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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.25
			tolerance_heretic = 0.25
			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 = {
		}

		#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 = 0.5
			tolerance_heretic = 0.5
			monthly_piety_accelerator = 0.001
			yearly_patriarch_authority = 0.002
			papal_influence = 0.5
			church_loyalty_modifier = 0.1
		}

		#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 = 1
			tolerance_heretic = 1
			monthly_piety_accelerator = 0.002
			yearly_patriarch_authority = 0.005
			papal_influence = 1
			church_loyalty_modifier = 0.15
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.5
			tolerance_heathen = 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_heretic = 0.5
			tolerance_heathen = 0.5	
			stability_cost_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 = {
			tolerance_heretic = 1
			tolerance_heathen = 1						
			stability_cost_modifier = -0.25
			global_missionary_strength = 0.01
		}
		
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = COMPLETED_SPECIAL_MISSION_THAT_UNLOCKS_GREAT_PROJECT
					owner = {
						has_country_flag = sunset_unlock_stonehenge_conditional_modifier_flag
					}
				}
			}
			modifier = {
				tolerance_own = 2
				same_religion_advisor_cost = -0.15
			}
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.25
		}

		#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 = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			army_tradition = 0.25
			prestige = 0.25
		}

		#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 = 10
				max_revolutionary_zeal = 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 = {
			local_defensiveness = 0.25
		}

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

		#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 = 10
				max_revolutionary_zeal = 10
			}
		}	
	}
}

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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -0.1
			global_missionary_strength = 0.01
		}

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

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

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

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

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -0.10
			global_missionary_strength = 0.01
			missionaries = 1
		}

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

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

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

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

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -0.25
			global_missionary_strength = 0.01
			missionaries = 1
			idea_cost = -0.05
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -3
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -0.10
		}

		#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 = {
			local_unrest = -3
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -0.1
			advisor_pool = 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 = -3
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -0.2
			advisor_pool = 1
			yearly_corruption = -0.1
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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_absolutism = 0.25
			imperial_mandate = 0.03
		}

		#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 = 0.5
			imperial_mandate = 0.03
			prestige_decay = -0.01
		}

		#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 = 0.5
			imperial_mandate = 0.05
			prestige_decay = -0.02
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.05  #(buddhist)
			technology_cost = -0.05
		}

		#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 = 0.1  #(buddhist)
			technology_cost = -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_karma_decay = 0.15  #(buddhist)
			technology_cost = -0.10
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 1
			envoy_travel_time = -0.20
		}

		#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 = 1
			envoy_travel_time = -0.25
			fabricate_claims_cost = -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 = {
			diplomatic_reputation = 2
			envoy_travel_time = -0.33
			diplomatic_upkeep = 1
			fabricate_claims_cost = -0.2
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			papal_influence = 0.5
			monthly_fervor_increase = 0.25
			church_power_modifier = 0.05
			enforce_religion_cost = -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 = {
			papal_influence = 1
			monthly_fervor_increase = 0.5
			church_power_modifier = 0.1
			enforce_religion_cost = -0.25
		}

		#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 = 2
			monthly_fervor_increase = 1
			church_power_modifier = 0.15
			enforce_religion_cost = -0.33
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.15
			local_manpower_modifier = 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 = {
		}

		#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 = 0.25
			local_manpower_modifier = 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_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 = 0.33
			local_manpower_modifier = 1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.15
		}

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

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -0.05
		}

		#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 = -0.1
			reform_progress_growth = 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 = {
			idea_cost = -0.15
			reform_progress_growth = 0.1
			mercantilism_cost = -0.15
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.1
			global_regiment_recruit_speed = -0.1
		}

		#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 = 0.15
			global_regiment_recruit_speed = -0.3
		}

		#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 = 0.2
			global_regiment_recruit_speed = -0.5
			infantry_cost = -0.10
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.15			
		}

		#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 = {
			prestige = 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_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 = {
			prestige = 0.5		
			spy_offence = 0.1
			global_spy_defence = 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 = {
			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 = {
			local_defensiveness = 0.5			
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5	
			spy_offence = 0.15
			global_spy_defence = 0.25
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.05
			tolerance_own = 0.5
			nobles_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 = {
		}

		#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 = 0.10
			tolerance_own = 1
			nobles_loyalty_modifier = 0.1
		}

		#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 = 0.25
			tolerance_own = 1
			tolerance_heretic = 1
			nobles_loyalty_modifier = 0.15
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			appoint_cardinal_cost = -0.05
			curia_powers_cost = -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 = {
			appoint_cardinal_cost = -0.1
			curia_powers_cost = -0.1
			idea_cost = -0.05
		}

		#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 = -0.2
			curia_powers_cost = -0.1
			idea_cost = -0.1
			church_influence_modifier = 0.1
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -0.1
			local_monthly_devastation = -0.05
		}

		#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 = -0.15
			local_monthly_devastation = -0.05
			local_tax_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 = {
		}
	}

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

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

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_development_cost = -0.2
			local_monthly_devastation = -0.1
			local_tax_modifier = 0.2
		}

		#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 = -0.05
			local_tax_modifier = 0.05
		}

