kra_canal = {
	# province it starts in
	start = 2390	#Chaiya
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 3000.1.1
	
	#time to build
	time = {
		months = 1
	}
	
	#how much to build one
	build_cost = 10000
	
	#can we move it?
	can_be_moved = no
	
	#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 = 3
	
	#project type
	type = canal

	#can we build it?
	build_trigger = {
		FROM = {
			owns_or_vassal_of = 2390
			is_subject = no			
			adm_tech = 67
			treasury = 10000
		}
	}
	
	#what to do when it's built
	on_built = {
		add_canal = kra_canal
		owner = { add_prestige = 30 }
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		remove_canal = kra_canal
	}

	#can our country use it?
	can_use_modifiers_trigger = {
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
	}

	#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 = {
			province_trade_power_value = 10
		}

		#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_trade_power = 0.01
		}

		#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 = 20
		}

		#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_trade_power = 0.02
		}

		#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 = 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 = 30
		}

		#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_trade_power = 0.03
		}

		#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 = 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 = 50
		}

		#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_trade_power = 0.05
		}

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


##########################################################################

# Antiquity

##########################################################################
bronze_bird_terrace = {
	# province it starts in
	start = 4195	#Yecheng
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 210.1.1
	
	#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 = {		#province trigger
		province_id = 4195	#Yecheng
		owner = {
			OR = {
				tag = WEI
				culture_group = east_asian
				is_emperor_of_china = yes
				custom_trigger_tooltip = {
					tooltip = is_chinese_dynasty_tag.tt
					is_chinese_dynasty_tag = yes
				}
			}
		}
	}

	#what to do when it's built
	on_built = {
		define_advisor = {		#spawns an Artist, representing the poets and entertainers hosted in the terrace
			type = artist
			skill = 2
			location = 4195
			discount = yes
		}
	}
	
	#what to do when it's destroyed
	on_destroyed = {
	}

	#can our country use it?
	can_use_modifiers_trigger = {		#province trigger
		owner = {
			OR = {
				tag = WEI
				culture_group = east_asian
				is_emperor_of_china = yes
				custom_trigger_tooltip = {
					tooltip = is_chinese_dynasty_tag.tt
					is_chinese_dynasty_tag = yes
				}
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		owner = {
			OR = {
				tag = WEI
				culture_group = east_asian
				is_emperor_of_china = yes
				custom_trigger_tooltip = {
					tooltip = is_chinese_dynasty_tag.tt
					is_chinese_dynasty_tag = yes
				}
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
		OR = {
			tag = WEI
			culture_group = east_asian
			is_emperor_of_china = yes
			custom_trigger_tooltip = {
				tooltip = is_chinese_dynasty_tag.tt
				is_chinese_dynasty_tag = yes
			}
		}
	}

	#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 = {
			adm_advisor_cost = -0.1
			prestige = 0.1
			heir_chance = 0.25
		}

		#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_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 = {
			adm_advisor_cost = -0.1
			prestige = 0.25
			heir_chance = 0.33
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			define_advisor = {		#spawns an Artist, representing the poets and entertainers hosted in the terrace
				type = artist
				skill = 2
				location = 4195
				discount = yes
			}
		}
	}

	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 = {
			local_unrest = -2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			adm_advisor_cost = -0.1
			advisor_pool = 1
			prestige = 0.5
			heir_chance = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			define_advisor = {		#spawns an Artist, representing the poets and entertainers hosted in the terrace
				type = artist
				skill = 2
				location = 4195
				discount = yes
			}
		}
	}
}

horyuji = {
	# province it starts in
	start = 1832	#Nara/Yamato
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 607.1.1
	
	#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 = {		#province trigger
		province_id = 1832	#Nara/Yamato
		religion_group = buddhic
		owner = {
			OR = {
				tag = YAM
				tag = JAP
				culture_group = japanese_g
			}
			OR = {
				religion_group = buddhic
				secondary_religion_group = buddhic
				has_harmonized_with = buddhism
				has_harmonized_with = mahayana
				has_harmonized_with = vajrayana
				has_harmonized_with = dharmaguptaka
				has_harmonized_with = sarvastivada
				has_harmonized_with = pudgalavada
				has_harmonized_with = mahasamghika
			}
		}
	}

