40
		stationed_elephant_cavalry_screen_mult = 0.40
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
		elephant_cavalry_maintenance_mult = -0.02
	}
	
	next_building = ary_mtg_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_mtg_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_mtg_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_elephant_cavalry_damage_mult = 0.60
		stationed_elephant_cavalry_toughness_mult = 0.60
		stationed_elephant_cavalry_pursuit_mult = 0.60
		stationed_elephant_cavalry_screen_mult = 0.60
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
		elephant_cavalry_maintenance_mult = -0.03
	}
	
	next_building = ary_mtg_04
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_mtg_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_mtg_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_elephant_cavalry_damage_mult = 0.80
		stationed_elephant_cavalry_toughness_mult = 0.80
		stationed_elephant_cavalry_pursuit_mult = 0.80
		stationed_elephant_cavalry_screen_mult = 0.80
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
		elephant_cavalry_maintenance_mult = -0.04
	}
	
	next_building = ary_mtg_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_mtg_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_mtg_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_elephant_cavalry_damage_mult = 1
		stationed_elephant_cavalry_toughness_mult = 1
		stationed_elephant_cavalry_pursuit_mult = 1
		stationed_elephant_cavalry_screen_mult = 1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.10
		elephant_cavalry_maintenance_mult = -0.05
	}
	
	next_building = ary_mtg_06
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_mtg_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_mtg_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_elephant_cavalry_damage_mult = 1.2
		stationed_elephant_cavalry_toughness_mult = 1.2
		stationed_elephant_cavalry_pursuit_mult = 1.2
		stationed_elephant_cavalry_screen_mult = 1.2
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
		elephant_cavalry_maintenance_mult = -0.06
		elephant_cavalry_max_size_add = 1
	}
	
	next_building = ary_mtg_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_mtg_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_mtg_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_elephant_cavalry_damage_mult = 1.4
		stationed_elephant_cavalry_toughness_mult = 1.4
		stationed_elephant_cavalry_pursuit_mult = 1.4
		stationed_elephant_cavalry_screen_mult = 1.4
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
		elephant_cavalry_maintenance_mult = -0.07
		elephant_cavalry_max_size_add = 2
	}
	
	next_building = ary_mtg_08
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_mtg_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_mtg_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_elephant_cavalry_damage_mult = 1.6
		stationed_elephant_cavalry_toughness_mult = 1.6
		stationed_elephant_cavalry_pursuit_mult = 1.6
		stationed_elephant_cavalry_screen_mult = 1.6
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
		elephant_cavalry_maintenance_mult = -0.08
		elephant_cavalry_max_size_add = 3
	}
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}
# Empire Walls
ary_ew_01 = {
	construction_time = 1095

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

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 100
	
	levy = 100
	max_garrison = 150
	province_modifier = {
		monthly_income = 0.2
		fort_level = 3
		defender_holding_advantage = 2
		stationed_maa_damage_mult = 0.05
		stationed_maa_toughness_mult = 0.05
		travel_danger = -2
		county_opinion_add = 2
		monthly_county_control_growth_factor = 0.02
	}

	next_building = ary_ew_02

	type_icon = "aljaferia.dds"
	
	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
		modifier = {
			factor = 5
			free_building_slots <= 3
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 5
			free_building_slots <= 2
		}
		modifier = {
			factor = 5
			free_building_slots <= 1
		}
		culture_likely_to_fortify_modifier = yes
	}
}

ary_ew_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_ew_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			scope:holder.culture = {
				has_innovation = innovation_motte
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = next_level_fortification
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150
	
	levy = 175
	max_garrison = 300
	province_modifier = {
		monthly_income = 0.4
		fort_level = 6
		defender_holding_advantage = 4
		stationed_maa_damage_mult = 0.10
		stationed_maa_toughness_mult = 0.10
		travel_danger = -4
		county_opinion_add = 4
		monthly_county_control_growth_factor = 0.04
	}
	
	next_building = ary_ew_03

	type_icon = "aljaferia.dds"
	
	ai_value = {
		base = 9
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

ary_ew_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_ew_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 02 }
			scope:holder.culture = {
				has_innovation = innovation_battlements
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 01 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_motte
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 250
	
	levy = 250
	max_garrison = 450
	province_modifier = {
		monthly_income = 0.6
		fort_level = 9
		defender_holding_advantage = 6
		stationed_maa_damage_mult = 0.15
		stationed_maa_toughness_mult = 0.15
		travel_danger = -6
		county_opinion_add = 6
		monthly_county_control_growth_factor = 0.06
	}
	