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

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -0.1
			trade_goods_size_modifier = 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 = {
			yearly_doom_reduction = 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_build_cost = -0.15
			local_development_cost = -0.1
			trade_goods_size_modifier = 0.33
		}

		#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_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 = -0.15
			local_development_cost = -0.2
			trade_goods_size_modifier = 0.5
		}

		#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 = -0.05
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_doom_reduction = 2
		}
		
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = AZT_COMPLETED_TECNOCHTITLAN_MISSION
					owner = {
						has_country_flag = azt_tenochtitlan_buff_flag
					}
				}
			}
			modifier = {
				tolerance_own = 1
				global_missionary_strength = 0.02
			}
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			papal_influence = 0.5
			monthly_fervor_increase = 0.25
			church_power_modifier = 0.05
			tolerance_own = 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 = {
			papal_influence = 1
			monthly_fervor_increase = 0.5
			church_power_modifier = 0.1
			tolerance_own = 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 = {
			papal_influence = 2
			monthly_fervor_increase = 1
			church_power_modifier = 0.15
			tolerance_own = 2
			religious_unity = 0.1
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -1
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			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 = -2
			local_development_cost = -0.05
		}

		#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 = 0.05
		}

		#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 = -0.1
		}

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

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

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.33
		}

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

	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 = 0.66
		}

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

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

		#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 = 1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.75
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			hostile_attrition = 2
			garrison_size = 0.25
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			prestige = 0.1
			drill_gain_modifier = 0.1
		}

		#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 = 0.25
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.25
			drill_gain_modifier = 0.3
		}

		#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 = 0.25
		}

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

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

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -1
		}

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

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

		#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 = -0.05
			technology_cost = -0.05
		}

		#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 = -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 = {
			idea_cost = -0.1
			technology_cost = -0.1
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -1
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety_accelerator = 0.001
			prestige_decay = -0.005
		}

		#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 = -2
		}

		#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 = 0.002
			prestige_decay = -0.005
			monthly_splendor = 1
		}

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

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

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

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

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety_accelerator = 0.003
			prestige_decay = -0.01
			monthly_splendor = 2
			power_projection_from_insults = 1
		}
		conditional_modifier = {
			trigger = { 
				owner = { mission_completed = MUG_taj_mahal }
			}
			modifier = {
				national_focus_years = -5
			}
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			vassal_income = 0.1
			reduced_liberty_desire = 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 = {
			vassal_income = 0.1
			reduced_liberty_desire = 5
			diplomatic_reputation = 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 = {
			administrative_efficiency = 0.05
			vassal_income = 0.1
			reduced_liberty_desire = 10
			diplomatic_reputation = 1
		}
		
		conditional_modifier = {
			trigger = {
				owner = {
					mission_completed = ARB_across_the_strait
				}
			}
			modifier = {
				diplomatic_annexation_cost = -0.05
			}
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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_absolutism = 0.25
			governing_capacity_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 = {
			yearly_absolutism = 0.5
			governing_capacity_modifier = 0.1
			vassal_forcelimit_bonus = 0.30
		}

		#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 = 1
			governing_capacity_modifier = 0.15
			vassal_forcelimit_bonus = 0.5
			ae_impact = -0.1
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.01
		}

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

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

	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 = 0.02
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.1
			global_missionary_strength = 0.01
			missionaries = 1
		}

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

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

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

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

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

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

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

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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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_defensiveness = 0.15
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			caravan_power = 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_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			caravan_power = 0.2
			trade_efficiency = 0.05
		}

		#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 = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			caravan_power = 0.33
			trade_efficiency = 0.10
			global_trade_power = 0.05
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			monthly_piety_accelerator = 0.001
			stability_cost_modifier = -0.1
			enforce_religion_cost = -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 = {
			monthly_piety_accelerator = 0.002
			stability_cost_modifier = -0.15
			enforce_religion_cost = -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 = {
			monthly_piety_accelerator = 0.003
			stability_cost_modifier = -0.25
			enforce_religion_cost = -0.15
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -1
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.025
		}

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

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

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

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

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.05
			min_autonomy_in_territories = -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 = {
			local_unrest = -2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.1
			min_autonomy_in_territories = -0.15
			
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.05
			missionary_maintenance_cost = -0.1
			yearly_karma_decay = 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 = {
			religious_unity = 0.10
			global_missionary_strength = 0.01
			missionary_maintenance_cost = -0.2
			yearly_karma_decay = 0.025
		}

		#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 = 0.25
			global_missionary_strength = 0.02
			missionary_maintenance_cost = -0.3
			yearly_karma_decay = 0.05
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -0.01
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -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 = {
			local_autonomy = -0.025
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -0.1
			global_unrest = -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 = {
			culture_conversion_cost = -0.25
			global_unrest = -2
			num_accepted_cultures = 1
			global_autonomy = -0.05
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.25
			prestige = 0.25
		}

		#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 = 0.33
			religious_unity = 0.25
			prestige = 0.5
		}

