﻿add_horse_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = horse_01
                has_building = horse_02
                has_building = horse_03
                has_building = horse_04
                has_building = horse_05
                has_building = horse_06
                has_building = horse_07
                has_building = horse_08
            }
            BRXXX_light_cavalry_requirement_terrain_trigger = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = horse_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = horse_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = horse_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = horse_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = horse_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = horse_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = horse_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = horse_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = horse_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = horse_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = horse_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = horse_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = horse_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = horse_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = horse_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_MBRXXX_horse_archer_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = MBRXXX_horse_archer_01
                has_building = MBRXXX_horse_archer_02
                has_building = MBRXXX_horse_archer_03
                has_building = MBRXXX_horse_archer_04
                has_building = MBRXXX_horse_archer_05
                has_building = MBRXXX_horse_archer_06
                has_building = MBRXXX_horse_archer_07
                has_building = MBRXXX_horse_archer_08
            }
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_horse_archer_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = MBRXXX_horse_archer_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_horse_archer_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = MBRXXX_horse_archer_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = MBRXXX_horse_archer_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = MBRXXX_horse_archer_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = MBRXXX_horse_archer_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = MBRXXX_horse_archer_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = MBRXXX_horse_archer_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = MBRXXX_horse_archer_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = MBRXXX_horse_archer_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = MBRXXX_horse_archer_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = MBRXXX_horse_archer_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = MBRXXX_horse_archer_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = MBRXXX_horse_archer_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_MBRXXX_camel_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = MBRXXX_camel_01
                has_building = MBRXXX_camel_02
                has_building = MBRXXX_camel_03
                has_building = MBRXXX_camel_04
                has_building = MBRXXX_camel_05
                has_building = MBRXXX_camel_06
                has_building = MBRXXX_camel_07
                has_building = MBRXXX_camel_08
            }
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_camel_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = MBRXXX_camel_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_camel_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = MBRXXX_camel_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = MBRXXX_camel_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = MBRXXX_camel_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = MBRXXX_camel_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = MBRXXX_camel_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = MBRXXX_camel_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = MBRXXX_camel_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = MBRXXX_camel_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = MBRXXX_camel_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = MBRXXX_camel_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = MBRXXX_camel_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = MBRXXX_camel_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_militia_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = militia_01
                has_building = militia_02
                has_building = militia_03
                has_building = militia_04
                has_building = militia_05
                has_building = militia_06
                has_building = militia_07
                has_building = militia_08
            }
            building_militia_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = militia_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = militia_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = militia_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = militia_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = militia_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = militia_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = militia_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = militia_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = militia_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = militia_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = militia_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = militia_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = militia_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = militia_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = militia_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_improvement_building_effect = {
    if = {
        limit = {
            prev = { gold > cheap_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = improvement_01
                has_building = improvement_02
                has_building = improvement_03
                has_building = improvement_04
                has_building = improvement_05
                has_building = improvement_06
                has_building = improvement_07
                has_building = improvement_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = improvement_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_2_cost }
            has_building = improvement_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = improvement_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_3_cost }
            has_building = improvement_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = improvement_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_4_cost }
            has_building = improvement_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = improvement_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_5_cost }
            has_building = improvement_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = improvement_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_6_cost }
            has_building = improvement_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = improvement_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_7_cost }
            has_building = improvement_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = improvement_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_8_cost }
            has_building = improvement_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = improvement_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_8_cost }
    }
}

add_MBRXXX_expansion_building_effect = {
    if = {
        limit = {
            prev = { gold > cheap_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = MBRXXX_expansion_01
                has_building = MBRXXX_expansion_02
                has_building = MBRXXX_expansion_03
                has_building = MBRXXX_expansion_04
                has_building = MBRXXX_expansion_05
                has_building = MBRXXX_expansion_06
                has_building = MBRXXX_expansion_07
                has_building = MBRXXX_expansion_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_expansion_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_2_cost }
            has_building = MBRXXX_expansion_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_expansion_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_3_cost }
            has_building = MBRXXX_expansion_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = MBRXXX_expansion_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_4_cost }
            has_building = MBRXXX_expansion_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = MBRXXX_expansion_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_5_cost }
            has_building = MBRXXX_expansion_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = MBRXXX_expansion_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_6_cost }
            has_building = MBRXXX_expansion_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = MBRXXX_expansion_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_7_cost }
            has_building = MBRXXX_expansion_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = MBRXXX_expansion_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_8_cost }
            has_building = MBRXXX_expansion_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = MBRXXX_expansion_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_8_cost }
    }
}

add_MBRXXX_expansion_camel_cavalry_building_effect = {
    if = {
        limit = {
            prev = { gold > cheap_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = MBRXXX_expansion_camel_cavalry_01
                has_building = MBRXXX_expansion_camel_cavalry_02
                has_building = MBRXXX_expansion_camel_cavalry_03
                has_building = MBRXXX_expansion_camel_cavalry_04
                has_building = MBRXXX_expansion_camel_cavalry_05
                has_building = MBRXXX_expansion_camel_cavalry_06
                has_building = MBRXXX_expansion_camel_cavalry_07
                has_building = MBRXXX_expansion_camel_cavalry_08
            }
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_expansion_camel_cavalry_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_2_cost }
            has_building = MBRXXX_expansion_camel_cavalry_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_expansion_camel_cavalry_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_3_cost }
            has_building = MBRXXX_expansion_camel_cavalry_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = MBRXXX_expansion_camel_cavalry_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_4_cost }
            has_building = MBRXXX_expansion_camel_cavalry_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = MBRXXX_expansion_camel_cavalry_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_5_cost }
            has_building = MBRXXX_expansion_camel_cavalry_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = MBRXXX_expansion_camel_cavalry_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_6_cost }
            has_building = MBRXXX_expansion_camel_cavalry_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = MBRXXX_expansion_camel_cavalry_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_7_cost }
            has_building = MBRXXX_expansion_camel_cavalry_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = MBRXXX_expansion_camel_cavalry_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_8_cost }
            has_building = MBRXXX_expansion_camel_cavalry_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = MBRXXX_expansion_camel_cavalry_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_8_cost }
    }
}