	next_building = ary_ew_04

	type_icon = "aljaferia.dds"
	
	ai_value = {
		base = 8
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_ew_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_ew_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 02 }
			scope:holder.culture = {
				has_innovation = innovation_battlements
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 01 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_motte
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 350
	
	levy = 325
	max_garrison = 600
	province_modifier = {
		monthly_income = 0.8
		fort_level = 12
		defender_holding_advantage = 8
		stationed_maa_damage_mult = 0.20
		stationed_maa_toughness_mult = 0.20
		travel_danger = -8
		county_opinion_add = 8
		monthly_county_control_growth_factor = 0.08
	}
	
	next_building = ary_ew_05

	type_icon = "aljaferia.dds"
	
	ai_value = {
		base = 7
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_ew_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_ew_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 03 }
			scope:holder.culture = {
				has_innovation = innovation_hoardings
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 02 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_battlements
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 500
	
	levy = 400
	max_garrison = 750
	province_modifier = {
		monthly_income = 1
		fort_level = 15
		defender_holding_advantage = 11
		stationed_maa_damage_mult = 0.25
		stationed_maa_toughness_mult = 0.25
		travel_danger = -10
		county_opinion_add = 12
		monthly_county_control_growth_factor = 0.12
	}
	
	next_building = ary_ew_06

	type_icon = "aljaferia.dds"
	
	ai_value = {
		base = 6
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_ew_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_ew_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 03 }
			scope:holder.culture = {
				has_innovation = innovation_hoardings
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 02 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_battlements
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 700
	
	levy = 475
	max_garrison = 900
	province_modifier = {
		monthly_income = 1.2
		fort_level = 18
		defender_holding_advantage = 14
		stationed_maa_damage_mult = 0.30
		stationed_maa_toughness_mult = 0.30
		travel_danger = -12
		county_opinion_add = 14
		monthly_county_control_growth_factor = 0.14
	}
	
	next_building = ary_ew_07

	type_icon = "aljaferia.dds"
	
	ai_value = {
		base = 5
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_ew_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_ew_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 04 }
			scope:holder.culture = {
				has_innovation = innovation_machicolations
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 03 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_hoardings
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 950
	
	levy = 550
	max_garrison = 1050
	province_modifier = {
		monthly_income = 1.4
		fort_level = 21
		defender_holding_advantage = 17
		stationed_maa_damage_mult = 0.35
		stationed_maa_toughness_mult = 0.35
		travel_danger = -14
		county_opinion_add = 17
		monthly_county_control_growth_factor = 0.17
	}
	
	next_building = ary_ew_08

	type_icon = "aljaferia.dds"
	
	ai_value = {
		base = 4
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_ew_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_ew_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 04 }
			scope:holder.culture = {
				has_innovation = innovation_machicolations
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 03 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_hoardings
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 1250
	
	levy = 625
	max_garrison = 1200
	province_modifier = {
		monthly_income = 1.6
		fort_level = 24
		defender_holding_advantage = 20
		stationed_maa_damage_mult = 0.40
		stationed_maa_toughness_mult = 0.40
		travel_danger = -16
		county_opinion_add = 20
		monthly_county_control_growth_factor = 0.20
	}

	type_icon = "aljaferia.dds"
	
	ai_value = {
		base = 3
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}
# Empire Tax Offices
ary_eto_01 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_eto_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
	
	can_construct = {
	}

	cost_gold = 200
	
	province_modifier = {
		monthly_income = 0.75
		tax_mult = 0.06
		county_opinion_add = -3
		monthly_county_control_growth_factor = -0.03
	}
	
	character_modifier = {
		domain_tax_mult = 0.01
		men_at_arms_maintenance = -0.01
		mercenary_hire_cost_mult = -0.01
	}
	
	county_modifier = {
		development_growth = 0.03
		development_growth_factor = 0.03
		build_gold_cost = -0.05
		build_speed = -0.05
	}
	
	next_building = ary_eto_02

	type_icon = "icon_building_tax_assessor.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_eto_02 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_eto_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
	
	can_construct = {
	}

	cost_gold = 350
	
	province_modifier = {
		monthly_income = 1.5
		tax_mult = 0.13
		county_opinion_add = -6
		monthly_county_control_growth_factor = -0.06
	}
	
