hagia_sophia = {
	# province it starts in
	start = 151
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 537.01.01
	
	#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 = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		custom_trigger_tooltip = {
			tooltip = hagia_sophia_tt
			OR = {
				AND = {
					OR = {
						religion = orthodox
						religion = coptic
						religion = catholic
						religion_group = muslim
					}
					has_owner_religion = yes
				}
				AND = {
					owner = {
						OR = {
							secondary_religion = orthodox
							secondary_religion = coptic
							secondary_religion = catholic
							secondary_religion = sunni
							secondary_religion = shiite
							secondary_religion = ibadi
						}
					}
					OR = {
						religion = orthodox
						religion = coptic
						religion = catholic
						religion_group = muslim
						has_owner_religion = yes
					}
				}
			}
		}
	}

	#what to do when it's built
	on_built = {
		if = {
			limit = { 
				has_global_flag = hagia_sophia_now_mosque 
			}
			show_ambient_object = hagia_sophia_minarets
		}
		else = {
			show_ambient_object = hagia_sophia
		}
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = hagia_sophia_minarets
		hide_ambient_object = hagia_sophia
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		custom_trigger_tooltip = {
			tooltip = hagia_sophia_tt
			OR = {
				AND = {
					OR = {
						religion = orthodox
						religion = coptic
						religion = catholic
						religion_group = muslim
					}
					has_owner_religion = yes
				}
				AND = {
					owner = {
						OR = {
							secondary_religion = orthodox
							secondary_religion = coptic
							secondary_religion = catholic
							secondary_religion = sunni
							secondary_religion = shiite
							secondary_religion = ibadi
						}
					}
					OR = {
						religion = orthodox
						religion = coptic
						religion = catholic
						religion_group = muslim
						has_owner_religion = yes
					}
				}
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		custom_trigger_tooltip = {
			tooltip = hagia_sophia_tt
			OR = {
				AND = {
					OR = {
						religion = orthodox
						religion = coptic
						religion = catholic
						religion_group = muslim
					}
					has_owner_religion = yes
				}
				AND = {
					owner = {
						OR = {
							secondary_religion = orthodox
							secondary_religion = coptic
							secondary_religion = catholic
							secondary_religion = sunni
							secondary_religion = shiite
							secondary_religion = ibadi
						}
					}
					OR = {
						religion = orthodox
						religion = coptic
						religion = catholic
						religion_group = muslim
						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 = {
			tolerance_own =2.5
			tolerance_heretic = 2.5
			church_loyalty_modifier = 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 = {
		}

		#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 = {
			tolerance_own = 5
			tolerance_heretic = 5
			monthly_piety_accelerator = 0.01
			yearly_patriarch_authority = 0.02
			papal_influence = 5
			church_loyalty_modifier = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 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 = {
		}

		#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 = {
			tolerance_own = 10
			tolerance_heretic = 10
			monthly_piety_accelerator = 0.02
			yearly_patriarch_authority = 0.05
			papal_influence = 10
			church_loyalty_modifier = 1.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 10
				}
			}
		}
	}
}

stonehenge = {
	# province it starts in
	start = 234
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -2500.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = yes
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 2
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = pagan
			}
			AND = {
				culture = english
				province_is_or_accepts_culture = yes
			}
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = pagan
			}
			AND = {
				culture = english
				province_is_or_accepts_culture = yes
			}
		}	
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = pagan
			}
			AND = {
				culture = english
				province_is_or_accepts_culture = 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 = {
			tolerance_heretic = 5
			tolerance_heathen = 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 = {
		}

		#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 = {
			tolerance_heretic = 5
			tolerance_heathen = 5	
			stability_cost_modifier = -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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			tolerance_heretic = 10
			tolerance_heathen = 10						
			stability_cost_modifier = -2.5
			global_missionary_strength = 0.1
		}

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

tower_of_london = {
	# province it starts in
	start = 236
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1078.01.01
	
	#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 = 7
	
	#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 = {
			AND = {
				culture = normand
				province_is_or_accepts_culture = yes
			}
			AND = {
				OR = {
					culture_group = british
					culture = anglois
				}
				province_is_or_accepts_culture = yes
			}
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				culture = normand
				province_is_or_accepts_culture = yes
			}
			AND = {
				OR = {
					culture_group = british
					culture = anglois
				}
				province_is_or_accepts_culture = yes
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				culture = normand
				province_is_or_accepts_culture = yes
			}
			AND = {
				OR = {
					culture_group = british
					culture = anglois
				}
				province_is_or_accepts_culture = 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 = {
			local_defensiveness = 0.25
		}

		#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 = {
			army_tradition = 2.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
		
		conditional_modifier = {
			trigger = {
				owner = { 
					OR = { 
						tag = FRA 
						was_tag = FRA 
						overlord = {
							OR = { 
								tag = FRA 
								was_tag = FRA 
							}
						}
					}
				}
				FRA = { mission_completed = fra_london }
			}
			modifier = {
				max_absolutism = 5
			}
		}	
	}

	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_defensiveness = 2.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			army_tradition = 2.5
			prestige = 2.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
		
		conditional_modifier = {
			trigger = {
				owner = { 
					OR = { 
						tag = FRA 
						was_tag = FRA 
						overlord = {
							OR = { 
								tag = FRA 
								was_tag = FRA 
							}
						}
					}
				}
				FRA = { mission_completed = fra_london }
			}
			modifier = {
				max_absolutism = 100
				max_revolutionary_zeal = 50
			}
		}	
	}

	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_defensiveness = 2.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			army_tradition = 5
			prestige = 5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
		
		conditional_modifier = {
			trigger = {
				owner = { 
					OR = { 
						tag = FRA 
						was_tag = FRA 
						overlord = {
							OR = { 
								tag = FRA 
								was_tag = FRA 
							}
						}
					}
				}
				FRA = { mission_completed = fra_london }
			}
			modifier = {
				max_absolutism = 100
				max_revolutionary_zeal = 100
			}
		}	
	}
}

buddha_statues = {
	# province it starts in
	start = 2225
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 570.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = yes
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#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_is_buddhist_or_accepts_buddhism = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = buddha_small
		show_ambient_object = buddha_big
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = buddha_small
		hide_ambient_object = buddha_big
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_buddhist_or_accepts_buddhism = 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 = {
			culture_conversion_cost = -1
			global_missionary_strength = 0.1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -1
			global_missionary_strength = 0.1
			missionaries = 10
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -2.5
			global_missionary_strength = 0.1
			missionaries = 10
			idea_cost = -0.5
		}

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

parthenon = {
	# province it starts in
	start = 146
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -432.01.01
	
	#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 = 6
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = pagan
			}
			AND = {
				culture = greek
				province_is_or_accepts_culture = yes
			}
			AND = {
				culture = athenian
				province_is_or_accepts_culture = yes
			}
		}	
	}

	#what to do when it's built
	on_built = {
		if = {
			limit = { 
				has_global_flag = parthenon_now_mosque 
			}
			show_ambient_object = parthenon_minaret
		}
		else = {
			show_ambient_object = parthenon
		}
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = parthenon_minaret
		hide_ambient_object = parthenon
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = pagan
			}
			AND = {
				culture = greek
				province_is_or_accepts_culture = yes
			}
			AND = {
				culture = athenian
				province_is_or_accepts_culture = yes
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = pagan
			}
			AND = {
				culture = greek
				province_is_or_accepts_culture = yes
			}
			AND = {
				culture = athenian
				province_is_or_accepts_culture = 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 = {
			local_unrest = -30
		}

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

		#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 = -30
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -1
			advisor_pool = 10
		}

		#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 = -30
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -2
			advisor_pool = 10
			yearly_corruption = -1
		}

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

forbidden_city = {
	# province it starts in
	start = 1816
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1406.01.01
	
	#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 = {
			has_reform = celestial_empire
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		owner = {
			has_reform = celestial_empire
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		owner = {
			has_reform = celestial_empire
		}
	}

	#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_absolutism = 2.5
			imperial_mandate = 0.3
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_absolutism = 5
			imperial_mandate = 0.3
			prestige_decay = -0.1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_absolutism = 5
			imperial_mandate = 0.5
			prestige_decay = -0.2
		}

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

angkor_wat = {
	# province it starts in
	start = 609
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1120.01.01
	
	#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 = {
		province_is_buddhist_or_accepts_buddhism_or_is_dharmic = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_buddhist_or_accepts_buddhism_or_is_dharmic = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_buddhist_or_accepts_buddhism_or_is_dharmic = 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_karma_decay = 0.5  #(buddhist)
			technology_cost = -0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}

	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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 1  #(buddhist)
			technology_cost = -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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 1.5  #(buddhist)
			technology_cost = -1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

petra = {
	# province it starts in
	start = 2327
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -2500.01.01
	
	#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 = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = {
				culture = al_suryah_arabic
				province_is_or_accepts_culture = yes
			}
			AND = {
				culture = bedouin_arabic
				province_is_or_accepts_culture = yes
			}
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				culture = al_suryah_arabic
				province_is_or_accepts_culture = yes
			}
			AND = {
				culture = bedouin_arabic
				province_is_or_accepts_culture = yes
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				culture = al_suryah_arabic
				province_is_or_accepts_culture = yes
			}
			AND = {
				culture = bedouin_arabic
				province_is_or_accepts_culture = 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 = {
			diplomatic_reputation = 10
			envoy_travel_time = -2
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 10
			envoy_travel_time = -2.5
			fabricate_claims_cost = -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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 20
			envoy_travel_time = -3.3
			diplomatic_upkeep = 10
			fabricate_claims_cost = -2
		}

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

cologne_cathedral = {
	# province it starts in
	start = 85
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1248.01.01
	
	#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 = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	#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 = {
			papal_influence = 5
			monthly_fervor_increase = 2.5
			church_power_modifier = 0.5
			enforce_religion_cost = -1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			papal_influence = 10
			monthly_fervor_increase = 5
			church_power_modifier = 1
			enforce_religion_cost = -2.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 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 = {
		}

		#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 = {
			papal_influence = 20
			monthly_fervor_increase = 10
			church_power_modifier = 1.5
			enforce_religion_cost = -3.3
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

kremlin = {
	# province it starts in
	start = 295
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1339.01.01
	
	#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 = 1
	
	#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 = {
			culture_group = east_slavic
			culture_group = slavic
		}
		province_is_or_accepts_culture = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			culture_group = east_slavic
			culture_group = slavic
		}
		province_is_or_accepts_culture = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			culture_group = east_slavic
			culture_group = slavic
		}
		province_is_or_accepts_culture = 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 = {
			local_defensiveness = 1.5
			local_manpower_modifier = 2.5
		}

		#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_defensiveness = 2.5
			local_manpower_modifier = 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_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_defensiveness = 3.3
			local_manpower_modifier = 10
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 1.5
		}

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

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

machu_picchu = {
	# province it starts in
	start = 807
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1339.01.01
	
	#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 = 1
	
	#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 = {
		culture_group = andean_group
		province_is_or_accepts_culture = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = andean_group
		province_is_or_accepts_culture = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = andean_group
		province_is_or_accepts_culture = 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 = {
			idea_cost = -0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}