add_MBRXXX_expansion_archer_cavalry_building_effect = {
    if = {
        limit = {
            prev = { gold > cheap_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = MBRXXX_expansion_archer_cavalry_01
                has_building = MBRXXX_expansion_archer_cavalry_02
                has_building = MBRXXX_expansion_archer_cavalry_03
                has_building = MBRXXX_expansion_archer_cavalry_04
                has_building = MBRXXX_expansion_archer_cavalry_05
                has_building = MBRXXX_expansion_archer_cavalry_06
                has_building = MBRXXX_expansion_archer_cavalry_07
                has_building = MBRXXX_expansion_archer_cavalry_08
            }
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_expansion_archer_cavalry_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_2_cost }
            has_building = MBRXXX_expansion_archer_cavalry_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = MBRXXX_expansion_archer_cavalry_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_3_cost }
            has_building = MBRXXX_expansion_archer_cavalry_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = MBRXXX_expansion_archer_cavalry_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_4_cost }
            has_building = MBRXXX_expansion_archer_cavalry_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = MBRXXX_expansion_archer_cavalry_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_5_cost }
            has_building = MBRXXX_expansion_archer_cavalry_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = MBRXXX_expansion_archer_cavalry_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_6_cost }
            has_building = MBRXXX_expansion_archer_cavalry_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = MBRXXX_expansion_archer_cavalry_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_7_cost }
            has_building = MBRXXX_expansion_archer_cavalry_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = MBRXXX_expansion_archer_cavalry_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_8_cost }
            has_building = MBRXXX_expansion_archer_cavalry_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = MBRXXX_expansion_archer_cavalry_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_8_cost }
    }
}

add_interior_building_effect = {
    if = {
        limit = {
            prev = { gold > cheap_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = interior_01
                has_building = interior_02
                has_building = interior_03
                has_building = interior_04
                has_building = interior_05
                has_building = interior_06
                has_building = interior_07
                has_building = interior_08
            }
		    is_county_capital = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = interior_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_2_cost }
            has_building = interior_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = interior_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_3_cost }
            has_building = interior_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = interior_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_4_cost }
            has_building = interior_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = interior_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_5_cost }
            has_building = interior_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = interior_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_6_cost }
            has_building = interior_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = interior_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_7_cost }
            has_building = interior_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = interior_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_8_cost }
            has_building = interior_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = interior_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_8_cost }
    }
}

add_town_building_effect = {
    if = {
        limit = {
            prev = { gold > cheap_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = town_01
                has_building = town_02
                has_building = town_03
                has_building = town_04
                has_building = town_05
                has_building = town_06
                has_building = town_07
                has_building = town_08
            }
            building_town_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = town_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_2_cost }
            has_building = town_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = town_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_3_cost }
            has_building = town_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = town_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_4_cost }
            has_building = town_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = town_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_5_cost }
            has_building = town_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = town_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_6_cost }
            has_building = town_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = town_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_7_cost }
            has_building = town_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = town_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_8_cost }
            has_building = town_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = town_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_8_cost }
    }
}