	character_modifier = {
		domain_tax_mult = 0.02
		men_at_arms_maintenance = -0.02
		mercenary_hire_cost_mult = -0.02
	}
	
	county_modifier = {
		development_growth = 0.06
		development_growth_factor = 0.06
		build_gold_cost = -0.10
		build_speed = -0.10
	}
	
	next_building = ary_eto_03

	type_icon = "icon_building_tax_assessor.dds"
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_eto_03 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_eto_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = 485
	
	province_modifier = {
		monthly_income = 2.25
		tax_mult = 0.2
		county_opinion_add = -9
		monthly_county_control_growth_factor = -0.09
	}
	
	character_modifier = {
		domain_tax_mult = 0.03
		men_at_arms_maintenance = -0.03
		mercenary_hire_cost_mult = -0.03
	}
	
	county_modifier = {
		development_growth = 0.09
		development_growth_factor = 0.09
		build_gold_cost = -0.15
		build_speed = -0.15
	}
	
	next_building = ary_eto_04

	type_icon = "icon_building_tax_assessor.dds"
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_eto_04 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_eto_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
	
	can_construct = {
	}

	cost_gold = 725
	
	province_modifier = {
		monthly_income = 3
		tax_mult = 0.26
		county_opinion_add = -12
		monthly_county_control_growth_factor = -0.12
	}
	
	character_modifier = {
		domain_tax_mult = 0.04
		men_at_arms_maintenance = -0.04
		mercenary_hire_cost_mult = -0.04
	}
	
	county_modifier = {
		development_growth = 0.12
		development_growth_factor = 0.12
		build_gold_cost = -0.20
		build_speed = -0.20
	}
	
	next_building = ary_eto_05

	type_icon = "icon_building_tax_assessor.dds"
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_eto_05 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_eto_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	cost_gold = 1110
	
	province_modifier = {
		monthly_income = 3.75
		tax_mult = 0.32
		county_opinion_add = -15
		monthly_county_control_growth_factor = -0.15
	}
	
	character_modifier = {
		domain_tax_mult = 0.05
		men_at_arms_maintenance = -0.05
		mercenary_hire_cost_mult = -0.05
	}
	
	county_modifier = {
		development_growth = 0.15
		development_growth_factor = 0.15
		build_gold_cost = -0.25
		build_speed = -0.25
	}
	
	next_building = ary_eto_06

	type_icon = "icon_building_tax_assessor.dds"
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_eto_06 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_eto_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	cost_gold = 1640
	
	province_modifier = {
		monthly_income = 4.5
		tax_mult = 0.39
		county_opinion_add = -18
		monthly_county_control_growth_factor = -0.18
	}
	
	character_modifier = {
		domain_tax_mult = 0.06
		men_at_arms_maintenance = -0.06
		mercenary_hire_cost_mult = -0.06
	}
	
	county_modifier = {
		development_growth = 0.18
		development_growth_factor = 0.18
		build_gold_cost = -0.30
		build_speed = -0.30
	}
	
	next_building = ary_eto_07

	type_icon = "icon_building_tax_assessor.dds"
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_eto_07 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_eto_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 2375
	
	province_modifier = {
		monthly_income = 5.25
		tax_mult = 0.45
		county_opinion_add = -21
		monthly_county_control_growth_factor = -0.21
	}
	
	character_modifier = {
		domain_tax_mult = 0.07
		men_at_arms_maintenance = -0.07
		mercenary_hire_cost_mult = -0.07
	}
	
	county_modifier = {
		development_growth = 0.21
		development_growth_factor = 0.21
		build_gold_cost = -0.35
		build_speed = -0.35
	}
	
	next_building = ary_eto_08

	type_icon = "icon_building_tax_assessor.dds"
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_eto_08 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_eto_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 3335
	
	province_modifier = {
		monthly_income = 6
		tax_mult = 0.52
		county_opinion_add = -24
		monthly_county_control_growth_factor = -0.24
	}
	
	character_modifier = {
		domain_tax_mult = 0.08
		men_at_arms_maintenance = -0.08
		mercenary_hire_cost_mult = -0.08
		domain_limit = 1
	}
	
	county_modifier = {
		development_growth = 0.24
		development_growth_factor = 0.24
		build_gold_cost = -0.40
		build_speed = -0.40
	}

	type_icon = "icon_building_tax_assessor.dds"
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}
# Large Military Camp
ary_lmc_01 = {
	construction_time = 1095