	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 = {
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			idea_cost = -1.5
			reform_progress_growth = 1
			mercantilism_cost = -1.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

chichen_itza = {
	# province it starts in
	start = 846
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 600.01.01
	
	#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 = 1
	
	#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 = {
		culture_group = maya
		province_is_or_accepts_culture = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = maya
		province_is_or_accepts_culture = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = maya
		province_is_or_accepts_culture = 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 = {
			manpower_recovery_speed = 1
			global_regiment_recruit_speed = -1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 5
				}
			}
		}
	}

	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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			manpower_recovery_speed = 1.5
			global_regiment_recruit_speed = -3
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 10
				}
			}
		}
	}

	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 = {
			manpower_recovery_speed = 2
			global_regiment_recruit_speed = -5
			infantry_cost = -1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 15
				}
			}
		}
	}
}

himeji_castle = {
	# province it starts in
	start = 1019
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1346.01.01
	
	#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 = 1
	
	#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 = {		
	}

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

	#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 = {
		}

		#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_defensiveness = 1.5			
		}

		#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 = {
			prestige = 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_defensiveness = 2.5				
		}

		#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 = {
			prestige = 5		
			spy_offence = 1
			global_spy_defence = 2
		}

		#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 = {
			local_defensiveness = 2.5					
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 5			
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 5	
			spy_offence = 1.5
			global_spy_defence = 2.5
		}

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

moai = {
	# province it starts in
	start = 1988
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1400.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = yes
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#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 = {
		culture = polynesian
		province_is_or_accepts_culture = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		culture = polynesian
		province_is_or_accepts_culture = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture = polynesian
		province_is_or_accepts_culture = 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 = {
			religious_unity = 0.5
			tolerance_own = 5
			nobles_loyalty_modifier = 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 = {
		}

		#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 = {
			religious_unity = 1
			tolerance_own = 10
			nobles_loyalty_modifier = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 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 = {
		}

		#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 = {
			religious_unity = 2.5
			tolerance_own = 10
			tolerance_heretic = 10
			nobles_loyalty_modifier = 1.5
		}

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

stpeters_cathedral = {
	# province it starts in
	start = 118
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 325.01.01 #1447
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_or_accepts_religion = {
			religion = catholic
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = catholic
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = catholic
		}
	}

	#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 = {
			appoint_cardinal_cost = -0.5
			curia_powers_cost = -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 = {
		}

		#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 = {
			appoint_cardinal_cost = -1
			curia_powers_cost = -1
			idea_cost = -0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}

	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 = {
			appoint_cardinal_cost = -2
			curia_powers_cost = -1
			idea_cost = -1
			church_influence_modifier = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 20
				}
			}
		}
	}
}

mount_fuji = {
	# province it starts in
	start = 1029
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 806.01.01 #when the Fujisan Hongū Sengen Taisha shrine was built
	
	#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 = 1
	
	#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 = {
		custom_trigger_tooltip = {
			tooltip = mount_fuji_tt
			OR = {		
				AND = {
					religion = shinto
					has_owner_religion = yes
				}
				AND = {
					religion = mahayana
					has_owner_religion = yes
				}
				AND = {
					OR = {
						religion = shinto
						has_owner_religion = yes
					}
					owner = { has_harmonized_with = shinto }
				}
				AND = {
					owner = {
						religion = tengri_pagan_reformed
						secondary_religion = shinto
					}
					OR = {
						religion = shinto
						has_owner_religion = yes
					}
				}
				AND = {
					OR = {
						religion = mahayana
						has_owner_religion = yes
					}
					owner = { has_harmonized_with = mahayana }
				}
				AND = {
					owner = {
						religion = tengri_pagan_reformed
						secondary_religion = mahayana
					}
					OR = {
						religion = mahayana
						has_owner_religion = yes
					}
				}
			}
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		custom_trigger_tooltip = {
			tooltip = mount_fuji_tt
			OR = {		
				AND = {
					religion = shinto
					has_owner_religion = yes
				}
				AND = {
					religion = mahayana
					has_owner_religion = yes
				}
				AND = {
					OR = {
						religion = shinto
						has_owner_religion = yes
					}
					owner = { has_harmonized_with = shinto }
				}
				AND = {
					owner = {
						religion = tengri_pagan_reformed
						secondary_religion = shinto
					}
					OR = {
						religion = shinto
						has_owner_religion = yes
					}
				}
				AND = {
					OR = {
						religion = mahayana
						has_owner_religion = yes
					}
					owner = { has_harmonized_with = mahayana }
				}
				AND = {
					owner = {
						religion = tengri_pagan_reformed
						secondary_religion = mahayana
					}
					OR = {
						religion = mahayana
						has_owner_religion = yes
					}
				}
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		custom_trigger_tooltip = {
			tooltip = mount_fuji_tt
			OR = {		
				AND = {
					religion = shinto
					has_owner_religion = yes
				}
				AND = {
					religion = mahayana
					has_owner_religion = yes
				}
				AND = {
					OR = {
						religion = shinto
						has_owner_religion = yes
					}
					owner = { has_harmonized_with = shinto }
				}
				AND = {
					owner = {
						religion = tengri_pagan_reformed
						secondary_religion = shinto
					}
					OR = {
						religion = shinto
						has_owner_religion = yes
					}
				}
				AND = {
					OR = {
						religion = mahayana
						has_owner_religion = yes
					}
					owner = { has_harmonized_with = mahayana }
				}
				AND = {
					owner = {
						religion = tengri_pagan_reformed
						secondary_religion = mahayana
					}
					OR = {
						religion = mahayana
						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 = {
			local_development_cost = -1
			local_monthly_devastation = -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_development_cost = -1.5
			local_monthly_devastation = -0.5
			local_tax_modifier = 1.5
		}

		#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_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 = -2
			local_monthly_devastation = -1
			local_tax_modifier = 2
		}

		#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 = -0.5
			local_tax_modifier = 0.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 1  #(buddhist)
			prestige = 5
		}

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

tenochtitlan = {
	# province it starts in
	start = 852
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1325.01.01
	
	#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 = 1
	
	#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 = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = central_american
		province_is_or_accepts_culture = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = central_american
		province_is_or_accepts_culture = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = central_american
		province_is_or_accepts_culture = 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 = {
			local_build_cost = -1
			trade_goods_size_modifier = 2.5
		}

		#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 = {
			yearly_doom_reduction = 1
		}

		#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_build_cost = -1.5
			local_development_cost = -1
			trade_goods_size_modifier = 3.3
		}

		#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_doom_reduction = 20
		}

		#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 = {
			local_build_cost = -1.5
			local_development_cost = -2
			trade_goods_size_modifier = 5
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_doom_reduction = 30
		}

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

notre_dame_cathedral = {
	# province it starts in
	start = 183
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1163.01.01
	
	#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 = 1
	
	#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 = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	#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 = {
			papal_influence = 5
			monthly_fervor_increase = 2.5
			church_power_modifier = 0.5
			tolerance_own = 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 = {
		}

		#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 = {
			papal_influence = 10
			monthly_fervor_increase = 5
			church_power_modifier = 1
			tolerance_own = 10
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			papal_influence = 20
			monthly_fervor_increase = 10
			church_power_modifier = 1.5
			tolerance_own = 20
			religious_unity = 1
		}

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

shwedagon_pagoda = {
	# province it starts in
	start = 4399
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1362.01.01
	
	#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 = 1
	
	#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_is_buddhist_or_accepts_buddhism = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_buddhist_or_accepts_buddhism = 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 = {
			local_unrest = -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 = {
			church_loyalty_modifier = 0.05
		}

		#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 = -20
			local_development_cost = -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 = {
			church_loyalty_modifier = 0.1
			yearly_karma_decay = 0.5
		}

		#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 = {
			local_development_cost = -1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -20
		}

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

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

the_great_wall_of_china = {
	# province it starts in
	start = 698
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1368.01.01 #Ming dynasty
	
	#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 = 1
	
	#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 = { 
			AND = {
				culture_group = east_asian
				province_is_or_accepts_culture = yes
			}
			owner = { is_emperor_of_china = yes }
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = { 
			AND = {
				culture_group = east_asian
				province_is_or_accepts_culture = yes
			}
			owner = { is_emperor_of_china = yes }
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = { 
			AND = {
				culture_group = east_asian
				province_is_or_accepts_culture = yes
			}
			owner = { is_emperor_of_china = 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 = {
			garrison_growth = 3.3
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 2.5
		}

		#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 = {
			garrison_growth = 6.6
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			hostile_attrition = 10
			garrison_size = 1.5
		}

		#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 = {
			garrison_growth = 10
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 7.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			hostile_attrition = 20
			garrison_size = 2.5
		}

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

ambras_castle = {
	# province it starts in
	start = 73
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1564.01.01
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#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_defensiveness = 2.5
		}

		#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 = {
			prestige = 1
			drill_gain_modifier = 1 
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 5
				}
			}
		}
	}

	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_defensiveness = 2.5
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 2.5
			drill_gain_modifier = 3
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 10
				}
			}
		}
	}

	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_defensiveness = 2.5
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 2.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 5
			drill_gain_modifier = 5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 15
				}
			}
		}
	}
}

mesa_verde = {
	# province it starts in
	start = 875
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1190.01.01 #Cliff Palace
	
	#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 = 1
	
	#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_is_or_accepts_religion = {
			religion = totemism
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = totemism
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = totemism
		}
	}

	#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 = -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 = {
			technology_cost = -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_unrest = -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 = {	
			idea_cost = -0.5
			technology_cost = -0.5
		}

		#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 = {
			local_unrest = -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 = {
			idea_cost = -1
			technology_cost = -1
		}

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

taj_mahal = {
	# province it starts in
	start = 524
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1632 
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	#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 = -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 = {
			monthly_piety_accelerator = 0.01
			prestige_decay = -0.05
		}

		#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 = -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 = {	
			monthly_piety_accelerator = 0.02
			prestige_decay = -0.05
			monthly_splendor = 10
		}

		#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 = -20
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety_accelerator = 0.03
			prestige_decay = -0.1
			monthly_splendor = 20
			power_projection_from_insults = 10
		}

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

alhambra = {
	# province it starts in
	start = 223
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1333.01.01 #Yusuf I
	
	#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 = 1
	
	#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 = {
	}

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

	#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 = {
		}

		#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 = {
			vassal_income = 1
			reduced_liberty_desire = 50
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			vassal_income = 1
			reduced_liberty_desire = 50
			diplomatic_reputation = 10
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			administrative_efficiency = 0.5
			vassal_income = 1
			reduced_liberty_desire = 100
			diplomatic_reputation = 10
		}

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

the_grand_palace = {
	# province it starts in
	start = 4831
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1782
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#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_absolutism = 2.5
			governing_capacity_modifier = 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 = {
		}

		#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_absolutism = 5
			governing_capacity_modifier = 1
			vassal_forcelimit_bonus = 3
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_absolutism = 10
			governing_capacity_modifier = 1.5
			vassal_forcelimit_bonus = 5
			ae_impact = -1
		}

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

bagan_temples = {
	# province it starts in
	start = 2399
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1105.01.01 #Ananda Temple
	