add_slaughterhouse_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = slaughterhouse_01
                has_building = slaughterhouse_02
                has_building = slaughterhouse_03
                has_building = slaughterhouse_04
                has_building = slaughterhouse_05
                has_building = slaughterhouse_06
                has_building = slaughterhouse_07
                has_building = slaughterhouse_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = slaughterhouse_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = slaughterhouse_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = slaughterhouse_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = slaughterhouse_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = slaughterhouse_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = slaughterhouse_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = slaughterhouse_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = slaughterhouse_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = slaughterhouse_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = slaughterhouse_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = slaughterhouse_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = slaughterhouse_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = slaughterhouse_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = slaughterhouse_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = slaughterhouse_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_vineyard_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = vineyard_01
                has_building = vineyard_02
                has_building = vineyard_03
                has_building = vineyard_04
                has_building = vineyard_05
                has_building = vineyard_06
                has_building = vineyard_07
                has_building = vineyard_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = vineyard_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = vineyard_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = vineyard_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = vineyard_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = vineyard_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = vineyard_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = vineyard_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = vineyard_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = vineyard_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = vineyard_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = vineyard_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = vineyard_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = vineyard_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = vineyard_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = vineyard_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_tunnel_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = tunnel_01
                has_building = tunnel_02
                has_building = tunnel_03
                has_building = tunnel_04
                has_building = tunnel_05
                has_building = tunnel_06
                has_building = tunnel_07
                has_building = tunnel_08
            }
            building_tunnel_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = tunnel_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = tunnel_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = tunnel_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = tunnel_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = tunnel_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = tunnel_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = tunnel_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = tunnel_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = tunnel_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = tunnel_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = tunnel_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = tunnel_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = tunnel_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = tunnel_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = tunnel_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_hospital_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = hospital_01
                has_building = hospital_02
                has_building = hospital_03
                has_building = hospital_04
                has_building = hospital_05
                has_building = hospital_06
                has_building = hospital_07
                has_building = hospital_08
            }
    		is_county_capital = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = hospital_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = hospital_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = hospital_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = hospital_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = hospital_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = hospital_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = hospital_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = hospital_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = hospital_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = hospital_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = hospital_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = hospital_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = hospital_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = hospital_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = hospital_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_farming_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = farming_01
                has_building = farming_02
                has_building = farming_03
                has_building = farming_04
                has_building = farming_05
                has_building = farming_06
                has_building = farming_07
                has_building = farming_08
            }
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = farming_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = farming_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = farming_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = farming_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = farming_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = farming_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = farming_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = farming_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = farming_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = farming_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = farming_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = farming_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = farming_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = farming_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = farming_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_embassy_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = embassy_01
                has_building = embassy_02
                has_building = embassy_03
                has_building = embassy_04
                has_building = embassy_05
                has_building = embassy_06
                has_building = embassy_07
                has_building = embassy_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = embassy_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = embassy_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = embassy_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = embassy_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = embassy_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = embassy_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = embassy_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = embassy_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = embassy_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = embassy_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = embassy_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = embassy_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = embassy_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = embassy_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = embassy_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_district_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = district_01
                has_building = district_02
                has_building = district_03
                has_building = district_04
                has_building = district_05
                has_building = district_06
                has_building = district_07
                has_building = district_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = district_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = district_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = district_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = district_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = district_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = district_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = district_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = district_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = district_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = district_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = district_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = district_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = district_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = district_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = district_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_plain_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = plain_01
                has_building = plain_02
                has_building = plain_03
                has_building = plain_04
                has_building = plain_05
                has_building = plain_06
                has_building = plain_07
                has_building = plain_08
            }
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = plain_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = plain_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = plain_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = plain_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = plain_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = plain_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = plain_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = plain_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = plain_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = plain_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = plain_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = plain_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = plain_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = plain_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = plain_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_czhen_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = czhen_01
                has_building = czhen_02
                has_building = czhen_03
                has_building = czhen_04
                has_building = czhen_05
                has_building = czhen_06
                has_building = czhen_07
                has_building = czhen_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = czhen_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = czhen_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = czhen_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = czhen_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = czhen_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = czhen_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = czhen_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = czhen_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = czhen_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = czhen_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = czhen_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = czhen_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = czhen_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = czhen_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = czhen_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_muhou_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = muhou_01
                has_building = muhou_02
                has_building = muhou_03
                has_building = muhou_04
                has_building = muhou_05
                has_building = muhou_06
                has_building = muhou_07
                has_building = muhou_08
            }
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = muhou_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = muhou_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = muhou_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = muhou_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = muhou_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = muhou_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = muhou_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = muhou_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = muhou_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = muhou_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = muhou_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = muhou_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = muhou_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = muhou_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = muhou_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_silk_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = silk_01
                has_building = silk_02
                has_building = silk_03
                has_building = silk_04
                has_building = silk_05
                has_building = silk_06
                has_building = silk_07
                has_building = silk_08
            }
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = silk_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = silk_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = silk_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = silk_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = silk_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = silk_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = silk_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = silk_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = silk_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = silk_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = silk_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = silk_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = silk_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = silk_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = silk_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_restau_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = restau_01
                has_building = restau_02
                has_building = restau_03
                has_building = restau_04
                has_building = restau_05
                has_building = restau_06
                has_building = restau_07
                has_building = restau_08
            }
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = restau_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = restau_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = restau_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = restau_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = restau_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = restau_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = restau_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = restau_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = restau_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = restau_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = restau_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = restau_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = restau_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = restau_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = restau_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_supm_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = supm_01
                has_building = supm_02
                has_building = supm_03
                has_building = supm_04
                has_building = supm_05
                has_building = supm_06
                has_building = supm_07
                has_building = supm_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = supm_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = supm_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = supm_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = supm_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = supm_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = supm_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = supm_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = supm_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = supm_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = supm_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = supm_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = supm_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = supm_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = supm_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = supm_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_mif_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = mif_01
                has_building = mif_02
                has_building = mif_03
                has_building = mif_04
                has_building = mif_05
                has_building = mif_06
                has_building = mif_07
                has_building = mif_08
            }
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = mif_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = mif_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = mif_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = mif_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = mif_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = mif_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = mif_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = mif_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = mif_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = mif_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = mif_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = mif_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = mif_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = mif_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = mif_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_lcamp_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = lcamp_01
                has_building = lcamp_02
                has_building = lcamp_03
                has_building = lcamp_04
                has_building = lcamp_05
                has_building = lcamp_06
                has_building = lcamp_07
                has_building = lcamp_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = lcamp_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = lcamp_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = lcamp_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = lcamp_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = lcamp_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = lcamp_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = lcamp_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = lcamp_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = lcamp_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = lcamp_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = lcamp_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = lcamp_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = lcamp_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = lcamp_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = lcamp_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_hbm_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = hbm_01
                has_building = hbm_02
                has_building = hbm_03
                has_building = hbm_04
                has_building = hbm_05
                has_building = hbm_06
                has_building = hbm_07
                has_building = hbm_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = hbm_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = hbm_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = hbm_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = hbm_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = hbm_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = hbm_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = hbm_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = hbm_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = hbm_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = hbm_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = hbm_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = hbm_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = hbm_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = hbm_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = hbm_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_tavern_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = tavern_01
                has_building = tavern_02
                has_building = tavern_03
                has_building = tavern_04
                has_building = tavern_05
                has_building = tavern_06
                has_building = tavern_07
                has_building = tavern_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = tavern_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = tavern_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = tavern_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = tavern_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = tavern_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = tavern_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = tavern_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = tavern_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = tavern_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = tavern_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = tavern_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = tavern_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = tavern_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = tavern_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = tavern_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_stash_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = stash_01
                has_building = stash_02
                has_building = stash_03
                has_building = stash_04
                has_building = stash_05
                has_building = stash_06
                has_building = stash_07
                has_building = stash_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = stash_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = stash_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = stash_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = stash_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = stash_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = stash_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = stash_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = stash_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = stash_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = stash_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = stash_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = stash_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = stash_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = stash_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = stash_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_spice_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = spice_01
                has_building = spice_02
                has_building = spice_03
                has_building = spice_04
                has_building = spice_05
                has_building = spice_06
                has_building = spice_07
                has_building = spice_08
            }
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = spice_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = spice_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = spice_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = spice_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = spice_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = spice_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = spice_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = spice_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = spice_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = spice_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = spice_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = spice_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = spice_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = spice_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = spice_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_crockery_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = crockery_01
                has_building = crockery_02
                has_building = crockery_03
                has_building = crockery_04
                has_building = crockery_05
                has_building = crockery_06
                has_building = crockery_07
                has_building = crockery_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = crockery_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = crockery_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = crockery_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = crockery_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = crockery_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = crockery_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = crockery_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = crockery_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = crockery_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = crockery_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = crockery_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = crockery_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = crockery_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = crockery_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = crockery_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_currier_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = currier_01
                has_building = currier_02
                has_building = currier_03
                has_building = currier_04
                has_building = currier_05
                has_building = currier_06
                has_building = currier_07
                has_building = currier_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = currier_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = currier_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = currier_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = currier_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = currier_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = currier_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = currier_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = currier_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = currier_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = currier_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = currier_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = currier_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = currier_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = currier_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = currier_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_waterfront_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = waterfront_01
                has_building = waterfront_02
                has_building = waterfront_03
                has_building = waterfront_04
                has_building = waterfront_05
                has_building = waterfront_06
                has_building = waterfront_07
                has_building = waterfront_08
            }
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = waterfront_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = waterfront_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = waterfront_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = waterfront_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = waterfront_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = waterfront_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = waterfront_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = waterfront_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = waterfront_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = waterfront_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = waterfront_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = waterfront_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = waterfront_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = waterfront_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = waterfront_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_shanqiu_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = shanqiu_01
                has_building = shanqiu_02
                has_building = shanqiu_03
                has_building = shanqiu_04
                has_building = shanqiu_05
                has_building = shanqiu_06
                has_building = shanqiu_07
                has_building = shanqiu_08
            }
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = shanqiu_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = shanqiu_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = shanqiu_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = shanqiu_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = shanqiu_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = shanqiu_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = shanqiu_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = shanqiu_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = shanqiu_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = shanqiu_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = shanqiu_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = shanqiu_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = shanqiu_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = shanqiu_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = shanqiu_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_fayuan_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = fayuan_01
                has_building = fayuan_02
                has_building = fayuan_03
                has_building = fayuan_04
                has_building = fayuan_05
                has_building = fayuan_06
                has_building = fayuan_07
                has_building = fayuan_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = fayuan_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = fayuan_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = fayuan_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = fayuan_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = fayuan_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = fayuan_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = fayuan_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = fayuan_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = fayuan_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = fayuan_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = fayuan_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = fayuan_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = fayuan_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = fayuan_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = fayuan_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_heishi_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = heishi_01
                has_building = heishi_02
                has_building = heishi_03
                has_building = heishi_04
                has_building = heishi_05
                has_building = heishi_06
                has_building = heishi_07
                has_building = heishi_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = expansion_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = heishi_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = expansion_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = heishi_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = expansion_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = heishi_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = expansion_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = heishi_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = expansion_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = heishi_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = expansion_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = heishi_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = expansion_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = heishi_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = expansion_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_support_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = support_01
                has_building = support_02
                has_building = support_03
                has_building = support_04
                has_building = support_05
                has_building = support_06
                has_building = support_07
                has_building = support_08
            }
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = support_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = support_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = support_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = support_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = support_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = support_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = support_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = support_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = support_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = support_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = support_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = support_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = support_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = support_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = support_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_Townsquare_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = Townsquare_01
                has_building = Townsquare_02
                has_building = Townsquare_03
                has_building = Townsquare_04
                has_building = Townsquare_05
                has_building = Townsquare_06
                has_building = Townsquare_07
                has_building = Townsquare_08
            }
            
            has_building_or_higher = tribe_01
        }
        add_building = Townsquare_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = Townsquare_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = Townsquare_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = Townsquare_02
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = Townsquare_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = Townsquare_03
            