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

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}
	
	cost_gold = 150
	
	province_modifier = {
		stationed_maa_damage_mult = 0.30
		stationed_maa_toughness_mult = 0.30
		stationed_maa_pursuit_mult = 0.30
		stationed_maa_screen_mult = 0.30
	}
	character_modifier = {
		knight_effectiveness_mult = 0.02
		men_at_arms_recruitment_cost = -0.01
		men_at_arms_maintenance = -0.01
	}
	
	next_building = ary_lmc_02

	type_icon = "icon_building_legendary_statue.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_lmc_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_lmc_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 = {
		stationed_maa_damage_mult = 0.40
		stationed_maa_toughness_mult = 0.40
		stationed_maa_pursuit_mult = 0.40
		stationed_maa_screen_mult = 0.40
	}
	character_modifier = {
		knight_effectiveness_mult = 0.04
		men_at_arms_recruitment_cost = -0.02
		men_at_arms_maintenance = -0.02
	}
	
	next_building = ary_lmc_03

	type_icon = "icon_building_legendary_statue.dds"
	
	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_lmc_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_lmc_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 = {
		stationed_maa_damage_mult = 0.50
		stationed_maa_toughness_mult = 0.50
		stationed_maa_pursuit_mult = 0.50
		stationed_maa_screen_mult = 0.50
	}
	character_modifier = {
		knight_effectiveness_mult = 0.06
		men_at_arms_recruitment_cost = -0.03
		men_at_arms_maintenance = -0.03
	}
	
	next_building = ary_lmc_04

	type_icon = "icon_building_legendary_statue.dds"
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_lmc_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_lmc_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 = {
		stationed_maa_damage_mult = 0.60
		stationed_maa_toughness_mult = 0.60
		stationed_maa_pursuit_mult = 0.60
		stationed_maa_screen_mult = 0.60
	}
	character_modifier = {
		knight_effectiveness_mult = 0.08
		men_at_arms_recruitment_cost = -0.04
		men_at_arms_maintenance = -0.04
	}
	
	next_building = ary_lmc_05
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_lmc_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_lmc_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 = {
		stationed_maa_damage_mult = 0.70
		stationed_maa_toughness_mult = 0.70
		stationed_maa_pursuit_mult = 0.70
		stationed_maa_screen_mult = 0.70
	}
	character_modifier = {
		knight_effectiveness_mult = 0.10
		men_at_arms_recruitment_cost = -0.05
		men_at_arms_maintenance = -0.05
	}
	
	next_building = ary_lmc_06

	type_icon = "icon_building_legendary_statue.dds"
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_lmc_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_lmc_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 = 1110
	
	province_modifier = {
		stationed_maa_damage_mult = 0.80
		stationed_maa_toughness_mult = 0.80
		stationed_maa_pursuit_mult = 0.80
		stationed_maa_screen_mult = 0.80
	}
	character_modifier = {
		knight_effectiveness_mult = 0.12
		men_at_arms_recruitment_cost = -0.06
		men_at_arms_maintenance = -0.06
		men_at_arms_limit = 1
	}
	
	next_building = ary_lmc_07
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_lmc_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_lmc_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 = {
		stationed_maa_damage_mult = 0.90
		stationed_maa_toughness_mult = 0.90
		stationed_maa_pursuit_mult = 0.90
		stationed_maa_screen_mult = 0.90
	}
	character_modifier = {
		knight_effectiveness_mult = 0.14
		men_at_arms_recruitment_cost = -0.07
		men_at_arms_maintenance = -0.07
		men_at_arms_limit = 2
	}
	
	next_building = ary_lmc_08

	type_icon = "icon_building_legendary_statue.dds"
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}

ary_lmc_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_lmc_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 = {
		stationed_maa_damage_mult = 1
		stationed_maa_toughness_mult = 1
		stationed_maa_pursuit_mult = 1
		stationed_maa_screen_mult = 1
	}
	character_modifier = {
		knight_effectiveness_mult = 0.16
		men_at_arms_recruitment_cost = -0.08
		men_at_arms_maintenance = -0.08
		men_at_arms_limit = 3
		men_at_arms_cap = 1
	}

	type_icon = "icon_building_legendary_statue.dds"
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_military_modifier = yes
	}
}
# Ruby Mines
ary_dim_01 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_dim_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
	