		#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 = 0.5
			religious_unity = 0.5
			prestige = 1
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			naval_forcelimit_modifier = 0.1
			naval_maintenance_modifier = -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 = {
			naval_forcelimit_modifier = 0.2
			naval_maintenance_modifier = -0.15
			navy_tradition = 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 = {
			naval_forcelimit_modifier = 0.3
			naval_maintenance_modifier = -0.2
			navy_tradition = 1
			admiral_cost = -0.1
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			brahmins_hindu_loyalty_modifier = 0.05
			stability_cost_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 = {
			brahmins_hindu_loyalty_modifier = 0.1
			stability_cost_modifier = -0.1
			war_exhaustion = -0.02
		}

		#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 = -0.15
			war_exhaustion = -0.05
			global_unrest = -1
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 1
			dip_advisor_cost = -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 = {
			diplomatic_reputation = 1
			diplomatic_upkeep = 1
			dip_advisor_cost = -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 = {
			diplomatic_reputation = 1
			diplomatic_upkeep = 2
			advisor_cost = -0.2
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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_government_power = 0.5
			prestige_decay = -0.005
			all_estate_loyalty_equilibrium = 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 = {	
			prestige_decay = -0.01
			yearly_government_power = 0.5
			all_estate_loyalty_equilibrium = 0.05	
		}

		#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_government_power = 1
			all_estate_loyalty_equilibrium = 0.05
			prestige_decay = -0.01
			no_stability_loss_on_monarch_death = yes
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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_defensiveness = 0.15
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			fabricate_claims_cost = -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_defensiveness = 0.2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			technology_cost = -0.05
			fabricate_claims_cost = -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 = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			technology_cost = -0.05
			fabricate_claims_cost = -0.3
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			development_cost = -0.02
			global_missionary_strength =  0.005
		}

		#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 = -0.05
			global_missionary_strength = 0.01
		}

		#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 = -0.10
			global_missionary_strength = 0.02
			missionaries = 1
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			num_accepted_cultures = 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 = {
			num_accepted_cultures = 1
			same_culture_advisor_cost = -0.15
		}

		#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 = 2
			same_culture_advisor_cost = -0.2
			promote_culture_cost = -0.15
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			discipline = 0.025
			fire_damage_received = -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 = {
			discipline = 0.05
			fire_damage_received = -0.1
			culture_conversion_cost = -0.05
		}

		#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 = 0.1
			fire_damage_received = -0.1
			fire_damage = 0.05			
			culture_conversion_cost = -0.1
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = yes
    }

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

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

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

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

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

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

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

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

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

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

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.001
		}

		#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 = 0.002
			tolerance_own = 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_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.005
			tolerance_own = 2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = has_completed_the_plains_of_ruthenia_mission_tt
					owner = {
						has_country_flag = enable_monument_bonus_1_flag
					}
				}
			}
			modifier = {
				missionary_maintenance_cost = -0.25
				missionaries = 1
			}
		}
	}
}

#pena_palace = { #Replaced by Bel�m 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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			province_trade_power_value = 5
		}
		
		#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 = 0.15
		}

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

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

	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 = 10
		}

		#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 = {
			global_trade_power = 0.1
			global_sailors_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 = {
			province_trade_power_value = 15
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_trade_power = 0.15
			global_sailors_modifier = 0.25
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -0.5
			prestige_from_land = 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 = {
			war_taxes_cost_modifier = -0.5
			prestige_from_land = 1
			general_cost = -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 = {
			regiment_recruit_speed = -0.25
		}

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

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			prestige = 0.25
			monthly_splendor = 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 = {
			prestige = 0.5
			monthly_splendor = 1
			monarch_lifespan = 0.05
		}

		#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 = 1
			monthly_splendor = 1.5
			monarch_lifespan = 0.1
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -1
		}

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			stability_cost_modifier = -0.025
		}

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

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

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

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

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			stability_cost_modifier = -0.05
			missionary_maintenance_cost = -0.1
			missionaries = 1
		}

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

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

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

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

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			stability_cost_modifier = -0.1
			missionary_maintenance_cost = -0.2
			missionaries = 1
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.1
			improve_relation_modifier = 0.1
			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 = 0.15
			improve_relation_modifier = 0.1
			vassal_income = 0.1
			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 = 0.2
			improve_relation_modifier = 0.15
			vassal_income = 0.2
			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 = 1 
				reinforce_speed = 0.2
			}
		}
		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = -0.01	
			global_tariffs = 0.05
			treasure_fleet_income = 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_autonomy = -0.025
			governing_capacity_modifier = 0.05
			global_tariffs = 0.1
			treasure_fleet_income = 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_autonomy = -0.05
			governing_capacity_modifier = 0.1
			global_tariffs = 0.2
			treasure_fleet_income = 0.2
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			trade_goods_size = 1.0
		}
		
		#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 = 0.05
		}

		#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 = {
						any_ally = {
							mission_completed = mng_single_whip_law
							has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
						}
						overlord = {
							any_ally = {
								mission_completed = mng_single_whip_law
								has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
							}
						}
						overlord = {
							mission_completed = mng_single_whip_law
							has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
						}
						AND = {
							mission_completed = mng_single_whip_law
							has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
						}
					}
				}
			}
			modifier = {
				trade_goods_size = 1
				inflation_reduction = 0.02
			}
		}				
	}