	#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 = 1
	
	#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 = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_buddhist_or_accepts_buddhism = 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 = {
			local_missionary_strength = 0.1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.5
			global_missionary_strength = 0.1
		}

		#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_missionary_strength = 0.2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 1
			global_missionary_strength = 0.1
			missionaries = 10
		}

		#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_missionary_strength = 0.3
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 1.5
			global_missionary_strength = 0.2
			missionaries = 20
		}

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

ait_benhaddou = {
	# province it starts in
	start = 4568
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1050.01.01 #Almoravid Period
	
	#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 = 1
	
	#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 = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#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 = {
			local_defensiveness = 1.5
		}

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

		#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_defensiveness = 2.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			caravan_power = 2
			trade_efficiency = 0.5
		}

		#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_defensiveness = 2.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			caravan_power = 3.3
			trade_efficiency = 1
			global_trade_power = 0.5
		}

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

registan_square = {
	# province it starts in
	start = 454
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1417.01.01 #Ulugh Beg Madrasah
	
	#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 = 1
	
	#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_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	#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 = {
			monthly_piety_accelerator = 0.01
			stability_cost_modifier = -1
			enforce_religion_cost = -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 = {
		}

		#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 = {
			monthly_piety_accelerator = 0.02
			stability_cost_modifier = -1.5
			enforce_religion_cost = -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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety_accelerator = 0.03
			stability_cost_modifier = -2.5
			enforce_religion_cost = -1.5
		}

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

golden_temple = {
	# province it starts in
	start = 2075
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1574
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	#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 = -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_autonomy = -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 = {			
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -10
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.5
			min_autonomy_in_territories = -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 = -20
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -1
			min_autonomy_in_territories = -1.5
			
		}

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

jokhang_temple = {
	# province it starts in
	start = 677
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 647.01.01
	
	#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 = 1
	
	#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_is_buddhist_or_accepts_buddhism = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes 
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_buddhist_or_accepts_buddhism = 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 = {
			religious_unity = 0.5
			missionary_maintenance_cost = -1
			yearly_karma_decay = 0.1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			religious_unity = 1
			global_missionary_strength = 0.1
			missionary_maintenance_cost = -2
			yearly_karma_decay = 0.25
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			religious_unity = 2.5
			global_missionary_strength = 0.2
			missionary_maintenance_cost = -3
			yearly_karma_decay = 0.5
		}

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

borobudur_temple = {
	# province it starts in
	start = 2690
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 750.01.01
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = {
				culture_group = malay
				province_is_or_accepts_culture = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}	
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				culture_group = malay
				province_is_or_accepts_culture = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				culture_group = malay
				province_is_or_accepts_culture = yes
			}
			province_is_buddhist_or_accepts_buddhism = 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 = {
			local_autonomy = -0.1
		}

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

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_autonomy = -0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -1
			global_unrest = -10
		}

		#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 = {			
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -2.5
			global_unrest = -20
			num_accepted_cultures = 10
			global_autonomy = -0.5
		}

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

temple_of_confucius = {
	# province it starts in
	start = 2140
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1302.01.01 #Yuan Dynasty restoration
	
	#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 = 1
	
	#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 = { 
			province_is_or_accepts_religion = {
				religion = confucianism
			}	
			has_owner_harmonized_religion = yes
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = { 
			province_is_or_accepts_religion = {
				religion = confucianism
			}	
			has_owner_harmonized_religion = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = { 
			province_is_or_accepts_religion = {
				religion = confucianism
			}	
			has_owner_harmonized_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_harmony = 2.5
			prestige = 2.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}

	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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_harmony = 3.3
			religious_unity = 2.5
			prestige = 5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 10
				}
			}
		}
	}

	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 = {
			yearly_harmony = 5
			religious_unity = 5
			prestige = 10
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

murud_janjira = {
	# province it starts in
	start = 2089
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1676
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#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 = {
			naval_forcelimit_modifier = 1
			naval_maintenance_modifier = -1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			naval_forcelimit_modifier = 2
			naval_maintenance_modifier = -1.5
			navy_tradition = 5
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			naval_forcelimit_modifier = 3
			naval_maintenance_modifier = -2
			navy_tradition = 10
			admiral_cost = -1
		}

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

pura_besakih = {
	# province it starts in
	start = 631
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1284.01.01
	
	#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 = 1
	
	#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 = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	#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 = {
			brahmins_hindu_loyalty_modifier = 0.05
			stability_cost_modifier = -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 = {
		}

		#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 = {
			brahmins_hindu_loyalty_modifier = 0.1
			stability_cost_modifier = -1
			war_exhaustion = -0.2
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			brahmins_hindu_loyalty_modifier = 0.15
			stability_cost_modifier = -1.5
			war_exhaustion = -0.5
			global_unrest = -10
		}

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

kanbawzathadi_palace = {
	# province it starts in
	start = 586
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1556
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#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 = {
			diplomatic_reputation = 10
			dip_advisor_cost = -1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 10
			diplomatic_upkeep = 10
			dip_advisor_cost = -2
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 10
			diplomatic_upkeep = 20
			advisor_cost = -2
		}

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

pyramid_of_cheops = {
	# province it starts in
	start = 361
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -2570.01.01 #1556
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = pagan
			}
			AND = {
				culture_group = turko_semitic
				province_is_or_accepts_culture = yes
			}
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = pagan
			}
			AND = {
				culture_group = turko_semitic
				province_is_or_accepts_culture = yes
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = pagan
			}
			AND = {
				culture_group = turko_semitic
				province_is_or_accepts_culture = 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 = {
			advisor_cost = -0.5
			church_loyalty_modifier = 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 = {
		}

		#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 = {
			advisor_cost = -1
			church_loyalty_modifier = 0.1
			idea_cost = -0.5			
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -1.5
			church_loyalty_modifier = 0.15
			idea_cost = -0.5
		}

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

khami_ruins = {
	# province it starts in
	start = 1184
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1250.01.01 
	
	#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 = 1
	
	#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 = {
	}

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

	#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 = {
		}

		#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 = {
			local_defensiveness = 1.5
		}

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

		#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_defensiveness = 2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			technology_cost = -0.5
			fabricate_claims_cost = -2
		}

		#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_defensiveness = 2.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			technology_cost = -0.5
			fabricate_claims_cost = -3
		}

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

prambanan_temple = {
	# province it starts in
	start = 2690
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 850.01.01 
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	#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 = {
			development_cost = -0.2
			global_missionary_strength =  0.05
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			development_cost = -0.5
			global_missionary_strength = 0.1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			development_cost = -1
			global_missionary_strength = 0.2
			missionaries = 10
		}

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

inukshuk = {
	# province it starts in
	start = 1006
	
	# 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 
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = yes
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#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 = {		
	}

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

	#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 = {
		}

		#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 = {
			num_accepted_cultures = 10
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			num_accepted_cultures = 10
			same_culture_advisor_cost = -1.5
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			num_accepted_cultures = 20
			same_culture_advisor_cost = -2
			promote_culture_cost = -1.5
		}

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

fire_temple_of_ateshgah = {
	# province it starts in
	start = 421
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 730.01.01 
	
	#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 = 1
	
	#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_is_or_accepts_religion = {
			religion = zoroastrian
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = zoroastrian
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = zoroastrian
		}
	}

	#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 = {
			discipline = 2.5
			fire_damage_received = -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 = {
		}

		#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 = {
			discipline = 0.5
			fire_damage_received = -1
			culture_conversion_cost = -0.5
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			discipline = 1
			fire_damage_received = -1
			fire_damage = 0.5			
			culture_conversion_cost = -1
		}

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

kiev_pechersk_lavra = {
	# province it starts in
	start = 280
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1051.01.01 #cave monastery
	
	#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 = 1
	
	#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_is_or_accepts_religion = {
			religion = orthodox
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = orthodox
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = orthodox
		}
	}

	#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 = 0.01
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.02
			tolerance_own = 10
		}

		#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_defensiveness = 2.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.05
			tolerance_own = 20
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}
}

#pena_palace = { #Replaced by Belém Tower, as requested by community
	# province it starts in
	# start = 227
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	# date = 1444.01.01 #1493 monastery
	
	#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 = 1
	
	#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
	
	#project type
	# type = monument

	#can we build it?
	# build_trigger = {
	# 	#anyone
	# }

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

	#can our country use it?
	# can_use_modifiers_trigger = {
	# 	#anyone
	# }

	#can our country upgrade it?
	# can_upgrade_trigger = {
	# 	#anyone
	# }

	#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_manpower_modifier = 0.15
		# }

		#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 = {
		# 	owner = {
		# 		add_estate_loyalty = {
		# 			estate = estate_nobles
		# 			loyalty = 5
		# 		}
		# 	}
		# }
	# }

	#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_manpower_modifier = 0.25
		# }

		#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 = {
		# 	owner = {
		# 		add_estate_loyalty = {
		# 			estate = estate_nobles
		# 			loyalty = 10
		# 		}
		# 	}
		# }
	# }

	# 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_manpower_modifier = 0.5
		# }

		#what modifiers are added to the country when we have this project here on this tier
		# country_modifiers = {
		# 	global_missionary_strength = 0.005
		# 	nobles_loyalty_modifier = 0.05
		# }

		#what effects happen when this tier is achieved
		# on_upgraded = {	
		# 	owner = {
		# 		add_estate_loyalty = {
		# 			estate = estate_nobles
		# 			loyalty = 15
		# 		}
		# 	}
		# }
	# }
# }

belem_tower = {
	# province it starts in
	start = 227
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1519.01.01
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#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 = {
			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 = {
			local_manpower_modifier = 1.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_trade_power = 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 = {
			province_trade_power_value = 100
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_manpower_modifier = 2.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_trade_power = 1
			global_sailors_modifier = 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 = {
			province_trade_power_value = 150
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_manpower_modifier = 5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_trade_power = 1.5
			global_sailors_modifier = 2.5
		}

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

sankin_kotai_palaces = {
	# province it starts in
	start = 1028
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1582 Osaka Castle
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = japanese_g
		province_is_or_accepts_culture = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = japanese_g
		province_is_or_accepts_culture = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = japanese_g
		province_is_or_accepts_culture = 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 = {
			war_taxes_cost_modifier = -5
			prestige_from_land = 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 = {
		}

		#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 = {
			war_taxes_cost_modifier = -5
			prestige_from_land = 10
			general_cost = -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 = {
			regiment_recruit_speed = -2.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			war_taxes_cost_modifier = -10
			prestige_from_land = 10
			general_cost = -1
		}

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

mausoleum_at_halicarnassus = {
	# province it starts in
	start = 319
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -350.01.01
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#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 = {
			prestige = 2.5
			monthly_splendor = 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 = {
		}

		#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 = {
			prestige = 5
			monthly_splendor = 10
			monarch_lifespan = 0.5
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 10
			monthly_splendor = 15
			monarch_lifespan = 1
		}

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

heddal_stave_church = {
	# province it starts in
	start = 4144
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1225.01.01
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	#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 = -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 = {
			stability_cost_modifier = -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 = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -10
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			stability_cost_modifier = -0.5
			missionary_maintenance_cost = -1
			missionaries = 10
		}