	can_construct = {
	}

	cost_gold = 500
	
	province_modifier = {
		fort_level = 1
		defender_holding_advantage = 1
		monthly_income = 1.9
		supply_limit_mult = -0.07
		levy_size = -0.04
		tax_mult = 0.02
	}
	
	county_modifier = {
		build_gold_cost = -0.03
	}
	
	next_building = ary_dim_02

	type_icon = "icon_structure_mines.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_dim_02 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_dim_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
	
	can_construct = {
	}

	cost_gold = 1000
	
	province_modifier = {
		fort_level = 2
		defender_holding_advantage = 2
		monthly_income = 3.8
		supply_limit_mult = -0.14
		levy_size = -0.08
		tax_mult = 0.04
	}
	
	county_modifier = {
		build_gold_cost = -0.06
	}
	
	next_building = ary_dim_03

	type_icon = "icon_structure_mines.dds"
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_dim_03 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_dim_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = 1500
	
	province_modifier = {
		fort_level = 3
		defender_holding_advantage = 3
		monthly_income = 5.7
		supply_limit_mult = -0.21
		levy_size = -0.12
		tax_mult = 0.06
	}
	
	county_modifier = {
		build_gold_cost = -0.09
	}
	
	next_building = ary_dim_04

	type_icon = "icon_structure_mines.dds"
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_dim_04 = {
	construction_time = 1825

	effect_desc = windfurnaces_effects_desc

	can_construct_potential = {
		building_ary_dim_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
	
	can_construct = {
	}

	cost_gold = 2000
	
	province_modifier = {
		fort_level = 4
		defender_holding_advantage = 4
		monthly_income = 7.6
		supply_limit_mult = -0.28
		levy_size = -0.16
		tax_mult = 0.08
	}
	
	county_modifier = {
		build_gold_cost = -0.12
	}
	
	next_building = ary_dim_05

	type_icon = "icon_structure_mines.dds"
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_dim_05 = {
	construction_time = 1825

	effect_desc = windfurnaces_effects_desc

	can_construct_potential = {
		building_ary_dim_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	cost_gold = 2500
	
	province_modifier = {
		fort_level = 5
		defender_holding_advantage = 5
		monthly_income = 9.5
		supply_limit_mult = -0.35
		levy_size = -0.20
		tax_mult = 0.1
	}
	
	county_modifier = {
		build_gold_cost = -0.15
	}
	
	next_building = ary_dim_06

	type_icon = "icon_structure_mines.dds"
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_dim_06 = {
	construction_time = 1825

	effect_desc = windfurnaces_effects_desc

	can_construct_potential = {
		building_ary_dim_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	cost_gold = 3000
	
	province_modifier = {
		fort_level = 6
		defender_holding_advantage = 6
		monthly_income = 11.4
		supply_limit_mult = -0.42
		levy_size = -0.24
		tax_mult = 0.12
	}
	
	county_modifier = {
		build_gold_cost = -0.18
	}

	character_modifier = {
		monthly_income_mult = 0.01
	}
	
	next_building = ary_dim_07

	type_icon = "icon_structure_mines.dds"
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_dim_07 = {
	construction_time = 1825

	effect_desc = windfurnaces_effects_desc

	can_construct_potential = {
		building_ary_dim_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 3500
	
	province_modifier = {
		fort_level = 7
		defender_holding_advantage = 7
		monthly_income = 13.5
		supply_limit_mult = -0.49
		levy_size = -0.28
		tax_mult = 0.14
	}
	
	county_modifier = {
		build_gold_cost = -0.21
	}

	character_modifier = {
		monthly_income_mult = 0.03
	}
	
	next_building = ary_dim_08

	type_icon = "icon_structure_mines.dds"
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_dim_08 = {
	construction_time = 1825

	effect_desc = windfurnaces_effects_desc

	can_construct_potential = {
		building_ary_dim_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 4500
	
	province_modifier = {
		fort_level = 8
		defender_holding_advantage = 8
		monthly_income = 16
		supply_limit_mult = -0.60
		levy_size = -0.40
		tax_mult = 0.16
	}
	
	county_modifier = {
		build_gold_cost = -0.25
	}
	
	character_modifier = {
		monthly_income_mult = 0.05
	}

	type_icon = "icon_structure_mines.dds"
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}
# Sea Watchtower
ary_swt_01 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swt_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
		}
	}
	
	cost_gold = 100
	
	max_garrison = 100
	province_modifier = {
		monthly_income = 0.3
	}

	character_modifier = {
		movement_speed = 0.04
		coastal_sea_travel_danger = -4
		sea_travel_danger = -4
		lifestyle_traveler_xp_gain_mult = 0.04
	}