	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 = 2.0
		}

		#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 = 0.1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			interest = -0.25
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
		
		conditional_modifier = {
			trigger = {
				owner = {
					OR = {
						any_ally = {
							mission_completed = mng_single_whip_law
							has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
						}
						overlord = {
							any_ally = {
								mission_completed = mng_single_whip_law
								has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
							}
						}
						overlord = {
							mission_completed = mng_single_whip_law
							has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
						}
						AND = {
							mission_completed = mng_single_whip_law
							has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
						}
					}
				}
			}
			modifier = {
				trade_goods_size = 2
				inflation_reduction = 0.03
			}
		}	
	}

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

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

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			trade_goods_size = 3.0
		}

		#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 = 0.15
		}

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

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
		
		conditional_modifier = {
			trigger = {
				owner = {
					OR = {
						any_ally = {
							mission_completed = mng_single_whip_law
							has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
						}
						overlord = {
							any_ally = {
								mission_completed = mng_single_whip_law
								has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
							}
						}
						overlord = {
							mission_completed = mng_single_whip_law
							has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
						}
						AND = {
							mission_completed = mng_single_whip_law
							has_estate_privilege = estate_eunuchs_single_whip_law_privilege 
						}
					}
				}
			}
			modifier = {
				trade_goods_size = 3
				inflation_reduction = 0.05
			}
		}
		conditional_modifier = {
			trigger = {
				owner = {
					mission_completed = INC_mountain_of_gold
				}
			}
			modifier = {
				tolerance_own = 1
				inflation_reduction = 0.1
			}
		}
	}
}

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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			prestige = 0.1
			religious_unity = 0.1
		}
		conditional_modifier = {
			tooltip_potential = {
				owner = { tag = BYZ }
			}
			trigger = {
				owner = {
					custom_trigger_tooltip = {
						tooltip = BYZ_may_use_kaaba 
						has_country_flag = BYZ_may_use_kaaba
					}
				}
			}
			modifier = {
				religious_unity = -0.05
			}
		}
		conditional_modifier = {
			trigger = {
				owner = { mission_completed = YEM_islamic_ambitions }
			}
			modifier = {
				global_prov_trade_power_modifier = 0.025
			}
		}
		conditional_modifier = {
			tooltip_potential = {
				owner = {
					OR = {
						tag = HSN
						was_tag = HSN
					}
				}
			}
			trigger = {
				owner = { mission_completed = hsn_custodian }
			}
			modifier = {
				tolerance_own = 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 = {
			prestige = 0.25
			religious_unity = 0.15
			warscore_cost_vs_other_religion = -0.05
		}

		conditional_modifier = {
			tooltip_potential = {
				owner = { tag = BYZ }
			}
			trigger = {
				owner = {
					custom_trigger_tooltip = {
						tooltip = BYZ_may_use_kaaba 
						has_country_flag = BYZ_may_use_kaaba
					}
				}
			}
			modifier = {
				religious_unity = -0.075
				warscore_cost_vs_other_religion = 0.05
			}
		}
		conditional_modifier = {
			trigger = {
				owner = { mission_completed = YEM_islamic_ambitions }
			}
			modifier = {
				global_prov_trade_power_modifier = 0.05
			}
		}
		conditional_modifier = {
			tooltip_potential = {
				owner = {
					OR = {
						tag = HSN
						was_tag = HSN
					}
				}
			}
			trigger = {
				owner = { mission_completed = hsn_custodian }
			}
			modifier = {
				tolerance_own = 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 = {
			prestige = 0.5
			religious_unity = 0.2
			warscore_cost_vs_other_religion = -0.1
		}

		conditional_modifier = {
			tooltip_potential = {
				owner = { tag = BYZ }
			}
			trigger = {
				owner = {
					custom_trigger_tooltip = {
						tooltip = BYZ_may_use_kaaba 
						has_country_flag = BYZ_may_use_kaaba
					}
				}
			}
			modifier = {
				religious_unity = -0.1
				warscore_cost_vs_other_religion = 0.1
			}
		}
		conditional_modifier = {
			trigger = {
				owner = { mission_completed = YEM_islamic_ambitions }
			}
			modifier = {
				global_prov_trade_power_modifier = 0.1
			}
		}
		conditional_modifier = {
			tooltip_potential = {
				owner = {
					OR = {
						tag = HSN
						was_tag = HSN
					}
				}
			}
			trigger = {
				owner = { mission_completed = hsn_custodian }
			}
			modifier = {
				tolerance_own = 1.5
			}
		}
		
		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.01
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.1
			global_heretic_missionary_strength = 0.01
			monthly_fervor_increase = 0.25
			church_power_modifier = 0.05
			papal_influence = 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_missionary_strength = 0.02
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.25
			global_heretic_missionary_strength = 0.02
			monthly_fervor_increase = 0.5
			church_power_modifier = 0.1
			papal_influence = 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_missionary_strength = 0.03
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5
			global_heretic_missionary_strength = 0.03
			missionaries = 1
			monthly_fervor_increase = 1
			church_power_modifier = 0.15
			papal_influence = 1
		}

		#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 = {
        always = yes
    }

	#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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = {
			monthly_piety_accelerator = 0.001
			global_heathen_missionary_strength = 0.01
		}