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = Townsquare_04
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = Townsquare_04
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = Townsquare_05
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = Townsquare_05
            
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = Townsquare_06
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = Townsquare_06
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = Townsquare_07
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = Townsquare_07
            
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = Townsquare_08
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_tribeport_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = tribeport_01
                has_building = tribeport_02
                has_building = tribeport_03
                has_building = tribeport_04
                has_building = tribeport_05
                has_building = tribeport_06
                has_building = tribeport_07
                has_building = tribeport_08
            }
            
            building_common_tradeport_requirement_terrain = yes
		    has_building_or_higher = tribe_01
		    is_coastal = yes
        }
        add_building = tribeport_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = tribeport_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = tribeport_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = tribeport_02
            
		    has_building_or_higher = tribe_01
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = tribeport_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }

}

add_war_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = war_01
                has_building = war_02
                has_building = war_03
                has_building = war_04
                has_building = war_05
                has_building = war_06
                has_building = war_07
                has_building = war_08
            }
            
            has_building_or_higher = tribe_01
        }
        add_building = war_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = war_01
            
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = war_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = war_02
            
		    has_building_or_higher = tribe_01
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = war_03
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }

}

add_raiding_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = raiding_01
                has_building = raiding_02
                has_building = raiding_03
                has_building = raiding_04
                has_building = raiding_05
                has_building = raiding_06
                has_building = raiding_07
                has_building = raiding_08
            }
            
            building_requirement_tribal = yes
        }
        add_building = raiding_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = raiding_01
            
		    has_building_or_higher = tribe_01
        }
        add_building = raiding_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }

}

add_ting_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = ting_01
                has_building = ting_02
                has_building = ting_03
                has_building = ting_04
                has_building = ting_05
                has_building = ting_06
                has_building = ting_07
                has_building = ting_08
            }
		    is_county_capital = yes
		    building_requirement_tribal = yes
        }
        add_building = ting_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = ting_01
            
		    has_building_or_higher = tribe_01
        }
        add_building = ting_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }

}

add_medicine_lodge_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = medicine_lodge_01
                has_building = medicine_lodge_02
                has_building = medicine_lodge_03
                has_building = medicine_lodge_04
                has_building = medicine_lodge_05
                has_building = medicine_lodge_06
                has_building = medicine_lodge_07
                has_building = medicine_lodge_08
            }
	    	is_county_capital = yes
	    	building_requirement_tribal = yes
        }
        add_building = medicine_lodge_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = medicine_lodge_01
            
		    has_building_or_higher = tribe_01
        }
        add_building = medicine_lodge_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }

}

add_liehu_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = liehu_01
                has_building = liehu_02
                has_building = liehu_03
                has_building = liehu_04
                has_building = liehu_05
                has_building = liehu_06
                has_building = liehu_07
                has_building = liehu_08
            }
            
            building_requirement_tribal = yes
        }
        add_building = liehu_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = liehu_01
            
		    has_building_or_higher = tribe_01
        }
        add_building = liehu_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }

}

add_car_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = car_01
                has_building = car_02
                has_building = car_03
                has_building = car_04
                has_building = car_05
                has_building = car_06
                has_building = car_07
                has_building = car_08
            }
		    building_horse_pastures_requirement_terrain = yes
		    has_building_or_higher = tribe_01
        }
        add_building = car_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = car_01
            
		    has_building_or_higher = tribe_01
        }
        add_building = car_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
}

add_pimao_building_effect = {
	 if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = pimao_01
                has_building = pimao_02
                has_building = pimao_03
                has_building = pimao_04
                has_building = pimao_05
                has_building = pimao_06
                has_building = pimao_07
                has_building = pimao_08
            }
		    has_building_or_higher = tribe_01
        }
        add_building = pimao_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = pimao_01
		    has_building_or_higher = tribe_01
        }
        add_building = pimao_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
}

add_zhanshi_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = zhanshi_01
                has_building = zhanshi_02
                has_building = zhanshi_03
                has_building = zhanshi_04
                has_building = zhanshi_05
                has_building = zhanshi_06
                has_building = zhanshi_07
                has_building = zhanshi_08
            }
            
		    has_building_or_higher = tribe_01
        }
        add_building = zhanshi_01
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = zhanshi_01
            
		    has_building_or_higher = tribe_01
        }
        add_building = zhanshi_02
        add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
}









add_hillside_grazing_building_effect = {
    if = {
        limit = {
            prev = { gold > cheap_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = hillside_grazing_01
                has_building = hillside_grazing_02
                has_building = hillside_grazing_03
                has_building = hillside_grazing_04
                has_building = hillside_grazing_05
                has_building = hillside_grazing_06
                has_building = hillside_grazing_07
                has_building = hillside_grazing_08
            }
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = hillside_grazing_01
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_2_cost }
            has_building = hillside_grazing_01
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = hillside_grazing_02
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_3_cost }
            has_building = hillside_grazing_02
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = hillside_grazing_03
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_4_cost }
            has_building = hillside_grazing_03
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = hillside_grazing_04
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_5_cost }
            has_building = hillside_grazing_04
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = hillside_grazing_05
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_6_cost }
            has_building = hillside_grazing_05
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = hillside_grazing_06
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_7_cost }
            has_building = hillside_grazing_06
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_advanced_farming
            }
        }
        add_building = hillside_grazing_07
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > cheap_building_tier_8_cost }
            has_building = hillside_grazing_07
            building_hillside_grazing_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_elite_farming
            }
        }
        add_building = hillside_grazing_08
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = cheap_building_tier_8_cost }
    }
}