		#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 = -20
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			stability_cost_modifier = -1
			missionary_maintenance_cost = -2
			missionaries = 10
		}

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

versailles = {
	# province it starts in
	start = 183
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1623 hunting lodge
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = french
		province_is_or_accepts_culture = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = french
		province_is_or_accepts_culture = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = french
		province_is_or_accepts_culture = 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 = {
			global_tax_modifier = 1
			improve_relation_modifier = 1
			nobles_loyalty_modifier = 0.05
			nobles_influence_modifier = 0.05
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_tax_modifier = 1.5
			improve_relation_modifier = 1
			vassal_income = 1
			nobles_loyalty_modifier = 0.1
			nobles_influence_modifier = 0.1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_tax_modifier = 2
			improve_relation_modifier = 1.5
			vassal_income = 2
			nobles_loyalty_modifier = 0.15
			nobles_influence_modifier = 0.1
		}
		conditional_modifier = {
			trigger = {
				owner = { 
					mission_completed = fra_means_expansion 
					is_emperor = yes 
				}
			}
			modifier = {
				leader_land_fire = 10
				reinforce_speed = 2
			}
		}
		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

el_escorial = {
	# province it starts in
	start = 217
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1584.01.01
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = iberian
		province_is_or_accepts_culture = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = iberian
		province_is_or_accepts_culture = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = iberian
		province_is_or_accepts_culture = 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 = {
			global_autonomy = -0.1	
			global_tariffs = 0.5
			treasure_fleet_income = 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 = {
		}

		#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_autonomy = -0.25
			governing_capacity_modifier = 0.5
			global_tariffs = 1
			treasure_fleet_income = 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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.5
			governing_capacity_modifier = 1
			global_tariffs = 2
			treasure_fleet_income = 2
		}

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

potosi = {
	# province it starts in
	start = 795
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1545.01.01 #Date the silver mine started to be exploited
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#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 = {
			trade_goods_size = 10
		}
		
		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			trade_goods_size_modifier = 0.5
		}

		#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 = {
		}
		
		conditional_modifier = {
			trigger = {
				owner = {
					OR = { 
						alliance_with = MNG 
						overlord = { alliance_with = MNG }
						any_ally = { is_emperor_of_china = yes }
					}
				}
				MNG = { 
					mission_completed = mng_single_whip_law
					has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
				}
			}
			modifier = {
				trade_goods_size = 10
				inflation_reduction = 0.2
			}
		}				
	}

	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 = {
			trade_goods_size = 20
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			interest = -2.5
		}

		#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 = {
			trade_goods_size = 30
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			trade_goods_size_modifier = 1.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			interest = -5
		}

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

kaaba = {
	# province it starts in
	start = 385
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #630.01.01 #Muhammad securing Mecca and removing statues and images from Kaaba
	
	#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 = 1
	
	#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 = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	#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 = {
			prestige = 1
			religious_unity = 1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 2.5
			religious_unity = 1.5
			warscore_cost_vs_other_religion = -0.5
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 50
			religious_unity = 20
			warscore_cost_vs_other_religion = -10
		}

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

holy_city_jerusalem = {
	# province it starts in
	start = 379
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #957.01.01 BC #Supposed construction date of the Temple of Salomon 
	
	#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 = 1
	
	#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 = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = muslim
			}
			province_is_or_accepts_religion_group = {
				religion_group = christian
			}
			province_is_or_accepts_religion = {
				religion = jewish
			}
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = muslim
			}
			province_is_or_accepts_religion_group = {
				religion_group = christian
			}
			province_is_or_accepts_religion = {
				religion = jewish
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			province_is_or_accepts_religion_group = {
				religion_group = muslim
			}
			province_is_or_accepts_religion_group = {
				religion_group = christian
			}
			province_is_or_accepts_religion = {
				religion = jewish
			}
		}
	}

	#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 = {
			local_missionary_strength = 0.1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 1
			global_heretic_missionary_strength = 0.1
			monthly_fervor_increase = 2.5
			church_power_modifier = 0.5
			papal_influence = 2.5
		}

		#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 = {
		}

		#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 = 0.2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 2.5
			global_heretic_missionary_strength = 0.2
			monthly_fervor_increase = 5
			church_power_modifier = 1
			papal_influence = 5
		}

		#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_missionary_strength = 0.3
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 5
			global_heretic_missionary_strength = 0.3
			missionaries = 10
			monthly_fervor_increase = 10
			church_power_modifier = 1.5
			papal_influence = 10
		}

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

great_mosque_djenne = {
	# province it starts in
	start = 1134
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1300.01.01 #Unknown, c. 1200-1330
	
	#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 = 1
	
	#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_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	#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 = {
			monthly_piety_accelerator = 0.01
			global_heathen_missionary_strength = 0.1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety_accelerator = 0.02
			global_heathen_missionary_strength = 0.2
			missionaries = 10
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety_accelerator = 0.03
			global_heathen_missionary_strength = 0.3
			missionaries = 10
		}

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

imperial_city_hue = {
	# province it starts in
	start = 2373
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1804.01.01
	
	#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 = 1
	
	#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
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes
	}

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

	#can our country use it?
	can_use_modifiers_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		province_is_buddhist_or_accepts_buddhism = 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_harmony = 2.5
			legitimacy = 5
			state_maintenance_modifier = -1
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_harmony = 3.3
			yearly_karma_decay = 1
			legitimacy = 10
			state_maintenance_modifier = -2
			min_autonomy_in_territories = -0.5
		}

		#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 = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_harmony = 5
			yearly_karma_decay = 1.5
			legitimacy = 10
			state_maintenance_modifier = -2.5
			min_autonomy_in_territories = -1
		}

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

###NEW MONUMENTS###
baiturrahman_grand_mosque = {
	start = 617 #Kutaraja
	date = 1444.01.01	#1612.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_unrest = -10
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.05
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -1
		}
		country_modifiers = {
			global_missionary_strength = 0.1
			tolerance_own = 10
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -20
		}
		country_modifiers = {
			global_missionary_strength = 0.2
			tolerance_own = 20
			church_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

bam_citadel = {
	start = 2220 #Bam
	date = 10.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
		}
		area_modifier = {
		}
		country_modifiers = {
			caravan_power = 1		
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 2.5
		}
		country_modifiers = {
			caravan_power = 2
			merchants = 10
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 3.5
		}
		country_modifiers = {
			caravan_power = 4
			merchants = 10
		}
		on_upgraded = {
		}
	}
}

bara_katra = {
	start = 564 #Dhaka
	date = 1444.01.01	#1644.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		OR = {
			culture_group = eastern_aryan
			culture_group = hindusthani
		}
		province_is_or_accepts_culture = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {
			culture_group = eastern_aryan
			culture_group = hindusthani
		}
		province_is_or_accepts_culture = yes
	}

	can_upgrade_trigger = {
		OR = {
			culture_group = eastern_aryan
			culture_group = hindusthani
		}
		province_is_or_accepts_culture = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			trade_steering = 0.5
			global_ship_trade_power = 1
			burghers_loyalty_modifier = 0.05
			jains_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			trade_steering = 1
			global_ship_trade_power = 1
			burghers_loyalty_modifier = 0.1
			jains_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			trade_steering = 2
			global_ship_trade_power = 3
			merchants = 10
			burghers_loyalty_modifier = 0.15
			jains_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

bran_castle = {
	start = 4128 #Királyföld
	date = 1357.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		if = {
			limit = {
				owner = {
					NOT = { has_country_flag = teu_can_utilize_bran_castle }
				}
			}
			culture_group = carpathian
			province_is_or_accepts_culture = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		if = {
			limit = {
				owner = {
					NOT = { has_country_flag = teu_can_utilize_bran_castle }
				}
			}
			culture_group = carpathian
			province_is_or_accepts_culture = yes
		}
	}

	can_upgrade_trigger = {
		if = {
			limit = {
				owner = {
					NOT = { has_country_flag = teu_can_utilize_bran_castle }
				}
			}
			culture_group = carpathian
			province_is_or_accepts_culture = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
		}
		area_modifier = {
		}
		country_modifiers = {
			rival_border_fort_maintenance = -1.5
			global_garrison_growth = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 1.5
		}
		country_modifiers = {
			rival_border_fort_maintenance = -2
			global_garrison_growth = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 2.5
		}
		country_modifiers = {
			rival_border_fort_maintenance = -3
			global_garrison_growth = 3
		}
		on_upgraded = {
		}
	}
}

brandenburg_gate = {
	start = 50 #Berlin
	date = 1444.01.01	#1788.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_militarized_society = 0.1
			monthly_prussian_militarized_society_1 = 0.1
			monthly_prussian_militarized_society_2 = 0.2
			monthly_prussian_militarized_society_3 = 0.3
			prestige_from_land = 5			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_militarized_society = 0.2	
			prestige_from_land = 10
			army_tradition_from_battle = 2.5
			monthly_prussian_militarized_society_1 = 0.2
			monthly_prussian_militarized_society_2 = 0.3
			monthly_prussian_militarized_society_3 = 0.4
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_militarized_society = 0.5
			prestige_from_land = 15
			army_tradition_from_battle = 5
			monthly_prussian_militarized_society_1 = 0.5
			monthly_prussian_militarized_society_2 = 0.75
			monthly_prussian_militarized_society_3 = 1
		}
		conditional_modifier = {
			trigger = { owner = { mission_completed = emp_brapru_the_balance_of_power } }
			modifier = {
				max_absolutism_effect = 1
				manpower_in_culture_group_provinces = 1 
			}
		}
		on_upgraded = {
		}
	}
}

buda_castle = {
	start = 153 #Pest
	date = 1444.01.01 #1460.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 2
			embracement_cost = -0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 3
			embracement_cost = -1
			idea_cost = -0.5
		}
		on_upgraded = {
		}
	}
}

cahokia = {
	start = 917 #Cahokia
	date = 100.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		province_is_or_accepts_religion = {
			religion = totemism
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = totemism
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = totemism
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_monthly_devastation = -2.5
		}
		area_modifier = {
		}
		country_modifiers = {
			tribal_development_growth = 0.1			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_monthly_devastation = -5
		}
		area_modifier = {
		}
		country_modifiers = {
			tribal_development_growth = 0.2
			global_manpower_modifier = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -10
		}
		country_modifiers = {
			tribal_development_growth = 0.3
			global_manpower_modifier = 2
		}
		on_upgraded = {
		}
	}
}

cartagena_de_indias = {
	start = 828 #Cartagena
	date = 1444.01.01	#1719.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
			blockade_force_required = 5
		}
		area_modifier = {
		}
		country_modifiers = {
			global_ship_trade_power = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_hostile_attrition = 5
			blockade_force_required = 10
			hostile_fleet_attrition = 50
		}
		area_modifier = {
			local_defensiveness = 1.5
		}
		country_modifiers = {		
			global_ship_trade_power = 2
			prestige_from_naval = 5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_hostile_attrition = 10
			blockade_force_required = 10
			hostile_fleet_attrition = 100
		}
		area_modifier = {
			local_defensiveness = 2.5
		}
		country_modifiers = {
			global_ship_trade_power = 3
			prestige_from_naval = 10
		}
		on_upgraded = {
		}
	}
}