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

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

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

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

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety_accelerator = 0.002
			global_heathen_missionary_strength = 0.02
			missionaries = 1
		}

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

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

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

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

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

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety_accelerator = 0.003
			global_heathen_missionary_strength = 0.03
			missionaries = 1
		}

		#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 = {
        always = 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 = {
        always = yes
    }

	#can our country upgrade it?
    can_upgrade_trigger = {
        always = 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 = 0.25
			legitimacy = 0.5
			state_maintenance_modifier = -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 = {
			yearly_harmony = 0.33
			yearly_karma_decay = 0.1
			legitimacy = 1
			state_maintenance_modifier = -0.2
			min_autonomy_in_territories = -0.05
		}

		#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 = 0.5
			yearly_karma_decay = 0.15
			legitimacy = 1
			state_maintenance_modifier = -0.25
			min_autonomy_in_territories = -0.1
		}

		#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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			global_missionary_strength = 0.005
			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 = 0.01
			tolerance_own = 1
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -2
		}
		country_modifiers = {
			global_missionary_strength = 0.02
			tolerance_own = 2
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			caravan_power = 0.1			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {
			caravan_power = 0.2
			merchants = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.35
		}
		country_modifiers = {
			caravan_power = 0.4
			merchants = 1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.05
			global_ship_trade_power = 0.1
			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 = 0.1
			global_ship_trade_power = 0.1
			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 = 0.2
			global_ship_trade_power = 0.3
			merchants = 1
			burghers_loyalty_modifier = 0.15
			jains_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

bran_castle = {
	start = 4128 #Kir�lyf�ld
	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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			rival_border_fort_maintenance = -0.15
			global_garrison_growth = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {
			rival_border_fort_maintenance = -0.2
			global_garrison_growth = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {
			rival_border_fort_maintenance = -0.3
			global_garrison_growth = 0.3
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			monthly_militarized_society = 0.01
			monthly_prussian_militarized_society_1 = 0.01
			monthly_prussian_militarized_society_2 = 0.01
			monthly_prussian_militarized_society_3 = 0.01
			prestige_from_land = 0.5			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_militarized_society = 0.02	
			prestige_from_land = 1
			army_tradition_from_battle = 0.25
			monthly_prussian_militarized_society_1 = 0.02
			monthly_prussian_militarized_society_2 = 0.02
			monthly_prussian_militarized_society_3 = 0.02
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_militarized_society = 0.05
			prestige_from_land = 1.5
			army_tradition_from_battle = 0.5
			monthly_prussian_militarized_society_1 = 0.05
			monthly_prussian_militarized_society_2 = 0.05
			monthly_prussian_militarized_society_3 = 0.05
		}
		conditional_modifier = {
			trigger = { owner = { mission_completed = emp_brapru_the_balance_of_power } }
			modifier = {
				max_absolutism_effect = 0.1
			}
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			global_institution_spread = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 0.2
			embracement_cost = -0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 0.3
			embracement_cost = -0.1
			idea_cost = -0.05
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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_monthly_devastation = -0.25
		}
		area_modifier = {
		}
		country_modifiers = {
			tribal_development_growth = 0.01			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_monthly_devastation = -0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			tribal_development_growth = 0.02
			global_manpower_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -1
		}
		country_modifiers = {
			tribal_development_growth = 0.03
			global_manpower_modifier = 0.2
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
			blockade_force_required = 0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			global_ship_trade_power = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_hostile_attrition = 0.5
			blockade_force_required = 1
			hostile_fleet_attrition = 5
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {		
			global_ship_trade_power = 0.2
			prestige_from_naval = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_hostile_attrition = 1
			blockade_force_required = 1
			hostile_fleet_attrition = 10
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {
			global_ship_trade_power = 0.3
			prestige_from_naval = 1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
			garrison_growth = 0.33
		}
		area_modifier = {
		}
		country_modifiers = {
			diplomatic_upkeep = 1
			yearly_authority = 0.1
			monthly_divine_authority = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -0.1
			garrison_growth = 0.66
			local_defensiveness = 0.33
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {
			diplomatic_upkeep = 1
			yearly_authority = 0.2
			monthly_divine_authority = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			garrison_growth = 1
			local_defensiveness = 0.5
		}
		area_modifier = {
			local_defensiveness = 0.25
			local_development_cost = -0.1
		}
		country_modifiers = {
			diplomatic_upkeep = 2
			yearly_authority = 0.3
			monthly_divine_authority = 0.15
		}
		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 = 1
	type = monument