add_scriptorium_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = scriptorium_01
                has_building = scriptorium_02
                has_building = scriptorium_03
                has_building = scriptorium_04
                has_building = scriptorium_05
                has_building = scriptorium_06
                has_building = scriptorium_07
                has_building = scriptorium_08
            }
            building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = scriptorium_01
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = scriptorium_01
            building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = scriptorium_02
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = scriptorium_02
            building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_city_planning
            }
        }
        add_building = scriptorium_03
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = scriptorium_03
            building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = scriptorium_04
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = scriptorium_04
            building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = scriptorium_05
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = scriptorium_05
            building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = scriptorium_06
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = scriptorium_06
            building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = scriptorium_07
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = scriptorium_07
            building_scriptorium_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = scriptorium_08
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_murex_farms_building_effect = {
    if = {
        limit = {
            prev = { gold > normal_building_tier_1_cost }
            has_free_building_slot = yes
            NOT = {
                has_building = murex_farm_01
                has_building = murex_farm_02
                has_building = murex_farm_03
                has_building = murex_farm_04
                has_building = murex_farm_05
                has_building = murex_farm_06
                has_building = murex_farm_07
                has_building = murex_farm_08
            }
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = murex_farm_01
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_1_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_2_cost }
            has_building = murex_farm_01
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = murex_farm_02
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_2_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_3_cost }
            has_building = murex_farm_02
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
        }
        add_building = murex_farm_03
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_3_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_4_cost }
            has_building = murex_farm_03
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
        }
        add_building = murex_farm_04
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_4_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_5_cost }
            has_building = murex_farm_04
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
        }
        add_building = murex_farm_05
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_5_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_6_cost }
            has_building = murex_farm_05
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
        }
        add_building = murex_farm_06
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_6_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_7_cost }
            has_building = murex_farm_06
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
        }
        add_building = murex_farm_07
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_7_cost }
    }
    if = {
        limit = {
            prev = { gold > normal_building_tier_8_cost }
            has_building = murex_farm_07
            building_murex_farm_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
        }
        add_building = murex_farm_08
		add_province_modifier = extra_building_slot
        prev = { remove_short_term_gold = normal_building_tier_8_cost }
    }
}