chan_chan_citadel = {
	start = 812 #Chanchan
	date = 850.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
			garrison_growth = 3.3
		}
		area_modifier = {
		}
		country_modifiers = {
			diplomatic_upkeep = 10
			yearly_authority = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -1
			garrison_growth = 6.6
			local_defensiveness = 3.3
		}
		area_modifier = {
			local_defensiveness = 1.5
		}
		country_modifiers = {
			diplomatic_upkeep = 10
			yearly_authority = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			garrison_growth = 10
			local_defensiveness = 5
		}
		area_modifier = {
			local_defensiveness = 2.5
			local_development_cost = -1
		}
		country_modifiers = {
			diplomatic_upkeep = 20
			yearly_authority = 3
		}
		on_upgraded = {
		}
	}
}

doges_palace = {
	start = 112 #Venice
	date = 1340.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 1
			republican_tradition = 1 
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 2
			republican_tradition = 2.5 
			prestige = 5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 3
			republican_tradition = 5 
			prestige = 10
		}
		on_upgraded = {
		}
	}
}

duomo_milano = {
	start = 104 #Milan
	date = 1386.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_tax_modifier = 2.5
		}
		area_modifier = {
			local_religious_conversion_resistance = 3.3
		}
		country_modifiers = {
			papal_influence = 5
			monthly_fervor_increase = 2.5
			church_power_modifier = 0.5
			global_religious_conversion_resistance = 1.5
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_tax_modifier = 5
		}
		area_modifier = {
			local_religious_conversion_resistance = 6.6
		}
		country_modifiers = {
			papal_influence = 10
			monthly_fervor_increase = 5
			church_power_modifier = 1
			global_religious_conversion_resistance = 3
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {			
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_tax_modifier = 7.5
		}
		area_modifier = {
			local_religious_conversion_resistance = 10
		}
		country_modifiers = {
			papal_influence = 20
			monthly_fervor_increase = 10
			church_power_modifier = 1.5
			global_religious_conversion_resistance = 5
			church_loyalty_modifier = 1.5
		}
		on_upgraded = {			
		}
	}
}

dutch_polders = {
	start = 97 #Amsterdam
	date = 1100.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		OR = {
			culture = dutch
			culture = flemish
			culture = frisian
		}
		province_is_or_accepts_culture = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {
			culture = dutch
			culture = flemish
			culture = frisian
		}
		province_is_or_accepts_culture = yes
	}

	can_upgrade_trigger = {
		OR = {
			culture = dutch
			culture = flemish
			culture = frisian
		}
		province_is_or_accepts_culture = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 1
			local_monthly_devastation = -2.5
		}
		country_modifiers = {
			global_trade_goods_size_modifier = 0.5
			burghers_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 1.5
			local_monthly_devastation = -5
		}
		country_modifiers = {
			global_trade_goods_size_modifier = 0.5
			burghers_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 2.5
			local_monthly_devastation = -10
		}
		country_modifiers = {
			global_trade_goods_size_modifier = 1
			burghers_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

ellora_caves = {
	start = 545 #Daulatabad
	date = 100.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		OR = {
			AND = {
				religion_group = dharmic
				has_owner_religion = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {
			AND = {
				religion_group = dharmic
				has_owner_religion = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	can_upgrade_trigger = {
		OR = {
			AND = {
				religion_group = dharmic
				has_owner_religion = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			tolerance_own = 2.5
			tolerance_heretic = 2.5
			tolerance_heathen = 2.5
			brahmins_hindu_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			tolerance_own = 5
			tolerance_heretic = 5
			tolerance_heathen = 5
			brahmins_hindu_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			tolerance_own = 10
			tolerance_heretic = 10
			tolerance_heathen = 10
			brahmins_hindu_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

erdene_zuu = {
	start = 4678 #Qaraqorum
	date = 1444.01.01	#1585.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		OR = {
			AND = {
				religion = tengri_pagan_reformed
				has_owner_religion = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {
			AND = {
				religion = tengri_pagan_reformed
				has_owner_religion = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	can_upgrade_trigger = {
		OR = {
			AND = {
				religion = tengri_pagan_reformed
				has_owner_religion = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_development_cost = -0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			religious_unity = 1
			church_loyalty_modifier = 0.05
			yearly_karma_decay = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -1
		}
		area_modifier = {
		}
		country_modifiers = {
			horde_unity = 5
			religious_unity = 2
			church_loyalty_modifier = 0.1
			yearly_karma_decay = 0.25
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_development_cost = -1.5
		}
		area_modifier = {
		}
		country_modifiers = {
			horde_unity = 10
			religious_unity = 3
			church_loyalty_modifier = 0.15
			yearly_karma_decay = 0.5
		}
		on_upgraded = {
		}
	}
}

etchimiadzin_cathedral = {
	start = 419 #Yerevan
	date = 301.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_or_accepts_religion = {
			religion = coptic
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = coptic
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = coptic
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -0.5
		}
		country_modifiers = {
			tolerance_own = 5
			global_missionary_strength = 0.05
			prestige_per_development_from_conversion = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -1
		}
		country_modifiers = {
			tolerance_own = 10
			global_missionary_strength = 0.1
			prestige_per_development_from_conversion = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -2.5
		}
		country_modifiers = {
			tolerance_own = 20
			global_missionary_strength = 0.2
			prestige_per_development_from_conversion = 3
		}
		on_upgraded = {
		}
	}
}

fuerte_del_morro = {
	start = 492 #Puerto Rico
	date = 1444.01.01	#1589.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
		}
		area_modifier = {
		}
		country_modifiers = {
			naval_forcelimit_modifier = 1 
			overlord_naval_forcelimit_modifier = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			blockade_force_required = 5
		}
		area_modifier = {
			local_defensiveness = 1.5
		}
		country_modifiers = {			
			naval_forcelimit_modifier = 2
			overlord_naval_forcelimit_modifier = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			blockade_force_required = 10
		}
		area_modifier = {
			local_defensiveness = 2.5
		}
		country_modifiers = {			
			naval_forcelimit_modifier = 3
			overlord_naval_forcelimit_modifier = 3
		}
		on_upgraded = {
		}
	}
}

gomateshwara_statue = {
	start = 4421 #Seringapatam
	date = 983.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = yes
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_unrest = -10
		}
		area_modifier = {
		}
		country_modifiers = {
			tolerance_own = 2.5
			tolerance_heretic = 2.5
			tolerance_heathen = 2.5
			tolerance_of_heretics_capacity = 2.5
			tolerance_of_heathens_capacity = 2.5
			diplomatic_reputation = 10
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -10
		}
		country_modifiers = {
			tolerance_own = 5
			tolerance_heretic = 5
			tolerance_heathen = 5
			tolerance_of_heretics_capacity = 5
			tolerance_of_heathens_capacity = 5
			diplomatic_reputation = 10
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -20
		}
		country_modifiers = {
			tolerance_own = 10
			tolerance_heretic = 10
			tolerance_heathen = 10
			tolerance_of_heretics_capacity = 10
			tolerance_of_heathens_capacity = 10
			diplomatic_reputation = 20
		}
		on_upgraded = {
		}
	}
}

chola_temples = {
	start = 2026 #Tanjore
	date = 1035.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.05
			brahmins_hindu_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.1
			culture_conversion_cost = -0.5
			brahmins_hindu_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.2
			culture_conversion_cost = -1
			brahmins_hindu_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

gyeongbok_palace = {
	start = 735 #Hanseong
	date = 1394.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		OR = {
			AND = {
				OR = {
					culture = korean_new
					culture = korean
				}
				province_is_or_accepts_culture = yes
				OR = { 
					province_is_or_accepts_religion = {
						religion = confucianism
					}	
					has_owner_harmonized_religion = yes
				}	
			}
			owner = {
				custom_trigger_tooltip = {
					tooltip = enable_korean_palace_tt
					has_country_flag = enable_korean_palace_flag
				}
			}
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {
			AND = {
				OR = {
					culture = korean_new
					culture = korean
				}
				province_is_or_accepts_culture = yes
				OR = { 
					province_is_or_accepts_religion = {
						religion = confucianism
					}	
					has_owner_harmonized_religion = yes
				}	
			}
			owner = {
				custom_trigger_tooltip = {
					tooltip = enable_korean_palace_tt
					has_country_flag = enable_korean_palace_flag
				}
			}
		}	
	}

	can_upgrade_trigger = {
		OR = {
			AND = {
				OR = {
					culture = korean_new
					culture = korean
				}
				province_is_or_accepts_culture = yes
				OR = { 
					province_is_or_accepts_religion = {
						religion = confucianism
					}	
					has_owner_harmonized_religion = yes
				}	
			}
			owner = {
				custom_trigger_tooltip = {
					tooltip = enable_korean_palace_tt
					has_country_flag = enable_korean_palace_flag
				}
			}
		}	
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_development_cost = -0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			advisor_cost = -0.5
			global_autonomy = -0.25
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -1
		}
		area_modifier = {
			local_development_cost = -0.5
		}
		country_modifiers = {
			advisor_cost = -1
			monarch_admin_power = 10
			global_autonomy = -0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_development_cost = -1.5
		}
		area_modifier = {
			local_development_cost = -1
		}
		country_modifiers = {
			advisor_cost = -2
			monarch_admin_power = 20
			global_autonomy = -1	
		}
		on_upgraded = {
		}
	}
}

hampi = {
	start = 541 #Vijayanagar
	date = 100.01.01	#Construction dates differ quite a lot, but it is definitely before 1444
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		OR = {
			AND = {
				religion_group = dharmic
				has_owner_religion = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {
			AND = {
				religion_group = dharmic
				has_owner_religion = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	can_upgrade_trigger = {
		OR = {
			AND = {
				religion_group = dharmic
				has_owner_religion = yes
			}
			province_is_buddhist_or_accepts_buddhism = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -2.5
		}
		country_modifiers = {
			prestige = 2.5
			religious_unity = 1
			all_estate_loyalty_equilibrium = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -5
		}
		country_modifiers = {
			prestige = 5
			religious_unity = 2.5
			all_estate_loyalty_equilibrium = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -10
		}
		country_modifiers = {
			prestige = 10
			religious_unity = 2.5
			all_estate_loyalty_equilibrium = 0.15
		}
		on_upgraded = {
		}
	}
}

prague = {
	start = 266 #Prague
	date = 700.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	keep_trigger = {		
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			imperial_authority_value = 0.5
			tolerance_own = 2.5
			tolerance_heretic = 2.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			imperial_authority_value = 1
			tolerance_own = 2.5
			tolerance_heretic = 2.5
			papal_influence = 5
			monthly_fervor_increase = 2.5
			church_power_modifier = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			imperial_authority_value = 1.5
			tolerance_own = 5
			tolerance_heretic = 5
			papal_influence = 10
			monthly_fervor_increase = 5
			church_power_modifier = 1
		}
		on_upgraded = {
		}
	}
}

holy_city_kairouan = {
	start = 4566 #Kairwan
	date = 670.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.01
			institution_spread_from_true_faith = 2
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.02
			tolerance_own = 5
			institution_spread_from_true_faith = 3.3
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.03
			tolerance_own = 10
			institution_spread_from_true_faith = 5
		}
		on_upgraded = {
		}
	}
}