    build_trigger = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			reform_progress_growth = 0.1
			republican_tradition = 0.1 
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.2
			republican_tradition = 0.25 
			monthly_authority_power = -0.03
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.3
			republican_tradition = 0.5 
			monthly_authority_power = -0.05
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.25
		}
		area_modifier = {
			local_religious_conversion_resistance = 0.33
		}
		country_modifiers = {
			papal_influence = 0.5
			monthly_fervor_increase = 0.25
			church_power_modifier = 0.05
			global_religious_conversion_resistance = 0.15
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_tax_modifier = 0.5
		}
		area_modifier = {
			local_religious_conversion_resistance = 0.66
		}
		country_modifiers = {
			papal_influence = 1
			monthly_fervor_increase = 0.5
			church_power_modifier = 0.1
			global_religious_conversion_resistance = 0.30
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {			
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_tax_modifier = 0.75
		}
		area_modifier = {
			local_religious_conversion_resistance = 1
		}
		country_modifiers = {
			papal_influence = 2
			monthly_fervor_increase = 1
			church_power_modifier = 0.15
			global_religious_conversion_resistance = 0.5
			church_loyalty_modifier = 0.15
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.1
			local_monthly_devastation = -0.25
		}
		country_modifiers = {
			global_trade_goods_size_modifier = 0.05
			burghers_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.15
			local_monthly_devastation = -0.5
		}
		country_modifiers = {
			global_trade_goods_size_modifier = 0.05
			burghers_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
			local_monthly_devastation = -1
		}
		country_modifiers = {
			global_trade_goods_size_modifier = 0.1
			burghers_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
		
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = NED_COMPLETED_CANAL_WORKS_MISSION
					owner = {
						has_country_flag = ned_buff_dutch_polders_great_project_flag
					}
				}
			}
			modifier = {
				global_trade_goods_size_modifier = 0.05
				global_prov_trade_power_modifier = 0.2
			}
		}
	}
}

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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.25
			tolerance_heretic = 0.25
			tolerance_heathen = 0.25
			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 = 0.5
			tolerance_heretic = 0.5
			tolerance_heathen = 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 = {
			tolerance_own = 1
			tolerance_heretic = 1
			tolerance_heathen = 1
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = -0.05
		}
		area_modifier = {
		}
		country_modifiers = {
			religious_unity = 0.1
			church_loyalty_modifier = 0.05
			yearly_karma_decay = 0.01
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -0.1
		}
		area_modifier = {
		}
		country_modifiers = {
			horde_unity = 0.5
			religious_unity = 0.2
			church_loyalty_modifier = 0.1
			yearly_karma_decay = 0.025
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_development_cost = -0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			horde_unity = 1
			religious_unity = 0.3
			church_loyalty_modifier = 0.15
			yearly_karma_decay = 0.05
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = -0.05
		}
		country_modifiers = {
			tolerance_own = 0.5
			global_missionary_strength = 0.005
			prestige_per_development_from_conversion = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -0.1
		}
		country_modifiers = {
			tolerance_own = 1
			global_missionary_strength = 0.01
			prestige_per_development_from_conversion = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -0.25
		}
		country_modifiers = {
			tolerance_own = 2
			global_missionary_strength = 0.02
			prestige_per_development_from_conversion = 0.3
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			naval_forcelimit_modifier = 0.1
			overlord_naval_forcelimit_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			blockade_force_required = 0.5
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {			
			naval_forcelimit_modifier = 0.2
			overlord_naval_forcelimit_modifier = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			blockade_force_required = 1
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {			
			naval_forcelimit_modifier = 0.3
			overlord_naval_forcelimit_modifier = 0.3
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			tolerance_own = 0.25
			tolerance_heretic = 0.25
			tolerance_heathen = 0.25
			tolerance_of_heretics_capacity = 0.25
			tolerance_of_heathens_capacity = 0.25
			diplomatic_reputation = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -1
		}
		country_modifiers = {
			tolerance_own = 0.5
			tolerance_heretic = 0.5
			tolerance_heathen = 0.5
			tolerance_of_heretics_capacity = 0.5
			tolerance_of_heathens_capacity = 0.5
			diplomatic_reputation = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -2
		}
		country_modifiers = {
			tolerance_own = 1
			tolerance_heretic = 1
			tolerance_heathen = 1
			tolerance_of_heretics_capacity = 1
			tolerance_of_heathens_capacity = 1
			diplomatic_reputation = 2
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			global_missionary_strength = 0.005
			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 = 0.01
			culture_conversion_cost = -0.05
			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 = 0.02
			culture_conversion_cost = -0.1
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = -0.05
		}
		area_modifier = {
		}
		country_modifiers = {
			advisor_cost = -0.05
			global_autonomy = -0.025
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -0.1
		}
		area_modifier = {
			local_development_cost = -0.05
		}
		country_modifiers = {
			advisor_cost = -0.1
			monarch_admin_power = 1
			global_autonomy = -0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_development_cost = -0.15
		}
		area_modifier = {
			local_development_cost = -0.1
		}
		country_modifiers = {
			advisor_cost = -0.2
			monarch_admin_power = 2
			global_autonomy = -0.1	
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = -0.25
		}
		country_modifiers = {
			prestige = 0.25
			religious_unity = 0.1
			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 = -0.5
		}
		country_modifiers = {
			prestige = 0.5
			religious_unity = 0.25
			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 = -1
		}
		country_modifiers = {
			prestige = 1
			religious_unity = 0.25
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			imperial_authority_value = 0.05
			tolerance_own = 0.25
			tolerance_heretic = 0.25
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			imperial_authority_value = 0.1
			tolerance_own = 0.25
			tolerance_heretic = 0.25
			papal_influence = 0.5
			monthly_fervor_increase = 0.25
			church_power_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			imperial_authority_value = 0.15
			tolerance_own = 0.5
			tolerance_heretic = 0.5
			papal_influence = 1
			monthly_fervor_increase = 0.5
			church_power_modifier = 0.1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			monthly_piety_accelerator = 0.001
			institution_spread_from_true_faith = 0.2
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.002
			tolerance_own = 0.5
			institution_spread_from_true_faith = 0.33
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.003
			tolerance_own = 1
			institution_spread_from_true_faith = 0.5
		}
		on_upgraded = {
		}
		
		conditional_modifier = {
			trigger = {
				owner = {
					mission_completed = ARB_maghreb
				}
			}
			modifier = {
				overextension_impact_modifier = -0.1
			}
		}
	}
}