add_pastures_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = pastures_01
                has_building = pastures_02
                has_building = pastures_03
                has_building = pastures_04
                has_building = pastures_05
                has_building = pastures_06
                has_building = pastures_07
                has_building = pastures_08
            }
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = pastures_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = pastures_01
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = pastures_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = pastures_02
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = pastures_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = pastures_03
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = pastures_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = pastures_04
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = pastures_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = pastures_05
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = pastures_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = pastures_06
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = pastures_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = pastures_07
            building_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = pastures_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_hospices_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = hospices_01
                has_building = hospices_02
                has_building = hospices_03
                has_building = hospices_04
                has_building = hospices_05
                has_building = hospices_06
                has_building = hospices_07
                has_building = hospices_08
            }
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = hospices_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = hospices_01
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_city_planning
            }
        }
        add_building = hospices_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = hospices_02
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hospices_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = hospices_03
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hospices_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = hospices_04
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hospices_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = hospices_05
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hospices_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = hospices_06
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hospices_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = hospices_07
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hospices_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_hunting_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = hunting_grounds_01
                has_building = hunting_grounds_02
                has_building = hunting_grounds_03
                has_building = hunting_grounds_04
                has_building = hunting_grounds_05
                has_building = hunting_grounds_06
                has_building = hunting_grounds_07
                has_building = hunting_grounds_08
            }
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = hunting_grounds_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = hunting_grounds_01
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = hunting_grounds_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = hunting_grounds_02
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hunting_grounds_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = hunting_grounds_03
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hunting_grounds_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = hunting_grounds_04
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hunting_grounds_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = hunting_grounds_05
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hunting_grounds_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = hunting_grounds_06
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hunting_grounds_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = hunting_grounds_07
            building_hunting_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hunting_grounds_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}
add_qanats_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            building_qanat_requirement_terrain = yes
            NOT = {
                has_building = qanats_01
                has_building = qanats_02
                has_building = qanats_03
                has_building = qanats_04
                has_building = qanats_05
                has_building = qanats_06
                has_building = qanats_07
                has_building = qanats_08
            }
            AND = {
                building_requirement_castle_city_church = { 
                    LEVEL = 01
                }
                culture = {
                    has_cultural_parameter = unlocks_qanat_building
                }
            }
        }
        add_building = qanats_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = qanats_01
            building_requirement_castle_city_church = { LEVEL = 01 }
        }
        add_building = qanats_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = qanats_02
            building_requirement_castle_city_church = { LEVEL = 02 }
        }
        add_building = qanats_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = qanats_03
            building_requirement_castle_city_church = { LEVEL = 02 }
        }
        add_building = qanats_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = qanats_04
            building_requirement_castle_city_church = { LEVEL = 03 }
        }
        add_building = qanats_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = qanats_05
            building_requirement_castle_city_church = { LEVEL = 03 }
        }
        add_building = qanats_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = qanats_06
            building_requirement_castle_city_church = { LEVEL = 04 }
        }
        add_building = qanats_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = qanats_07
            building_requirement_castle_city_church = { LEVEL = 04 }
        }
        add_building = qanats_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}
add_orchards_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = orchards_01
                has_building = orchards_02
                has_building = orchards_03
                has_building = orchards_04
                has_building = orchards_05
                has_building = orchards_06
                has_building = orchards_07
                has_building = orchards_08
            }
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = orchards_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = orchards_01
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = orchards_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = orchards_02
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = orchards_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = orchards_03
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = orchards_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = orchards_04
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = orchards_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = orchards_05
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = orchards_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = orchards_06
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = orchards_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = orchards_07
            building_orchards_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = orchards_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_farm_estates_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = farm_estates_01
                has_building = farm_estates_02
                has_building = farm_estates_03
                has_building = farm_estates_04
                has_building = farm_estates_05
                has_building = farm_estates_06
                has_building = farm_estates_07
                has_building = farm_estates_08
            }
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = farm_estates_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = farm_estates_01
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = farm_estates_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = farm_estates_02
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = farm_estates_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = farm_estates_03
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = farm_estates_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = farm_estates_04
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = farm_estates_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = farm_estates_05
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = farm_estates_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = farm_estates_06
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = farm_estates_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = farm_estates_07
            building_farm_estates_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = farm_estates_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_military_camps_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = military_camps_01
                has_building = military_camps_02
                has_building = military_camps_03
                has_building = military_camps_04
                has_building = military_camps_05
                has_building = military_camps_06
                has_building = military_camps_07
                has_building = military_camps_08
            }
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = military_camps_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = military_camps_01
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = military_camps_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = military_camps_02
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = military_camps_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = military_camps_03
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = military_camps_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = military_camps_04
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = military_camps_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = military_camps_05
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = military_camps_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = military_camps_06
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = military_camps_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = military_camps_07
            building_military_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = military_camps_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_regimental_grounds_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = regimental_grounds_01
                has_building = regimental_grounds_02
                has_building = regimental_grounds_03
                has_building = regimental_grounds_04
                has_building = regimental_grounds_05
                has_building = regimental_grounds_06
                has_building = regimental_grounds_07
                has_building = regimental_grounds_08
            }
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = regimental_grounds_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = regimental_grounds_01
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = regimental_grounds_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = regimental_grounds_02
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = regimental_grounds_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = regimental_grounds_03
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = regimental_grounds_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = regimental_grounds_04
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = regimental_grounds_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = regimental_grounds_05
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = regimental_grounds_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = regimental_grounds_06
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = regimental_grounds_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = regimental_grounds_07
            building_regimental_grounds_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = regimental_grounds_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_ramparts_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = ramparts_01
                has_building = ramparts_02
                has_building = ramparts_03
                has_building = ramparts_04
                has_building = ramparts_05
                has_building = ramparts_06
                has_building = ramparts_07
                has_building = ramparts_08
            }
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = ramparts_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = ramparts_01
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = ramparts_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = ramparts_02
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = ramparts_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = ramparts_03
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = ramparts_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = ramparts_04
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = ramparts_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = ramparts_05
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = ramparts_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = ramparts_06
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = ramparts_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = ramparts_07
            building_ramparts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = ramparts_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_curtain_walls_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = curtain_walls_01
                has_building = curtain_walls_02
                has_building = curtain_walls_03
                has_building = curtain_walls_04
                has_building = curtain_walls_05
                has_building = curtain_walls_06
                has_building = curtain_walls_07
                has_building = curtain_walls_08
            }
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = curtain_walls_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = curtain_walls_01
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = curtain_walls_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = curtain_walls_02
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = curtain_walls_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = curtain_walls_03
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = curtain_walls_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = curtain_walls_04
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = curtain_walls_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = curtain_walls_05
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = curtain_walls_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = curtain_walls_06
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = curtain_walls_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = curtain_walls_07
            building_curtain_walls_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = curtain_walls_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_watchtowers_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = watchtowers_01
                has_building = watchtowers_02
                has_building = watchtowers_03
                has_building = watchtowers_04
                has_building = watchtowers_05
                has_building = watchtowers_06
                has_building = watchtowers_07
                has_building = watchtowers_08
            }
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = watchtowers_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = watchtowers_01
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = watchtowers_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = watchtowers_02
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = watchtowers_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = watchtowers_03
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = watchtowers_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = watchtowers_04
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = watchtowers_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = watchtowers_05
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = watchtowers_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = watchtowers_06
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = watchtowers_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = watchtowers_07
            building_watchtowers_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = watchtowers_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_cereal_fields_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = cereal_fields_01
                has_building = cereal_fields_02
                has_building = cereal_fields_03
                has_building = cereal_fields_04
                has_building = cereal_fields_05
                has_building = cereal_fields_06
                has_building = cereal_fields_07
                has_building = cereal_fields_08
            }
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = cereal_fields_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = cereal_fields_01
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = cereal_fields_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = cereal_fields_02
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = cereal_fields_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = cereal_fields_03
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = cereal_fields_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = cereal_fields_04
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = cereal_fields_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = cereal_fields_05
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = cereal_fields_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = cereal_fields_06
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = cereal_fields_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = cereal_fields_07
            building_cereal_fields_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = cereal_fields_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_outposts_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = outposts_01
                has_building = outposts_02
                has_building = outposts_03
                has_building = outposts_04
                has_building = outposts_05
                has_building = outposts_06
                has_building = outposts_07
                has_building = outposts_08
            }
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = outposts_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = outposts_01
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = outposts_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = outposts_02
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = outposts_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = outposts_03
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = outposts_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = outposts_04
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = outposts_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = outposts_05
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = outposts_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = outposts_06
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = outposts_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = outposts_07
            building_outposts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = outposts_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_barracks_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = barracks_01
                has_building = barracks_02
                has_building = barracks_03
                has_building = barracks_04
                has_building = barracks_05
                has_building = barracks_06
                has_building = barracks_07
                has_building = barracks_08
            }
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = barracks_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = barracks_01
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = barracks_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = barracks_02
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = barracks_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = barracks_03
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = barracks_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = barracks_04
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = barracks_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = barracks_05
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = barracks_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = barracks_06
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = barracks_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = barracks_07
            building_barracks_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = barracks_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_camel_farms_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = camel_farms_01
                has_building = camel_farms_02
                has_building = camel_farms_03
                has_building = camel_farms_04
                has_building = camel_farms_05
                has_building = camel_farms_06
                has_building = camel_farms_07
                has_building = camel_farms_08
            }
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = camel_farms_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = camel_farms_01
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = camel_farms_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = camel_farms_02
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = camel_farms_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = camel_farms_03
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = camel_farms_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = camel_farms_04
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = camel_farms_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = camel_farms_05
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = camel_farms_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = camel_farms_06
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = camel_farms_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = camel_farms_07
            building_camel_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = camel_farms_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_logging_camps_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = logging_camps_01
                has_building = logging_camps_02
                has_building = logging_camps_03
                has_building = logging_camps_04
                has_building = logging_camps_05
                has_building = logging_camps_06
                has_building = logging_camps_07
                has_building = logging_camps_08
            }
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = logging_camps_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = logging_camps_01
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = logging_camps_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = logging_camps_02
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = logging_camps_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = logging_camps_03
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = logging_camps_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = logging_camps_04
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = logging_camps_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = logging_camps_05
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = logging_camps_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = logging_camps_06
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = logging_camps_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = logging_camps_07
            building_logging_camps_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = logging_camps_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_peat_quarries_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = peat_quarries_01
                has_building = peat_quarries_02
                has_building = peat_quarries_03
                has_building = peat_quarries_04
                has_building = peat_quarries_05
                has_building = peat_quarries_06
                has_building = peat_quarries_07
                has_building = peat_quarries_08
            }
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = peat_quarries_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = peat_quarries_01
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = peat_quarries_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = peat_quarries_02
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = peat_quarries_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = peat_quarries_03
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = peat_quarries_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = peat_quarries_04
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = peat_quarries_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = peat_quarries_05
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = peat_quarries_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = peat_quarries_06
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = peat_quarries_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = peat_quarries_07
            building_peat_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = peat_quarries_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_hill_farms_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = hill_farms_01
                has_building = hill_farms_02
                has_building = hill_farms_03
                has_building = hill_farms_04
                has_building = hill_farms_05
                has_building = hill_farms_06
                has_building = hill_farms_07
                has_building = hill_farms_08
            }
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = hill_farms_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = hill_farms_01
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = hill_farms_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = hill_farms_02
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hill_farms_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = hill_farms_03
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = hill_farms_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = hill_farms_04
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hill_farms_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = hill_farms_05
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = hill_farms_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = hill_farms_06
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hill_farms_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = hill_farms_07
            building_hill_farms_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = hill_farms_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_elephant_pens_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = elephant_pens_01
                has_building = elephant_pens_02
                has_building = elephant_pens_03
                has_building = elephant_pens_04
                has_building = elephant_pens_05
                has_building = elephant_pens_06
                has_building = elephant_pens_07
                has_building = elephant_pens_08
            }
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = elephant_pens_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = elephant_pens_01
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = elephant_pens_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = elephant_pens_02
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = elephant_pens_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = elephant_pens_03
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = elephant_pens_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = elephant_pens_04
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = elephant_pens_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = elephant_pens_05
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = elephant_pens_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = elephant_pens_06
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = elephant_pens_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = elephant_pens_07
            building_elephant_pens_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = elephant_pens_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_plantations_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = plantations_01
                has_building = plantations_02
                has_building = plantations_03
                has_building = plantations_04
                has_building = plantations_05
                has_building = plantations_06
                has_building = plantations_07
                has_building = plantations_08
            }
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = plantations_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = plantations_01
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = plantations_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = plantations_02
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = plantations_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = plantations_03
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = plantations_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = plantations_04
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = plantations_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = plantations_05
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = plantations_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = plantations_06
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = plantations_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = plantations_07
            building_plantations_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = plantations_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_quarries_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = quarries_01
                has_building = quarries_02
                has_building = quarries_03
                has_building = quarries_04
                has_building = quarries_05
                has_building = quarries_06
                has_building = quarries_07
                has_building = quarries_08
            }
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = quarries_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = quarries_01
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = quarries_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = quarries_02
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = quarries_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = quarries_03
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = quarries_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = quarries_04
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = quarries_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = quarries_05
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = quarries_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = quarries_06
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = quarries_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = quarries_07
            building_quarries_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = quarries_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_hill_forts_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = hill_forts_01
                has_building = hill_forts_02
                has_building = hill_forts_03
                has_building = hill_forts_04
                has_building = hill_forts_05
                has_building = hill_forts_06
                has_building = hill_forts_07
                has_building = hill_forts_08
            }
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = hill_forts_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = hill_forts_01
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = hill_forts_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = hill_forts_02
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = hill_forts_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = hill_forts_03
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = hill_forts_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = hill_forts_04
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = hill_forts_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = hill_forts_05
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = hill_forts_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = hill_forts_06
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = hill_forts_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = hill_forts_07
            building_hill_forts_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = hill_forts_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_common_tradeport_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = common_tradeport_01
                has_building = common_tradeport_02
                has_building = common_tradeport_03
                has_building = common_tradeport_04
                has_building = common_tradeport_05
                has_building = common_tradeport_06
                has_building = common_tradeport_07
                has_building = common_tradeport_08
            }
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = common_tradeport_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = common_tradeport_01
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = common_tradeport_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = common_tradeport_02
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = common_tradeport_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = common_tradeport_03
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = common_tradeport_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = common_tradeport_04
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = common_tradeport_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = common_tradeport_05
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = common_tradeport_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = common_tradeport_06
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = common_tradeport_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = common_tradeport_07
            building_common_tradeport_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = common_tradeport_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_guild_halls_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            has_holding_type = city_holding
            NOT = {
                has_building = guild_halls_01
                has_building = guild_halls_02
                has_building = guild_halls_03
                has_building = guild_halls_04
                has_building = guild_halls_05
                has_building = guild_halls_06
                has_building = guild_halls_07
                has_building = guild_halls_08
            }
            has_building_or_higher = city_01         
        }
        add_building = guild_halls_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = guild_halls_01
            has_building_or_higher = city_01
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = guild_halls_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = guild_halls_02
            has_building_or_higher = city_02
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = guild_halls_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = guild_halls_03
            has_building_or_higher = city_02
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = guild_halls_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = guild_halls_04
            has_building_or_higher = city_03
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = guild_halls_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = guild_halls_05
            has_building_or_higher = city_03
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = guild_halls_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = guild_halls_06
            has_building_or_higher = city_04
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = guild_halls_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = guild_halls_07
            has_building_or_higher = city_04
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = guild_halls_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_castle_building_effect = {
    if = {
        limit = {
            prev = {gold > main_building_tier_2_cost}
            has_holding_type = castle_holding
            has_building = castle_01
            prev.culture = {
                has_innovation = innovation_battlements
            }   
        }
        add_building = castle_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = main_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > main_building_tier_3_cost}
            has_holding_type = castle_holding
            has_building = castle_02
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }   
        add_building = castle_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = main_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > main_building_tier_4_cost}
            has_holding_type = castle_holding
            has_building = castle_03
            prev.culture = {
                has_innovation = innovation_machicolations
            }  
        } 
        add_building = castle_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = main_building_tier_4_cost}
    }
}