imam_hussein_al-abbas = {
	start = 409 #Karbala
	date = 680.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_or_accepts_religion = {
			religion = shiite
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = shiite
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = shiite
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.01
			global_heretic_missionary_strength = 0.1
			church_loyalty_modifier = 0.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.02
			global_heretic_missionary_strength = 0.2
			church_loyalty_modifier = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.03
			global_heretic_missionary_strength = 0.3
			church_loyalty_modifier = 1.5
		}
		on_upgraded = {
		}
	}
}

kashi_vishwanath = {
	start = 2095 #Varanasi
	date = 1194.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			core_creation = -0.5
			brahmins_hindu_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			core_creation = -0.75
			ae_impact = -0.5
			brahmins_hindu_loyalty_modifier = 0.1
		}
		on_upgraded = {			
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			core_creation = -1
			ae_impact = -1
			brahmins_hindu_loyalty_modifier = 0.15
		}
		on_upgraded = {			
		}
	}
}

khajuraho = {
	start = 4466 #Mahoba
	date = 850.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_development_cost = -1
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_heir_claim_increase = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost = -1
		}
		country_modifiers = {
			monthly_heir_claim_increase = 2
			heir_chance = 3.3
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost = -2
		}
		country_modifiers = {
			monthly_heir_claim_increase = 3
			heir_chance = 5
		}
		on_upgraded = {
		}
	}
}

kilwa_city = {
	start = 1196 #Kilwa
	date = 975.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 2.5
			global_ship_trade_power = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 5
			global_ship_trade_power = 2
			placed_merchant_power = 20
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 10
			global_ship_trade_power = 3
			placed_merchant_power = 40
		}
		on_upgraded = {
		}
	}
}

krakow_cloth_hall = {
	start = 262 #Krakow
	date = 1250.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			trade_goods_size_modifier = 1
		}
		area_modifier = {
		}
		country_modifiers = {
			merchants = 10
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			trade_goods_size_modifier = 1
		}
		country_modifiers = {
			merchants = 10
			global_trade_power = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			trade_goods_size_modifier = 2
		}
		country_modifiers = {
			merchants = 20
			global_trade_power = 1
		}
		on_upgraded = {
		}
	}
}

maidan-e_naqsh-e_jahan = {
	start = 429 #Isfahan
	date = 1444.01.01	#1600.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 2.5
			monthly_splendor = 5
			prestige_per_development_from_conversion = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 5
			monthly_splendor = 10
			prestige_per_development_from_conversion = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 10
			monthly_splendor = 15
			prestige_per_development_from_conversion = 3
		}
		on_upgraded = {
		}
	}
}

malbork_castle = {
	start = 1841 #Marienburg
	date = 1300.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 5
		}
		area_modifier = {
			local_autonomy = -0.25
		}
		country_modifiers = {
			legitimacy = 2.5
			devotion = 2.5
			mercenary_cost = -0.5
			garrison_size = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 10
		}
		area_modifier = {
			local_autonomy = -0.5
		}
		country_modifiers = {
			legitimacy = 5
			devotion = 5
			mercenary_cost = -0.5
			garrison_size = 1.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 10
		}
		area_modifier = {
			local_autonomy = -1
		}
		country_modifiers = {
			legitimacy = 10
			devotion = 10
			mercenary_cost = -1
			garrison_size = 2.5
		}
		on_upgraded = {
		}
	}
}

malta_forts = {
	start = 126 #Malta
	date = 100.01.01	#Ancient fortresses existed way earlier
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
			hostile_disembark_speed = 5
		}
		area_modifier = {
		}
		country_modifiers = {
			warscore_cost_vs_other_religion = -0.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 2.5
			local_hostile_attrition = 5
			hostile_disembark_speed = 10
		}
		area_modifier = {
		}
		country_modifiers = {
			warscore_cost_vs_other_religion = -1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 5
			local_hostile_attrition = 10
			hostile_disembark_speed = 20
		}
		area_modifier = {
		}
		country_modifiers = {
			warscore_cost_vs_other_religion = -1.5
		}
		on_upgraded = {
		}
	}
}

mehrangarh_fort = {
	start = 514 #Marwar
	date = 1444.01.01	#1454.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
			local_manpower_modifier = 1.5
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 2.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 1.5
			local_manpower_modifier = 1.5
		}
		country_modifiers = {
			prestige = 5
			advisor_cost = -1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 2.5
			local_manpower_modifier = 2.5
		}
		country_modifiers = {
			prestige = 10
			advisor_cost = -2
			special_unit_forcelimit = 1
		}
		on_upgraded = {
		}
	}
}

nan_madoll = {
	start = 1995 #Micronesia
	date = 500.01.01	#Date is a little bit iffy here
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_colonial_growth = 100
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_colonial_growth = 150
			navy_tradition = 5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_colonial_growth = 250
			navy_tradition = 10
			colonist_placement_chance = 0.5
		}
		on_upgraded = {
		}
	}
}

porcelain_tower_nanjing = {
	start = 1821 #Nanjing
	date = 1431.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		culture_group = east_asian
		province_is_or_accepts_culture = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = east_asian
		province_is_or_accepts_culture = yes
	}

	can_upgrade_trigger = {
		culture_group = east_asian
		province_is_or_accepts_culture = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_unrest = -1
		}
		area_modifier = {
		}
		country_modifiers = {
			meritocracy = 1
			global_institution_spread = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -1
		}
		country_modifiers = {
			meritocracy = 2.5
			global_institution_spread = 2
			embracement_cost = -1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -20
		}
		country_modifiers = {
			meritocracy = 5
			global_institution_spread = 3
			embracement_cost = -1.5
		}
		on_upgraded = {
		}
	}
}

qhapaq_nam = {
	start = 820 #Quito
	date = 100.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		OR = {
			culture_group = andean_group
			culture = cara
			culture = chachapoyan
		}
		province_is_or_accepts_culture = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {
			culture_group = andean_group
			culture = cara
			culture = chachapoyan
		}
		province_is_or_accepts_culture = yes
	}

	can_upgrade_trigger = {
		OR = {
			culture_group = andean_group
			culture = cara
			culture = chachapoyan
		}
		province_is_or_accepts_culture = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_friendly_movement_speed = 1.5
			regiment_recruit_speed = -2.5
		}
		country_modifiers = {
			yearly_authority = 1
			reinforce_speed = 1
			trade_efficiency = 0.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_friendly_movement_speed = 3.3
			regiment_recruit_speed = -5
		}
		country_modifiers = {
			yearly_authority = 2
			reinforce_speed = 2
			trade_efficiency = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_friendly_movement_speed = 5
			regiment_recruit_speed = -7.5
		}
		country_modifiers = {
			yearly_authority = 3
			reinforce_speed = 3.3
			trade_efficiency = 2
		}
		on_upgraded = {
		}
	}
}

rila_monasteries = {
	start = 4703 #Kostendil
	date = 927.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_or_accepts_religion = {
			religion = orthodox
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = orthodox
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = orthodox
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			stability_cost_modifier = -1
			religious_unity = 1
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			stability_cost_modifier = -2
			religious_unity = 1
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			stability_cost_modifier = -3
			religious_unity = 2.5
			church_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

churches_lalibela = {
	start = 2769 #Lasta
	date = 1137.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		province_is_or_accepts_religion = {
			religion = coptic
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = coptic
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = coptic
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.05
			prestige = 2.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.1
			missionary_maintenance_cost = -0.5
			prestige = 5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.2
			missionary_maintenance_cost = -1
			prestige = 10
		}
		on_upgraded = {
		}
	}
}

royal_palace_caserta = {
	start = 121 #Napoli
	date = 1444.01.01	#1752.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 2.5
			reform_progress_growth = 0.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 5
			reform_progress_growth = 1
			governing_capacity = 500
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 10
			reform_progress_growth = 1.5
			governing_capacity = 1000
		}
		on_upgraded = {
		}
	}
}

san_antonio_missions = {
	start = 4627 #Tanu
	date = 1444.01.01	#1716.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		province_is_or_accepts_religion = {
			religion = catholic
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = catholic
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = catholic
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_unrest = -10
			local_tax_modifier = 0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			global_heathen_missionary_strength = 0.1
			institution_spread_from_true_faith = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_tax_modifier = 1
		}
		area_modifier = {
			local_unrest = -10
			local_colonial_growth = 150
		}
		country_modifiers = {
			global_heathen_missionary_strength = 0.2
			institution_spread_from_true_faith = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_tax_modifier = 1.5
		}
		area_modifier = {
			local_unrest = -20
			local_colonial_growth = 250
		}
		country_modifiers = {
			global_heathen_missionary_strength = 0.3
			institution_spread_from_true_faith = 3
			missionaries = 10
		}
		on_upgraded = {
		}
	}
}

sankore_madrasah = {
	start = 1132 #Timbuktu
	date = 989.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 1.5
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 3
			technology_cost = -0.5
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 5
			technology_cost = -1
			church_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

santa_maria_del_fiore = {
	start = 116 #Firenze
	date = 1379.01.01	#Cathedral was able to be used for praying
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_splendor = 5
			prestige_decay = -0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			advisor_cost = -1
			monthly_splendor = 10
			prestige_decay = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			advisor_cost = -2
			monthly_splendor = 20
			prestige_decay = -0.1
		}
		on_upgraded = {
		}
	}
}

spiral_minaret_samarra = {
	start = 2310 #Tikrit
	date = 850.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 1
			prestige = 2.5
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.2
			prestige = 5
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.3
			prestige = 10
			church_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

sultan_ahmed_mosque = {
	start = 151 #Constantinople
	date = 1444.01.01	#1616.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_tax_modifier = 1
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige_per_development_from_conversion = 1
			tolerance_own = 2.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_tax_modifier = 1.5
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige_per_development_from_conversion = 2
			tolerance_own = 5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_tax_modifier = 1.5			
		}
		country_modifiers = {
			prestige_per_development_from_conversion = 3
			tolerance_own = 10
		}
		on_upgraded = {
		}
	}
}

sun_temple_konarak = {
	start = 552 #Cuttack
	date = 1250.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = dharmic
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_production_efficiency = 0.5
		}
		country_modifiers = {
			religious_unity = 1			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_production_efficiency = 0.5
		}
		country_modifiers = {
			prestige_decay = -0.05
			religious_unity = 1.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_production_efficiency = 1
		}
		country_modifiers = {
			prestige_decay = -0.1
			religious_unity = 2.5
		}
		on_upgraded = {
		}
	}
}

swayambhunath = {
	start = 557 #Katmandu
	date = 10.01.01	#Long before 1444
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes
	}

	can_upgrade_trigger = {
		province_is_buddhist_or_accepts_buddhism = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_tax_modifier = 2.5
		}
		area_modifier = {
		}
		country_modifiers = {
			church_loyalty_modifier = 0.05
			brahmins_hindu_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_tax_modifier = 5
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_karma_decay = 0.5
			church_loyalty_modifier = 0.1
			brahmins_hindu_loyalty_modifier = 0.1
			global_heretic_missionary_strength = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_tax_modifier = 7.5
		}
		country_modifiers = {
			yearly_karma_decay = 1
			church_loyalty_modifier = 0.15
			brahmins_hindu_loyalty_modifier = 0.15
			global_heretic_missionary_strength = 0.2
		}
		on_upgraded = {
		}
	}
}

