hippodrome_of_constantinople = {
	# province it starts in
	start = 151		#Constantinople
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 2000.01.01	#Putting it like this so it doesn't clutter the window in 99% of non-Byzantine campaigns.
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
			}
		}
		has_province_flag = br_leviathan_hippodrome_flag_set
	}

	#what to do when it's built
	on_built = {
	}
	
	#what to do when it's destroyed
	on_destroyed = {
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
			}
		}
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			legitimacy = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			custom_tooltip = byz_hippodrome_upgrade_tooltip
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_unrest = -1
			legitimacy = 1
		}
		
		conditional_modifier = {
			trigger = {
				is_capital = yes
			}
			modifier = {
				all_estate_loyalty_equilibrium = 0.05
			}
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			custom_tooltip = byz_hippodrome_upgrade_tooltip
		}
	}
}

circus_maximus = {
	# province it starts in
	start = 118		#Rome
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 2000.01.01	#Putting it like this so it doesn't clutter the window in 99% of non-Byzantine campaigns.
	
	#time to build
	time = {
		months = 120
	}
	
	#how much to build one
	build_cost = 1000
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			owner = { tag = ROM } #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
			151 = { #Has restored the Hippodrome of Constantinople
				has_province_flag = br_leviathan_hippodrome_flag_set
			}
		}
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
			}
		}
	}

	#what to do when it's built
	on_built = {
	}
	
	#what to do when it's destroyed
	on_destroyed = {
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
			}
		}
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			custom_tooltip = byz_hippodrome_upgrade_tooltip
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_unrest = -1
			prestige = 1
		}
		
		conditional_modifier = {
			trigger = {
				is_capital = yes
			}
			modifier = {
				great_project_upgrade_cost = -0.25 #Feels fitting here, and I want some slight variation between this Hippodrome and the Constantinopolitan one.
				war_exhaustion = -0.05 #To offset the project upgrade cost being slightly weaker than estate loyalty equilibrium.
			}
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			custom_tooltip = byz_hippodrome_upgrade_tooltip
		}
	}
}

library_of_alexandria = {
	# province it starts in
	start = 358		#Alexandria
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 2000.01.01	#Putting it like this so it doesn't clutter the window in 99% of non-Byzantine campaigns.
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
				overlord = { tag = BYZ } #For an Egypt Exarch
			}
		}
		has_province_flag = br_rebuilt_library_of_alexandria
	}

	#what to do when it's built
	on_built = {
	}
	
	#what to do when it's destroyed
	on_destroyed = {
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
				overlord = { tag = BYZ } #For an Egypt Exarch
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
				overlord = { tag = BYZ } #For an Egypt Exarch
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
				overlord = { tag = BYZ } #For an Egypt Exarch
			}
		}
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_institution_spread = 0.5
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_institution_spread = 0.5
			trade_goods_size = 1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_institution_spread = 0.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			innovativeness_gain = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			change_innovativeness = 5
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			trade_goods_size = 3
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_institution_spread = 1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			innovativeness_gain = 1
			idea_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			change_innovativeness = 5
		}
	}
}

great_harbor_of_carthage = {
	# province it starts in
	start = 341		#Tunis
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 2000.01.01	#Putting it like this so it doesn't clutter the window in 99% of non-Byzantine campaigns.
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
				overlord = { tag = BYZ } #For an Africa Exarch
			}
		}
		owner = { 
			OR = {
				mission_completed = byz_africa 
				overlord = { mission_completed = byz_africa } #For an Africa Exarch
			}
		}
	}

	#what to do when it's built
	on_built = {
	}
	
	#what to do when it's destroyed
	on_destroyed = {
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
				overlord = { tag = BYZ } #For an Africa Exarch
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
				overlord = { tag = BYZ } #For an Africa Exarch
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
		owner = {
			OR = {
				tag = BYZ
				tag = ROM #Added because there might be somebody out there who wants to create flavour for Rome, and this would make sense for them.
				overlord = { tag = BYZ } #For an Africa Exarch
			}
		}
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			province_trade_power_value = 5
			local_sailors_modifier = 1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			province_trade_power_value = 15
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_sailors_modifier = 1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			province_trade_power_value = 15
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_sailors_modifier = 1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			navy_tradition_decay = -0.01
			trade_steering = 0.1
			siege_blockade_progress = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

church_of_san_vitale = {
	# province it starts in
	start = 114		#Ravenna
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 547.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 1000
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		owner = { religion_group = christian } #Because church
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
	}
	
	#what to do when it's destroyed
	on_destroyed = {
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		owner = { religion_group = christian } #Because church
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		owner = { religion_group = christian } #Because church
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.005
			papal_influence_from_cardinals = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_development_cost = -0.1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.005
			papal_influence_from_cardinals = 0.5
			relation_with_heretics = 10
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			add_patriarch_authority = 0.05
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_development_cost = -0.3
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.005
			papal_influence_from_cardinals = 0.5
			relation_with_heretics = 25
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			add_patriarch_authority = 0.1
		}
	}
}

tsarevets_church_of_ascension = {
	# province it starts in
	start = 4704		#Tarnovo
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1185.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 1000
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0 #Utterly destroyed by Ottomans upon conquest.
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		owner = { religion_group = christian } #Because church
		has_owner_religion = yes
		has_fort_building_trigger = yes
	}

	#what to do when it's built
	on_built = {
	}
	
	#what to do when it's destroyed
	on_destroyed = {
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		owner = { religion_group = christian } #Because church
		has_owner_religion = yes
		has_fort_building_trigger = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		owner = { religion_group = christian } #Because church
		has_owner_religion = yes
		has_fort_building_trigger = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			fort_level = 1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_monthly_devastation = -0.1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			fort_level = 1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_monthly_devastation = -0.1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			nobles_loyalty_modifier = 0.05
			church_loyalty_modifier = 0.05
		}
		
		conditional_modifier = { #Bulgarian missions bonus
			tooltip_potential = {
				owner = { has_mission = bul_autocephaly }
			}
			trigger = {
				owner = { mission_completed = bul_autocephaly }
			}
			modifier = {
				missionaries = 1
			}
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			fort_level = 1
			local_defender_dice_roll_bonus = 1
			local_prosperity_growth = 0.1 #This applies to the entire area - putting it in area_modifier increases the prosperity in the area times the number of provinces.
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_monthly_devastation = -0.1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			nobles_loyalty_modifier = 0.05
			church_loyalty_modifier = 0.05
			global_missionary_strength = 0.02
		}
		
		conditional_modifier = { #Bulgarian missions bonus
			tooltip_potential = {
				owner = { has_mission = bul_autocephaly }
			}
			trigger = {
				owner = { mission_completed = bul_autocephaly }
			}
			modifier = {
				missionaries = 1
				manpower_in_own_culture_provinces = 0.33
			}
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}