add_city_building_effect = {
    if = {
        limit = {
            prev = {gold > main_building_tier_2_cost}
            has_holding_type = city_holding
            has_building = city_01
            prev.culture = {
                has_innovation =  innovation_manorialism
            }   
        }
        add_building = city_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = main_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > main_building_tier_3_cost}
            has_holding_type = city_holding
            has_building = city_02
            prev.culture = {
                has_innovation = innovation_windmills
            }   
        }
        add_building = city_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = main_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > main_building_tier_4_cost}
            has_holding_type = city_holding
            has_building = city_03
            prev.culture = {
                has_innovation = innovation_cranes
            }  
        } 
        add_building = city_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = main_building_tier_4_cost}
    }
}

add_temple_building_effect = {
    if = {
        limit = {
            prev = {gold > main_building_tier_2_cost}
            has_holding_type = church_holding
            has_building = temple_01
            prev.culture = {
                has_innovation =  innovation_manorialism
            }   
        }
        add_building = temple_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = main_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > main_building_tier_3_cost}
            has_holding_type = church_holding
            has_building = temple_02
            prev.culture = {
                has_innovation = innovation_windmills
            } 
        }  
        add_building = temple_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = main_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > main_building_tier_4_cost}
            has_holding_type = church_holding
            has_building = temple_03
            prev.culture = {
                has_innovation = innovation_cranes
            } 
        }  
        add_building = temple_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = main_building_tier_4_cost}
    }
}

add_monastic_schools_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = monastic_schools_01
                has_building = monastic_schools_02
                has_building = monastic_schools_03
                has_building = monastic_schools_04
                has_building = monastic_schools_05
                has_building = monastic_schools_06
                has_building = monastic_schools_07
                has_building = monastic_schools_08
            }
            has_building_or_higher = temple_01
        }
        add_building = monastic_schools_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = monastic_schools_01
            has_building_or_higher = temple_01
            prev.culture = {
                has_innovation = innovation_city_planning
            }
        }
        add_building = monastic_schools_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = monastic_schools_02
            has_building_or_higher = temple_02
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = monastic_schools_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = monastic_schools_03
            has_building_or_higher = temple_02
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = monastic_schools_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = monastic_schools_04
            has_building_or_higher = temple_03
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = monastic_schools_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = monastic_schools_05
            has_building_or_higher = temple_03
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = monastic_schools_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = monastic_schools_06
            has_building_or_higher = temple_04
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = monastic_schools_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = monastic_schools_07
            has_building_or_higher = temple_04
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = monastic_schools_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