white_house = {
	start = 953 #Piscataway
	date = 1444.01.01	#1800.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		owner = {
			OR = {
				is_former_colonial_nation = yes
				tag = USA
			}			
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		owner = {
			OR = {
				is_former_colonial_nation = yes
				tag = USA
			}			
		}
	}

	can_upgrade_trigger = {
		owner = {
			OR = {
				is_former_colonial_nation = yes
				tag = USA
			}			
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.5
			state_governing_cost = -0.5
			reelection_cost = -0.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 1
			state_governing_cost = -1.5
			reelection_cost = -1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 2
			state_governing_cost = -2.5
			reelection_cost = -1
		}
		on_upgraded = {
		}
	}
}

tikal = {
	start = 842 #Petén
	date = 10.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		culture_group = maya
		province_is_or_accepts_culture = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = maya
		province_is_or_accepts_culture = yes
	}

	can_upgrade_trigger = {
		culture_group = maya
		province_is_or_accepts_culture = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_development_cost = -1.5
		}
		area_modifier = {
			local_unrest = -10
		}
		country_modifiers = {
			stability_cost_modifier = -1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -2
		}
		area_modifier = {
			local_unrest = -20
		}
		country_modifiers = {
			stability_cost_modifier = -2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost = -3
		}
		country_modifiers = {
			stability_cost_modifier = -3
			global_unrest = -20
		}
		on_upgraded = {
		}
	}
}

tiwanaku = {
	start = 2831 #Tihuanaco
	date = 10.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		province_is_or_accepts_religion = {
			religion = inti
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion = {
			religion = inti
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion = {
			religion = inti
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 1 
			global_missionary_strength = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 2
			global_missionary_strength = 0.1
			religious_unity = 1.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 3
			global_missionary_strength = 0.2
			religious_unity = 3
		}
		on_upgraded = {
		}
	}
}

tortuga_island = {
	start = 489 #Tortuga
	date = 1444.01.01	#1640.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
			blockade_force_required = 5
		}
		area_modifier = {
		}
		country_modifiers = {
			privateer_efficiency = 2
			capture_ship_chance = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 2.5
		}
		area_modifier = {
			blockade_force_required = 10
		}
		country_modifiers = {
			privateer_efficiency = 3.3
			power_projection_from_insults = 5
			capture_ship_chance = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 5
		}
		area_modifier = {
			blockade_force_required = 10
		}
		country_modifiers = {
			privateer_efficiency = 5
			power_projection_from_insults = 10
			capture_ship_chance = 3
		}
		on_upgraded = {
		}
	}
}

ulm_minster_great_project = {
	start = 1872 #Ulm
	date = 1377.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		culture_group = germanic
		province_is_or_accepts_culture = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = germanic
		province_is_or_accepts_culture = yes
	}

	can_upgrade_trigger = {
		culture_group = germanic
		province_is_or_accepts_culture = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 2.5
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			free_city_imperial_authority = 1
			prestige = 5
			tolerance_own = 5
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			free_city_imperial_authority = 2
			prestige = 10
			tolerance_own = 10
			church_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

walls_benin = {
	start = 1147 #Benin
	date = 900.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = pagan
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = pagan
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = pagan
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige_from_land = 5
			nobles_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 1.5
		}
		country_modifiers = {
			prestige_from_land = 10
			global_prov_trade_power_modifier = 1
			nobles_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 2.5
		}
		country_modifiers = {
			prestige_from_land = 10
			global_prov_trade_power_modifier = 2
			nobles_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

winter_palace = {
	start = 33 #Neva
	date = 1444.01.01	#1711.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		OR = {
			culture_group = east_slavic
			culture_group = slavic
		}
		province_is_or_accepts_culture = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {
			culture_group = east_slavic
			culture_group = slavic
		}
		province_is_or_accepts_culture = yes
	}

	can_upgrade_trigger = {
		OR = {
			culture_group = east_slavic
			culture_group = slavic
		}
		province_is_or_accepts_culture = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			institution_growth = 30
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_absolutism = 2.5
			reform_progress_growth = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			institution_growth = 60
		}
		area_modifier = {
			local_institution_spread = 1
		}
		country_modifiers = {
			yearly_absolutism = 5
			reform_progress_growth = 1.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			institution_growth = 120
		}
		area_modifier = {
			local_institution_spread = 2.5
		}
		country_modifiers = {
			yearly_absolutism = 5
			reform_progress_growth = 2
		}
		on_upgraded = {
		}
	}
}

zacatecas_mine_city = {
	start = 856 #Zacatecas
	date = 1444.01.01	#1548.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			trade_goods_size = 10
		}
		area_modifier = {
			trade_goods_size_modifier = 0.5
		}
		country_modifiers = {			
		}
		on_upgraded = {
			if = {
				limit = {	
					NOT = { trade_goods = gold }
				}
				change_trade_goods = gold 
			}
			else = { add_base_production = 1 }
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 20
		}
		area_modifier = {
			trade_goods_size_modifier = 1
		}
		country_modifiers = {
			interest = -2.5
		}
		on_upgraded = {
			if = {
				limit = {	
					NOT = { trade_goods = gold }
				}
				change_trade_goods = gold 
			}
			else = { add_base_production = 1 }
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 30
		}
		area_modifier = {
			trade_goods_size_modifier = 1.5
		}
		country_modifiers = {
			interest = -5
		}
		on_upgraded = {
			if = {
				limit = {	
					NOT = { trade_goods = gold }
				}
				change_trade_goods = gold 
			}
			else = { add_base_production = 1 }
		}
	}
}

falun_copper_mine = {
	start = 8 #Dalaskogen
	date = 1000.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			trade_goods_size = 30
		}
		area_modifier = {
			local_build_cost = -0.5
			local_build_time = -0.5
		}
		country_modifiers = {			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 60
		}
		area_modifier = {
			local_build_cost = -1
			local_build_time = -1
		}
		country_modifiers = {
			artillery_cost = -1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 90
		}
		area_modifier = {
			local_build_cost = -2
			local_build_time = -2
		}
		country_modifiers = {
			artillery_cost = -2
		}
		on_upgraded = {
		}
	}
}

kronborg = {
	start = 12 #Sjaelland
	date = 1420.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 1.5
		}
		area_modifier = {
		}
		country_modifiers = {
			naval_tradition_from_trade = 2.5
		}
		on_upgraded = {
			owner = {
				add_mercantilism = 1
			}
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 2.5
			local_own_coast_naval_combat_bonus = 10
		}
		area_modifier = {
		}
		country_modifiers = {
			naval_tradition_from_trade = 5
		}
		on_upgraded = {
			owner = {
				add_mercantilism = 3
			}
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 3.3
			local_own_coast_naval_combat_bonus = 20
		}
		area_modifier = {
		}
		country_modifiers = {
			naval_tradition_from_trade = 10
		}
		on_upgraded = {
			owner = {
				add_mercantilism = 6
			}
		}
	}
}

visby_city = {
	start = 25 #Gotland
	date = 800.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			ship_recruit_speed = -2.5
			hostile_disembark_speed = 5
		}
		area_modifier = {
		}
		country_modifiers = {		
			privateer_efficiency = 2	
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			ship_recruit_speed = -3.3
			hostile_disembark_speed = 10
		}
		area_modifier = {
		}
		country_modifiers = {		
			privateer_efficiency = 3.3
			global_own_trade_power = 1.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			ship_recruit_speed = -5
			hostile_disembark_speed = 20
		}
		area_modifier = {
		}
		country_modifiers = {		
			privateer_efficiency = 5
			global_own_trade_power = 2.5
		}
		on_upgraded = {
		}
	}
}

trakai_castle = {
	start = 270 #Trakai
	date = 1409.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_manpower_modifier = 1.5
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 2.5
			monthly_splendor = 5
			reform_progress_growth = 0.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = { local_manpower_modifier = 2.5 }
		area_modifier = { }
		country_modifiers = {
			prestige = 5
			monthly_splendor = 10
			reform_progress_growth = 1
			advisor_pool = 10
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = { local_manpower_modifier = 5 }
		area_modifier = {  }
		country_modifiers = {
			prestige = 10
			monthly_splendor = 15
			reform_progress_growth = 2
			advisor_pool = 20
		}
		on_upgraded = {
		}
	}
}

salvador_da_bahia = {
	start = 756 #Bahia
	date = 1444.01.01	#1549.3.29
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			province_trade_power_value = 100
		}
		area_modifier = {
		}
		country_modifiers = {
			global_trade_power = 1
			global_colonial_growth = 100
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			province_trade_power_value = 150
		}
		area_modifier = {
		}
		region_modifier = {
			trade_goods_size = 2.5
		}
		country_modifiers = {
			global_trade_power = 1.5
			global_colonial_growth = 150
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			province_trade_power_value = 250
		}
		area_modifier = {
		}
		region_modifier = {
			trade_goods_size = 5
		}
		country_modifiers = {
			global_trade_power = 2
			global_colonial_growth = 200
		}
		on_upgraded = {
		}
	}
}

mbanza_kongo = {
	start = 1170 #Mpemba
	date = 1390.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		culture_group = kongo_group
		province_is_or_accepts_culture = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = kongo_group
		province_is_or_accepts_culture = yes
	}

	can_upgrade_trigger = {
		culture_group = kongo_group
		province_is_or_accepts_culture = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			institution_spread_from_true_faith = 2
			reform_progress_growth = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			institution_spread_from_true_faith = 3.3
			reform_progress_growth = 1.5
			legitimacy = 5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			institution_spread_from_true_faith = 5
			reform_progress_growth = 2
			legitimacy = 10
			allow_free_estate_privilege_revocation = yes
		}
		on_upgraded = {
		}
	}
}

harar_jugol = {
	start = 1211 #Harer
	date = 500.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = muslim
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			institution_growth = 30
		}
		area_modifier = {
		}
		country_modifiers = {			
			prestige_per_development_from_conversion = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			institution_growth = 30
		}
		country_modifiers = {
			stability_cost_modifier = -1
			prestige_per_development_from_conversion = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			institution_growth = 60
		}
		country_modifiers = {
			stability_cost_modifier = -2.5
			prestige_per_development_from_conversion = 3
		}
		on_upgraded = {
			custom_tooltip = mechanic_allow_piety_switch_decision_yes
		}
	}
}

dujiangyan = {
	start = 679 #Chengdu
	date = 100.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			development_cost_modifier = -0.5
			local_governing_cost = -2
		}
		area_modifier = {
			local_monthly_devastation = -0.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			development_cost_modifier = -1
			allowed_num_of_buildings = 1
		}
		area_modifier = {
			local_governing_cost = -2
		}
		region_modifier = { 
			local_monthly_devastation = -0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost_modifier = -1
			allowed_num_of_buildings = 1
			local_governing_cost = -4
		}
		country_modifiers = {
			global_monthly_devastation = -0.5
		}
		on_upgraded = {
		}
	}
}

palace_of_the_popes = {
	start = 202 #Avignon
	date = 1335.10.07
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			
		}
		area_modifier = {
			local_governing_cost = -1.5
		}
		country_modifiers = {
			church_privilege_slots = 10
		}
		on_upgraded = {
			if = {
				limit = { has_dlc = "Mandate of Heaven" }
				owner = { add_splendor = 100 }
			}
			if = {
				limit = { 
					202 = { has_cardinal = no } 
					owner = { religion = catholic }
				}
				202 = { add_cardinal = yes }
			}
		}
		