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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			monthly_piety_accelerator = 0.001
			global_heretic_missionary_strength = 0.01
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.002
			global_heretic_missionary_strength = 0.02
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.003
			global_heretic_missionary_strength = 0.03
			church_loyalty_modifier = 0.15
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			core_creation = -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 = {
			core_creation = -0.075
			ae_impact = -0.05
			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 = -0.1
			ae_impact = -0.1
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = -0.1
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_heir_claim_increase = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost = -0.1
		}
		country_modifiers = {
			monthly_heir_claim_increase = 0.2
			heir_chance = 0.33
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost = -0.2
		}
		country_modifiers = {
			monthly_heir_claim_increase = 0.3
			heir_chance = 0.5
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.25
			global_ship_trade_power = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.5
			global_ship_trade_power = 0.2
			placed_merchant_power = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 1
			global_ship_trade_power = 0.3
			placed_merchant_power = 4
		}
		on_upgraded = {
		}
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = OMA_COMPLETED_ZANZIBAR_MISSION
					owner = {
						has_country_flag = oma_kilwa_buff_flag
					}
				}
			}
			modifier = {
				light_ship_cost = -0.15
			}
		}
	}
}

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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			trade_goods_size_modifier = 0.1
		}
		area_modifier = {
		}
		country_modifiers = {
			merchants = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			trade_goods_size_modifier = 0.1
		}
		country_modifiers = {
			merchants = 1
			global_trade_power = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			trade_goods_size_modifier = 0.2
		}
		country_modifiers = {
			merchants = 2
			global_trade_power = 0.1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			legitimacy = 0.25
			monthly_splendor = 0.5
			prestige_per_development_from_conversion = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 0.5
			monthly_splendor = 1
			prestige_per_development_from_conversion = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 1
			monthly_splendor = 1.5
			prestige_per_development_from_conversion = 0.3
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.5
		}
		area_modifier = {
			local_autonomy = -0.025
		}
		country_modifiers = {
			legitimacy = 0.25
			devotion = 0.25
			mercenary_cost = -0.05
			garrison_size = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 1
		}
		area_modifier = {
			local_autonomy = -0.05
		}
		country_modifiers = {
			legitimacy = 0.5
			devotion = 0.5
			mercenary_cost = -0.05
			garrison_size = 0.15
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 1
		}
		area_modifier = {
			local_autonomy = -0.1
		}
		country_modifiers = {
			legitimacy = 1
			devotion = 1
			mercenary_cost = -0.1
			garrison_size = 0.25
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
			hostile_disembark_speed = 0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			warscore_cost_vs_other_religion = -0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 0.25
			local_hostile_attrition = 0.5
			hostile_disembark_speed = 1
		}
		area_modifier = {
		}
		country_modifiers = {
			warscore_cost_vs_other_religion = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 0.5
			local_hostile_attrition = 1
			hostile_disembark_speed = 2
		}
		area_modifier = {
		}
		country_modifiers = {
			warscore_cost_vs_other_religion = -0.15
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
			local_manpower_modifier = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.25
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.15
			local_manpower_modifier = 0.15
		}
		country_modifiers = {
			prestige = 0.5
			advisor_cost = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
			local_manpower_modifier = 0.25
		}
		country_modifiers = {
			prestige = 1
			advisor_cost = -0.2
			special_unit_forcelimit = 0.1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			global_colonial_growth = 10
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_colonial_growth = 15
			navy_tradition = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_colonial_growth = 25
			navy_tradition = 1
			colonist_placement_chance = 0.05
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.1
			global_institution_spread = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -1
		}
		country_modifiers = {
			meritocracy = 0.25
			global_institution_spread = 0.2
			embracement_cost = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -2
		}
		country_modifiers = {
			meritocracy = 0.5
			global_institution_spread = 0.3
			embracement_cost = -0.15
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
			regiment_recruit_speed = -0.25
		}
		country_modifiers = {
			yearly_authority = 0.1
			monthly_divine_authority = 0.05
			reinforce_speed = 0.1
			trade_efficiency = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_friendly_movement_speed = 0.33
			regiment_recruit_speed = -0.5
		}
		country_modifiers = {
			yearly_authority = 0.2
			monthly_divine_authority = 0.1
			reinforce_speed = 0.2
			trade_efficiency = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_friendly_movement_speed = 0.5
			regiment_recruit_speed = -0.75
		}
		country_modifiers = {
			yearly_authority = 0.3
			monthly_divine_authority = 0.15
			reinforce_speed = 0.33
			trade_efficiency = 0.2
		}
		on_upgraded = {
		}
		conditional_modifier = {
			trigger = {
				owner = {
					mission_completed = INC_qhapaq_nam
				}
			}
			modifier = {
				envoy_travel_time = -0.5
				state_maintenance_modifier = -0.2
			}
		}
	}
}