#风车 水车
add_windmills_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = windmills_01
                has_building = windmills_02
                has_building = windmills_03
                has_building = windmills_04
                has_building = windmills_05
                has_building = windmills_06
                has_building = windmills_07
                has_building = windmills_08
            }
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = windmills_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = windmills_01
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = windmills_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = windmills_02
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = windmills_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = windmills_03
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = windmills_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = windmills_04
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = windmills_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = windmills_05
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = windmills_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = windmills_06
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = windmills_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = windmills_07
            building_windmills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = windmills_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

add_watermills_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = watermills_01
                has_building = watermills_02
                has_building = watermills_03
                has_building = watermills_04
                has_building = watermills_05
                has_building = watermills_06
                has_building = watermills_07
                has_building = watermills_08
            }
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = watermills_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = watermills_01
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = watermills_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = watermills_02
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = watermills_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = watermills_03
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = watermills_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = watermills_04
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = watermills_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = watermills_05
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_windmills
            }
        }
        add_building = watermills_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = watermills_06
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = watermills_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = watermills_07
            building_watermills_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = watermills_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

#商队旅馆 caravanserai
add_caravanserai_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = caravanserai_01
                has_building = caravanserai_02
                has_building = caravanserai_03
                has_building = caravanserai_04
                has_building = caravanserai_05
                has_building = caravanserai_06
                has_building = caravanserai_07
                has_building = caravanserai_08
            }
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = caravanserai_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = caravanserai_01
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_crop_rotation
            }
        }
        add_building = caravanserai_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = caravanserai_02
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = caravanserai_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = caravanserai_03
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_manorialism
            }
        }
        add_building = caravanserai_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = caravanserai_04
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_guilds
            }
        }
        add_building = caravanserai_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = caravanserai_05
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_guilds
            }
        }
        add_building = caravanserai_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = caravanserai_06
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = caravanserai_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = caravanserai_07
            building_caravanserai_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_cranes
            }
        }
        add_building = caravanserai_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

#风炉 wind_furnace
add_wind_furnace_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = wind_furnace_01
                has_building = wind_furnace_02
                has_building = wind_furnace_03
                has_building = wind_furnace_04
                has_building = wind_furnace_05
                has_building = wind_furnace_06
                has_building = wind_furnace_07
                has_building = wind_furnace_08
            }
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = wind_furnace_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = wind_furnace_01
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_barracks
            }
        }
        add_building = wind_furnace_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = wind_furnace_02
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = wind_furnace_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = wind_furnace_03
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_burhs
            }
        }
        add_building = wind_furnace_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = wind_furnace_04
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_castle_baileys
            }
        }
        add_building = wind_furnace_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = wind_furnace_05
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = wind_furnace_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = wind_furnace_06
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = wind_furnace_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = wind_furnace_07
            building_wind_furnace_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_royal_armory
            }
        }
        add_building = wind_furnace_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

#铁匠 smiths
add_smiths_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = smiths_01
                has_building = smiths_02
                has_building = smiths_03
                has_building = smiths_04
                has_building = smiths_05
                has_building = smiths_06
                has_building = smiths_07
                has_building = smiths_08
            }
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = smiths_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = smiths_01
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
            }
        }
        add_building = smiths_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = smiths_02
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
            }
        }
        add_building = smiths_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = smiths_03
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
            }
        }
        add_building = smiths_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = smiths_04
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
            }
        }
        add_building = smiths_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = smiths_05
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
            }
        }
        add_building = smiths_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = smiths_06
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
            }
        }
        add_building = smiths_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = smiths_07
            building_smiths_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
            }
        }
        add_building = smiths_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

#工坊 加攻城那个 workshops
add_workshops_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = workshops_01
                has_building = workshops_02
                has_building = workshops_03
                has_building = workshops_04
                has_building = workshops_05
                has_building = workshops_06
                has_building = workshops_07
                has_building = workshops_08
            }
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = workshops_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = workshops_01
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = workshops_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = workshops_02
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = workshops_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = workshops_03
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = workshops_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = workshops_04
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = workshops_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = workshops_05
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = workshops_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = workshops_06
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = workshops_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = workshops_07
            building_workshops_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = workshops_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

#马厩 加移速的 stables
add_stables_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = stables_01
                has_building = stables_02
                has_building = stables_03
                has_building = stables_04
                has_building = stables_05
                has_building = stables_06
                has_building = stables_07
                has_building = stables_08
            }
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = stables_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = stables_01
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = stables_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = stables_02
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = stables_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = stables_03
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = stables_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = stables_04
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = stables_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = stables_05
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = stables_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = stables_06
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = stables_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = stables_07
            building_stables_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = stables_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

#马什么的 可能是游牧的建筑 horse_pastures
add_horse_pastures_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = horse_pastures_01
                has_building = horse_pastures_02
                has_building = horse_pastures_03
                has_building = horse_pastures_04
                has_building = horse_pastures_05
                has_building = horse_pastures_06
                has_building = horse_pastures_07
                has_building = horse_pastures_08
            }
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = horse_pastures_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = horse_pastures_01
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = horse_pastures_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = horse_pastures_02
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = horse_pastures_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = horse_pastures_03
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = horse_pastures_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = horse_pastures_04
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = horse_pastures_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = horse_pastures_05
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = horse_pastures_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = horse_pastures_06
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = horse_pastures_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = horse_pastures_07
            building_horse_pastures_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = horse_pastures_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}

#战士营地 加追击那个 warrior_lodges
add_warrior_lodges_building_effect = {
    if = {
        limit = {
            prev = {gold > normal_building_tier_1_cost}
            has_free_building_slot = yes
            NOT = {
                has_building = warrior_lodges_01
                has_building = warrior_lodges_02
                has_building = warrior_lodges_03
                has_building = warrior_lodges_04
                has_building = warrior_lodges_05
                has_building = warrior_lodges_06
                has_building = warrior_lodges_07
                has_building = warrior_lodges_08
            }
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }         
        }
        add_building = warrior_lodges_01
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_1_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_2_cost}
            has_building = warrior_lodges_01
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 01 }
            prev.culture = {
                has_innovation = innovation_motte
            }
        }
        add_building = warrior_lodges_02
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_2_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_3_cost}
            has_building = warrior_lodges_02
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = warrior_lodges_03
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_3_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_4_cost}
            has_building = warrior_lodges_03
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 02 }
            prev.culture = {
                has_innovation = innovation_battlements
            }
        }
        add_building = warrior_lodges_04
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_4_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_5_cost}
            has_building = warrior_lodges_04
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = warrior_lodges_05
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_5_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_6_cost}
            has_building = warrior_lodges_05
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 03 }
            prev.culture = {
                has_innovation = innovation_hoardings
            }
        }
        add_building = warrior_lodges_06
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_6_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_7_cost}
            has_building = warrior_lodges_06
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = warrior_lodges_07
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_7_cost}
    }
    if = {
        limit = {
            prev = {gold > normal_building_tier_8_cost}
            has_building = warrior_lodges_07
            building_warrior_lodges_requirement_terrain = yes
            building_requirement_castle_city_church = { LEVEL = 04 }
            prev.culture = {
                has_innovation = innovation_machicolations
            }
        }
        add_building = warrior_lodges_08
		add_province_modifier = extra_building_slot
        prev = {remove_short_term_gold = normal_building_tier_8_cost}
    }
}