	#what to do when it's built
	on_built = {
		define_advisor = {		#spawns advisor
			type = theologian
			skill = 1
			location = 1832
			discount = yes
		}
	}
	
	#what to do when it's destroyed
	on_destroyed = {
	}

	#can our country use it?
	can_use_modifiers_trigger = {		#province trigger
		religion_group = buddhic
		owner = {
			OR = {
				tag = YAM
				tag = JAP
				culture_group = japanese_g
			}
			OR = {
				religion_group = buddhic
				secondary_religion_group = buddhic
				has_harmonized_with = buddhism
				has_harmonized_with = mahayana
				has_harmonized_with = vajrayana
				has_harmonized_with = dharmaguptaka
				has_harmonized_with = sarvastivada
				has_harmonized_with = pudgalavada
				has_harmonized_with = mahasamghika
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = buddhic
		owner = {
			OR = {
				tag = YAM
				tag = JAP
				culture_group = japanese_g
			}
			OR = {
				religion_group = buddhic
				secondary_religion_group = buddhic
				has_harmonized_with = buddhism
				has_harmonized_with = mahayana
				has_harmonized_with = vajrayana
				has_harmonized_with = dharmaguptaka
				has_harmonized_with = sarvastivada
				has_harmonized_with = pudgalavada
				has_harmonized_with = mahasamghika
			}
		}
	}

	#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 = {
			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 = {
			local_missionary_strength = 0.01
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.05
			global_missionary_strength = 0.01
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			define_advisor = {		#spawns advisor if upgraded from obscurity
				type = theologian
				skill = 1
				location = 1832
				discount = yes
			}
		}
	}

	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_unrest = -1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_missionary_strength = 0.02
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.1
			global_missionary_strength = 0.01
			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 = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -2
			local_missionary_strength = 0.03
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.15
			global_missionary_strength = 0.02
			missionaries = 2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			define_advisor = {		#spawns advisor
				type = theologian
				skill = 2
				location = 1832
				discount = yes
			}
		}
	}
}


##########################################################################

# Medieval

##########################################################################

three_pagodas_chongsheng = {
	# province it starts in
	start = 661	#Dali
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 871.1.1
	
	#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 = {		#province trigger
		province_id = 661	#Dali
		OR = {
			religion_group = buddhic
			has_owner_religion = yes
		}
		owner = {
			OR = {
				religion_group = buddhic
				has_harmonized_with = buddhism		#Theravada
				has_harmonized_with = vajrayana
				has_harmonized_with = mahayana
				secondary_religion = buddhism		#syncretized with - Tengri
				secondary_religion = vajrayana		#syncretized with - Tengri
				secondary_religion = mahayana		#syncretized with - Tengri
			}
		}
	}

	#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 = {		#province trigger
		religion_group = buddhic
		owner = {
			OR = {
				religion_group = buddhic
				has_harmonized_with = buddhism		#Theravada
				has_harmonized_with = vajrayana
				has_harmonized_with = mahayana
				secondary_religion = buddhism		#syncretized with - Tengri
				secondary_religion = vajrayana		#syncretized with - Tengri
				secondary_religion = mahayana		#syncretized with - Tengri
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			religion_group = buddhic
			has_owner_religion = yes
		}
		owner = {
			OR = {
				religion_group = buddhic
				has_harmonized_with = buddhism		#Theravada
				has_harmonized_with = vajrayana
				has_harmonized_with = mahayana
				secondary_religion = buddhism		#syncretized with - Tengri
				secondary_religion = vajrayana		#syncretized with - Tengri
				secondary_religion = mahayana		#syncretized with - Tengri
			}
		}
	}

	#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 = {
			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 = {
			yearly_karma_decay = 0.05
			global_missionary_strength = 0.01
		}

		#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 = {
			yearly_karma_decay = 0.1
			global_missionary_strength = 0.01
			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 = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.15
			global_missionary_strength = 0.02
			missionaries = 1
		}

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