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			local_governing_cost = -2.5
		}
		country_modifiers = {
			church_privilege_slots = 1 0
			church_loyalty_modifier = 0.1
			papal_influence = 10
			church_power_modifier = 2.5
			monthly_fervor_increase = 3
		}
		on_upgraded = {
			if = {
				limit = { has_dlc = "Mandate of Heaven" }
				owner = { 
					add_power_projection = {
						type = mission_rewards_power_projection
						amount = 25
					}
				}
			}
			if = {
				limit = { 
					202 = { has_cardinal = no } 
					owner = { religion = catholic }
				}
				202 = { add_cardinal = yes }
			}
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_governing_cost = -3.3
		}
		country_modifiers = {
			church_privilege_slots = 10
			church_loyalty_modifier = 0.15
			papal_influence = 20
			church_power_modifier = 3.3
			monthly_fervor_increase = 5
		}
		on_upgraded = {
			if = {
				limit = { has_dlc = "Mandate of Heaven" }
				owner = { 
					add_power_projection = {
						type = mission_rewards_power_projection
						amount = 50
					}
				}
			}
			if = {
				limit = { 
					202 = { has_cardinal = no } 
					owner = { religion = catholic }
				}
				202 = { add_cardinal = yes }
			}
		}
	}
}

edinburgh_castle = {
	start = 248 #Lothian
	date = 1050.09.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		OR = {
			AND = {
				culture = scottish
				province_is_or_accepts_culture = yes
			}
			AND = {
				culture = highland_scottish
				province_is_or_accepts_culture = yes
			}
			AND = {
				OR = {
					culture_group = british
					culture = anglois
				}
				province_is_or_accepts_culture = yes
			}
			custom_trigger_tooltip = {
				tooltip = enabled_via_mission
				owner = { has_country_flag = enable_edinburgh_castle_flag }
			}
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {
			AND = {
				culture = scottish
				province_is_or_accepts_culture = yes
			}
			AND = {
				culture = highland_scottish
				province_is_or_accepts_culture = yes
			}
			AND = {
				OR = {
					culture_group = british
					culture = anglois
				}
				province_is_or_accepts_culture = yes
			}
			custom_trigger_tooltip = {
				tooltip = enabled_via_mission
				owner = { has_country_flag = enable_edinburgh_castle_flag }
			}
		}
	}

	can_upgrade_trigger = {
		OR = {
			AND = {
				culture = scottish
				province_is_or_accepts_culture = yes
			}
			AND = {
				culture = highland_scottish
				province_is_or_accepts_culture = yes
			}
			AND = {
				OR = {
					culture_group = british
					culture = anglois
				}
				province_is_or_accepts_culture = yes
			}
			custom_trigger_tooltip = {
				tooltip = enabled_via_mission
				owner = { has_country_flag = enable_edinburgh_castle_flag }
			}
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defender_dice_roll_bonus = 10
		}
		area_modifier = {
			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_garrison_size = 5
		}
		area_modifier = {
			local_defender_dice_roll_bonus = 10
		}
		region_modifier = { 
			
		}
		country_modifiers = { 
			nobles_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_garrison_size = 10
		}
		area_modifier = {
			local_defender_dice_roll_bonus = 10
			local_hostile_attrition = 10
		}
		region_modifier = {
		}
		country_modifiers = { 
			nobles_loyalty_modifier = 0.15
			free_mil_policy = 10
		}
		on_upgraded = {
		}
	}
}

aljaferia_palace = {
	start = 214 #Zaragosa
	date = 1035.11.04
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		country_modifiers = {
			harsh_treatment_cost = -1
			global_missionary_strength = 0.1
		}
		on_upgraded = {
			owner = {
				if = { 
					limit = { has_estate = estate_church }
					add_estate_loyalty = {
						estate = estate_church 
						loyalty = 10 
					}
				}
			}
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		region_modifier = { 
			local_unrest = -1 
		}
		country_modifiers = {
			harsh_treatment_cost = -2.5
			global_missionary_strength = 0.1
			global_religious_conversion_resistance = 2.5
		}
		on_upgraded = {
			owner = {
				if = { 
					limit = { has_estate = estate_church }
					add_estate_loyalty = {
						estate = estate_church 
						loyalty = 10 
					}
				}
			}
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		region_modifier = { 
			local_unrest = -1 
		}
		country_modifiers = {
			harsh_treatment_cost = -3.3
			global_missionary_strength = 0.2
			global_religious_conversion_resistance = 5
		}
		on_upgraded = {
			owner = {
				if = { 
					limit = { has_estate = estate_church }
					add_estate_loyalty = {
						estate = estate_church 
						loyalty = 10 
					}
				}
			}
			if = {
				limit = { has_dlc = "Golden Century" }
				custom_tooltip = empower_inquisitors_tt
				hidden_effect = {
					owner = { set_country_flag = empower_inquisitors_flag }
				}
			}
		}
	}
}

divrigi_hospital_mosque = {
	start = 4310 #Divrigi
	date = 879.11.04
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		country_modifiers = {
			reinforce_speed = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.01
			innovativeness_gain = 2
			reinforce_speed = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.01
			innovativeness_gain = 3.3
			reinforce_speed = 2.5
		}
		on_upgraded = {
			custom_tooltip = fewer_plagues_tt
			owner = { set_country_flag = has_competent_doctors }
		}
	}
}

st_basil_cathedral = {
	start = 295 #Moskva
	date = 1444.06.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	can_upgrade_trigger = {
		province_is_or_accepts_religion_group = {
			religion_group = christian
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		country_modifiers = {
			tolerance_own = 20
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			same_religion_advisor_cost = -1
			tolerance_own = 20
			all_estate_loyalty_equilibrium = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			same_religion_advisor_cost = -2
			tolerance_own = 20
			all_estate_loyalty_equilibrium = 0.1
		}
		on_upgraded = {
			if = {
				limit = { 
					has_dlc = "Third Rome" 
					owner = { religion = orthodox }
				}
				custom_tooltip = orthodox_icon_events_bonuses_tt
				owner = { set_country_flag = orthodox_icon_events_bonuses_flag }
			}
		}	
	}
}

grand_canal_1 = {
	start = 684 #Hangzhou
	date = 1427.01.09
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			trade_goods_size = 5
			trade_value_modifier = 1
		}
		area_modifier = {
			local_monthly_devastation = -1
			local_development_cost = -0.5
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 10
			trade_value_modifier = 1.5
		}
		area_modifier = {
			local_monthly_devastation = -2.5
			local_development_cost = -0.25
		}
		region_modifier = { 
			
		}
		country_modifiers = { } 
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 10
			trade_value_modifier = 2.5
		}
		area_modifier = {
			local_monthly_devastation = -3.3
			local_development_cost = -1
		}
		region_modifier = { 
			
		}
		country_modifiers = { eunuchs_loyalty_modifier = 0.05 } 
		on_upgraded = {
			add_base_tax = 1 
			add_base_production = 1 
			add_base_manpower = 1 
		}
	}
}

grand_canal_2 = {
	start = 1822 #Suzhou
	date = 1427.01.09
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			trade_goods_size = 5
			trade_value_modifier = 1
		}
		area_modifier = {
			local_monthly_devastation = -1
			local_development_cost = -0.25
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 10
			trade_value_modifier = 1.5
		}
		area_modifier = {
			local_monthly_devastation = -2.5
			local_development_cost = -0.5
		}
		region_modifier = { 
			
		}
		country_modifiers = { } 
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 10
			trade_value_modifier = 2.5
		}
		area_modifier = {
			local_monthly_devastation = -3.3
			local_development_cost = -1
		}
		region_modifier = { 
			
		}
		country_modifiers = { eunuchs_loyalty_modifier = 0.05 } 
		on_upgraded = {
			add_base_tax = 1 
			add_base_production = 1 
			add_base_manpower = 1 
		}
	}
}

grand_canal_3 = {
	start = 2145 #Zhenjiang
	date = 1427.01.09
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			trade_goods_size = 5
			trade_value_modifier = 1
		}
		area_modifier = {
			local_monthly_devastation = -1
			local_development_cost = -0.25
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 10
			trade_value_modifier = 1.5
		}
		area_modifier = {
			local_monthly_devastation = -2.5
			local_development_cost = -0.5
		}
		region_modifier = { 
			
		}
		country_modifiers = { } 
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 10
			trade_value_modifier = 2.5
		}
		area_modifier = {
			local_monthly_devastation = -3.3
			local_development_cost = -1
		}
		region_modifier = { 
			
		}
		country_modifiers = { eunuchs_loyalty_modifier = 0.05 } 
		on_upgraded = {
			add_base_tax = 1 
			add_base_production = 1 
			add_base_manpower = 1 
		}
	}
}

grand_canal_4 = {
	start = 1821 #Nanjing
	date = 1427.01.09
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			trade_goods_size = 5
			trade_value_modifier = 1
		}
		area_modifier = {
			local_monthly_devastation = -1
			local_development_cost = -0.25
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 10
			trade_value_modifier = 1.5
		}
		area_modifier = {
			local_monthly_devastation = -2.5
			local_development_cost = -0.5
		}
		region_modifier = { 
			
		}
		country_modifiers = { } 
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 10
			trade_value_modifier = 2.5
		}
		area_modifier = {
			local_monthly_devastation = -3.3
			local_development_cost = -1
		}
		region_modifier = { 
			
		}
		country_modifiers = { eunuchs_loyalty_modifier = 0.05 } 
		on_upgraded = {
			add_base_tax = 1 
			add_base_production = 1 
			add_base_manpower = 1 
		}
	}
}

imperial_city_kyoto = {
	start = 1020 #Kyoto
	date = 723.05.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		culture_group = japanese_g
		province_is_or_accepts_culture = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = japanese_g
		province_is_or_accepts_culture = yes
	}

	can_upgrade_trigger = {
		culture_group = japanese_g
		province_is_or_accepts_culture = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		country_modifiers = {
			reduced_liberty_desire = 50
			legitimacy = 3
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			all_estate_loyalty_equilibrium = 0.1
			reduced_liberty_desire = 100 
		}	
		on_upgraded = {
			center_of_trade = 1
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		country_modifiers = {
			all_estate_loyalty_equilibrium = 0.1
			reduced_liberty_desire = 100
			max_absolutism = 100
		}
		on_upgraded = {
			owner = { 
				change_ruler_stat = {
					stat = adm
					amount = 1
				}
				change_ruler_stat = {
					stat = dip
					amount = 1
				}
				change_ruler_stat = {
					stat = mil
					amount = 1
				}
			}
		}
	}
}