	county_modifier = {
		fort_level = 1
		development_growth = 0.15
		development_growth_factor = 0.10
		hostile_raid_time = 0.25
		defender_holding_advantage = 2
	}

	next_building = ary_swt_02

	type_icon = "hercules.dds"
	
	ai_value = {
		base = 10
		ai_tier_1_building_modifier = yes
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
		modifier = {
			factor = 5
			free_building_slots <= 3
			scope:holder.capital_province = this
		}
		modifier = {
			factor = 5
			free_building_slots <= 2
		}
		modifier = {
			factor = 5
			free_building_slots <= 1
		}
		culture_likely_to_fortify_modifier = yes
	}
}

ary_swt_02 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swt_requirement_terrain = yes
		building_requirement_castle_city_church = { LEVEL = 01 }
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			scope:holder.culture = {
				has_innovation = innovation_motte
			}
		}
		trigger_else = {
			culture = {
				has_cultural_parameter = next_level_fortification
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}
	
	cost_gold = 150
	
	max_garrison = 200
	province_modifier = {
		monthly_income = 0.6
	}

	character_modifier = {
		movement_speed = 0.06
		coastal_sea_travel_danger = -6
		sea_travel_danger = -6
		lifestyle_traveler_xp_gain_mult = 0.06
	}

	county_modifier = {
		fort_level = 2
		development_growth = 0.21
		development_growth_factor = 0.12
		hostile_raid_time = 0.30
		defender_holding_advantage = 4
	}
	
	next_building = ary_swt_03

	type_icon = "hercules.dds"
	
	ai_value = {
		base = 9
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
		modifier = { # Fill all building slots before going for upgrades
			factor = 0
			free_building_slots > 0
		}
	}
}

ary_swt_03 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swt_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 02 }
			scope:holder.culture = {
				has_innovation = innovation_battlements
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 01 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_motte
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}
	
	cost_gold = 250
	
	max_garrison = 250
	province_modifier = {
		monthly_income = 0.9
	}

	character_modifier = {
		movement_speed = 0.08
		coastal_sea_travel_danger = -8
		sea_travel_danger = -8
		lifestyle_traveler_xp_gain_mult = 0.08
	}

	county_modifier = {
		fort_level = 3
		development_growth = 0.28
		development_growth_factor = 0.15
		hostile_raid_time = 0.35
		defender_holding_advantage = 6
	}
	
	next_building = ary_swt_04

	type_icon = "hercules.dds"
	
	ai_value = {
		base = 8
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_swt_04 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swt_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 02 }
			scope:holder.culture = {
				has_innovation = innovation_battlements
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 01 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_motte
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}
	
	cost_gold = 350
	
	max_garrison = 350
	province_modifier = {
		monthly_income = 1.2
	}

	character_modifier = {
		movement_speed = 0.10
		coastal_sea_travel_danger = -10
		sea_travel_danger = -10
		lifestyle_traveler_xp_gain_mult = 0.10
	}

	county_modifier = {
		fort_level = 4
		development_growth = 0.35
		development_growth_factor = 0.18
		hostile_raid_time = 0.45
		defender_holding_advantage = 8
	}
	
	next_building = ary_swt_05

	type_icon = "hercules.dds"
	
	ai_value = {
		base = 7
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_swt_05 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swt_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 03 }
			scope:holder.culture = {
				has_innovation = innovation_hoardings
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 02 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_battlements
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}
	
	cost_gold = 500
	
	max_garrison = 450
	province_modifier = {
		monthly_income = 1.5
	}

	character_modifier = {
		movement_speed = 0.12
		coastal_sea_travel_danger = -12
		sea_travel_danger = -12
		lifestyle_traveler_xp_gain_mult = 0.12
	}

	county_modifier = {
		fort_level = 5
		development_growth = 0.41
		development_growth_factor = 0.23
		hostile_raid_time = 0.51
		defender_holding_advantage = 10
	}
	
	next_building = ary_swt_06

	type_icon = "hercules.dds"
	
	ai_value = {
		base = 6
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_swt_06 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swt_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 03 }
			scope:holder.culture = {
				has_innovation = innovation_hoardings
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 02 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_battlements
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}
	
	cost_gold = 700
	
	max_garrison = 550
	province_modifier = {
		monthly_income = 1.8
	}

	character_modifier = {
		stewardship = 1
		movement_speed = 0.14
		coastal_sea_travel_danger = -14
		sea_travel_danger = -14
		lifestyle_traveler_xp_gain_mult = 0.14
	}

	county_modifier = {
		fort_level = 6
		development_growth = 0.51
		development_growth_factor = 0.28
		hostile_raid_time = 0.61
		defender_holding_advantage = 12
	}
	
	next_building = ary_swt_07

	type_icon = "hercules.dds"
	
	ai_value = {
		base = 5
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_swt_07 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swt_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 04 }
			scope:holder.culture = {
				has_innovation = innovation_machicolations
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 03 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_hoardings
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}
	
	cost_gold = 950
	
	max_garrison = 650
	province_modifier = {
		monthly_income = 2.1
	}

	character_modifier = {
		stewardship = 2
		movement_speed = 0.17
		coastal_sea_travel_danger = -17
		sea_travel_danger = -17
		lifestyle_traveler_xp_gain_mult = 0.17
	}

	county_modifier = {
		fort_level = 7
		development_growth = 0.60
		development_growth_factor = 0.30
		hostile_raid_time = 0.70
		defender_holding_advantage = 14
	}
	
	next_building = ary_swt_08

	type_icon = "hercules.dds"
	
	ai_value = {
		base = 4
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}

ary_swt_08 = {
	construction_time = 1095

	can_construct_potential = {
		building_ary_swt_requirement_terrain = yes
	}

	can_construct = {
		trigger_if = {
			limit = {
				NOT = {
					culture = {
						has_cultural_parameter = next_level_fortification
					}
				}
			}
			building_requirement_castle_city_church = { LEVEL = 04 }
			scope:holder.culture = {
				has_innovation = innovation_machicolations
			}
		}
		trigger_else = {
			building_requirement_castle_city_church = { LEVEL = 03 }
			culture = {
				has_cultural_parameter = next_level_fortification
			}
			scope:holder.culture = {
				has_innovation = innovation_hoardings
			}
		}
	}

	can_construct_showing_failures_only = {
		building_requirement_tribal = no
	}

	is_enabled = {
		trigger_if = {
			is_county_capital = yes
		}
	}
	
	cost_gold = 1250
	
	max_garrison = 750
	province_modifier = {
		monthly_income = 2.5
	}

	character_modifier = {
		stewardship = 3
		movement_speed = 0.20
		coastal_sea_travel_danger = -20
		sea_travel_danger = -20
		lifestyle_traveler_xp_gain_mult = 0.20
	}

	county_modifier = {
		fort_level = 8
		development_growth = 0.7
		development_growth_factor = 0.35
		hostile_raid_time = 0.80
		defender_holding_advantage = 16
	}

	type_icon = "hercules.dds"
	
	ai_value = {
		base = 3
		modifier = {
			add = 1
			scope:holder = {
				culture = {
					has_cultural_parameter = ai_more_likely_to_fortify
				}
			}
		}
		ai_general_building_modifier = yes
		directive_to_fortify_modifier = yes
	}
}
# The Logistics
ary_tml_01 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_tml_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
	
	can_construct = {
	}

	cost_gold = 200
	
	levy = 150
	province_modifier = {
		monthly_income = 0.45
		supply_limit_mult = 0.19
		supply_limit = 1000
	}
	
	character_modifier = {
		supply_duration = 0.02
		men_at_arms_recruitment_cost = -0.03
		levy_maintenance = -0.03
	}
	
	county_modifier = {
		tax_mult = 0.02
		levy_size = 0.06
		levy_reinforcement_rate = 0.12
	}
	
	next_building = ary_tml_02

	type_icon = "icon_building_march.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_tml_02 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_tml_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
	
	can_construct = {
	}

	cost_gold = 350
	
	levy = 300
	province_modifier = {
		monthly_income = 0.9
		supply_limit_mult = 0.38
		supply_limit = 1500
	}
	
	character_modifier = {
		supply_duration = 0.06
		men_at_arms_recruitment_cost = -0.06
		levy_maintenance = -0.06
	}
	
	county_modifier = {
		tax_mult = 0.04
		levy_size = 0.12
		levy_reinforcement_rate = 0.24
	}
	
	next_building = ary_tml_03

	type_icon = "icon_building_march.dds"
	
	ai_value = {
		base = 9
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_tml_03 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_tml_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 02 }
		scope:holder.culture = {
			has_innovation = innovation_manorialism
		}
	}

	cost_gold = 485
	
	levy = 450
	province_modifier = {
		monthly_income = 1.35
		supply_limit_mult = 0.57
		supply_limit = 2000
	}
	
	character_modifier = {
		supply_duration = 0.09
		men_at_arms_recruitment_cost = -0.09
		levy_maintenance = -0.09
	}
	
	county_modifier = {
		tax_mult = 0.06
		levy_size = 0.18
		levy_reinforcement_rate = 0.36
	}
	
	next_building = ary_tml_04

	type_icon = "icon_building_march.dds"
	
	ai_value = {
		base = 8
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_tml_04 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_tml_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
	
	can_construct = {
	}

	cost_gold = 725
	
	levy = 600
	province_modifier = {
		monthly_income = 1.8
		supply_limit_mult = 0.76
		supply_limit = 2500
	}
	
	character_modifier = {
		supply_duration = 0.12
		men_at_arms_recruitment_cost = -0.12
		levy_maintenance = -0.12
	}
	
	county_modifier = {
		tax_mult = 0.08
		levy_size = 0.24
		levy_reinforcement_rate = 0.48
	}
	
	next_building = ary_tml_05

	type_icon = "icon_building_march.dds"
	
	ai_value = {
		base = 7
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_tml_05 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_tml_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	cost_gold = 1110
	
	levy = 750
	province_modifier = {
		monthly_income = 2.25
		supply_limit_mult = 0.95
		supply_limit = 3500
	}
	
	character_modifier = {
		supply_duration = 0.15
		men_at_arms_recruitment_cost = -0.15
		levy_maintenance = -0.15
	}
	
	county_modifier = {
		tax_mult = 0.11
		levy_size = 0.30
		levy_reinforcement_rate = 0.60
	}
	
	next_building = ary_tml_06

	type_icon = "icon_building_march.dds"
	
	ai_value = {
		base = 6
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_tml_06 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_tml_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 03 }
		scope:holder.culture = {
			has_innovation = innovation_guilds
		}
	}

	cost_gold = 1640
	
	levy = 900
	province_modifier = {
		monthly_income = 2.7
		supply_limit_mult = 1.14
		supply_limit = 4000
	}
	
	character_modifier = {
		levy_attack = 1
		levy_toughness = 1
		supply_duration = 0.18
		men_at_arms_recruitment_cost = -0.18
		levy_maintenance = -0.18
	}
	
	county_modifier = {
		tax_mult = 0.13
		levy_size = 0.36
		levy_reinforcement_rate = 0.72
	}
	
	next_building = ary_tml_07

	type_icon = "icon_building_march.dds"
	
	ai_value = {
		base = 5
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_tml_07 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_tml_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 2375
	
	levy = 1050
	province_modifier = {
		monthly_income = 3.15
		supply_limit_mult = 1.33
		supply_limit = 4500
	}
	
	character_modifier = {
		levy_attack = 2
		levy_toughness = 2
		supply_duration = 0.21
		men_at_arms_recruitment_cost = -0.21
		levy_maintenance = -0.21
	}
	
	county_modifier = {
		tax_mult = 0.15
		levy_size = 0.42
		levy_reinforcement_rate = 0.84
	}
	
	next_building = ary_tml_08

	type_icon = "icon_building_march.dds"
	
	ai_value = {
		base = 4
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}

ary_tml_08 = {
	construction_time = 1825

	can_construct_potential = {
		building_ary_tml_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
	
	can_construct = {
		building_requirement_castle_city_church = { LEVEL = 04 }
		scope:holder.culture = {
			has_innovation = innovation_cranes
		}
	}

	cost_gold = 3335
	
	levy = 1200
	province_modifier = {
		monthly_income = 3.15
		supply_limit_mult = 1.5
		supply_limit = 5000
	}
	
	character_modifier = {
		levy_attack = 3
		levy_toughness = 3
		levy_siege = 0.02
		supply_duration = 0.24
		men_at_arms_recruitment_cost = -0.24
		levy_maintenance = -0.24
	}
	
	county_modifier = {
		tax_mult = 0.18
		levy_size = 0.50
		levy_reinforcement_rate = 1
	}

	type_icon = "icon_building_march.dds"
	
	ai_value = {
		base = 3
		ai_general_building_modifier = yes
		directive_to_build_economy_modifier = yes
		ai_economical_building_preference_modifier = yes
	}
}