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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			stability_cost_modifier = -0.1
			religious_unity = 0.1
			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 = -0.2
			religious_unity = 0.1
			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 = -0.3
			religious_unity = 0.25
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			global_missionary_strength = 0.005
			prestige = 0.25
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.01
			missionary_maintenance_cost = -0.05
			prestige = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.02
			missionary_maintenance_cost = -0.1
			prestige = 1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.25
			reform_progress_growth = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.5
			reform_progress_growth = 0.1
			governing_capacity = 50
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 1
			reform_progress_growth = 0.15
			governing_capacity = 100
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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
			local_tax_modifier = 0.05
		}
		area_modifier = {
		}
		country_modifiers = {
			global_heathen_missionary_strength = 0.01
			institution_spread_from_true_faith = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_tax_modifier = 0.1
		}
		area_modifier = {
			local_unrest = -1
			local_colonial_growth = 15
		}
		country_modifiers = {
			global_heathen_missionary_strength = 0.02
			institution_spread_from_true_faith = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_tax_modifier = 0.15
		}
		area_modifier = {
			local_unrest = -2
			local_colonial_growth = 25
		}
		country_modifiers = {
			global_heathen_missionary_strength = 0.03
			institution_spread_from_true_faith = 0.3
			missionaries = 1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			global_institution_spread = 0.15
			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 = 0.3
			technology_cost = -0.05
			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 = 0.5
			technology_cost = -0.1
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			monthly_splendor = 0.5
			prestige_decay = -0.005
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			advisor_cost = -0.1
			monthly_splendor = 1
			prestige_decay = -0.01
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			advisor_cost = -0.2
			monthly_splendor = 2
			prestige_decay = -0.01
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			global_missionary_strength = 0.01
			prestige = 0.25
			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 = 0.02
			prestige = 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_missionary_strength = 0.03
			prestige = 1
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.1
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige_per_development_from_conversion = 0.1
			tolerance_own = 0.25
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_tax_modifier = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige_per_development_from_conversion = 0.2
			tolerance_own = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_tax_modifier = 0.15			
		}
		country_modifiers = {
			prestige_per_development_from_conversion = 0.3
			tolerance_own = 1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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_production_efficiency = 0.05
		}
		country_modifiers = {
			religious_unity = 0.1			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_production_efficiency = 0.05
		}
		country_modifiers = {
			prestige_decay = -0.005
			religious_unity = 0.15
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_production_efficiency = 0.1
		}
		country_modifiers = {
			prestige_decay = -0.01
			religious_unity = 0.25
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.25
		}
		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 = 0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_karma_decay = 0.05
			church_loyalty_modifier = 0.1
			brahmins_hindu_loyalty_modifier = 0.1
			global_heretic_missionary_strength = 0.01
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_tax_modifier = 0.75
		}
		country_modifiers = {
			yearly_karma_decay = 0.1
			church_loyalty_modifier = 0.15
			brahmins_hindu_loyalty_modifier = 0.15
			global_heretic_missionary_strength = 0.02
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			reform_progress_growth = 0.05
			state_governing_cost = -0.05
			reelection_cost = -0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.1
			state_governing_cost = -0.15
			reelection_cost = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.2
			state_governing_cost = -0.25
			reelection_cost = -0.1
		}
		on_upgraded = {
		}
	}
}

tikal = {
	start = 842 #Pet�n
	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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = -0.15
		}
		area_modifier = {
			local_unrest = -1
		}
		country_modifiers = {
			stability_cost_modifier = -0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -0.2
		}
		area_modifier = {
			local_unrest = -2
		}
		country_modifiers = {
			stability_cost_modifier = -0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost = -0.3
		}
		country_modifiers = {
			stability_cost_modifier = -0.3
			global_unrest = -2
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			yearly_authority = 0.1
			monthly_divine_authority = 0.05
			global_missionary_strength = 0.005
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 0.2
			monthly_divine_authority = 0.1
			global_missionary_strength = 0.01
			religious_unity = 0.15
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 0.3
			monthly_divine_authority = 0.15
			global_missionary_strength = 0.02
			religious_unity = 0.3
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
			blockade_force_required = 0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			privateer_efficiency = 0.2
			capture_ship_chance = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 0.25
		}
		area_modifier = {
			blockade_force_required = 1
		}
		country_modifiers = {
			privateer_efficiency = 0.33
			power_projection_from_insults = 0.5
			capture_ship_chance = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 0.5
		}
		area_modifier = {
			blockade_force_required = 1
		}
		country_modifiers = {
			privateer_efficiency = 0.5
			power_projection_from_insults = 1
			capture_ship_chance = 0.3
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.25
			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 = 0.1
			prestige = 0.5
			tolerance_own = 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 = {
			free_city_imperial_authority = 0.2
			prestige = 1
			tolerance_own = 1
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige_from_land = 0.5
			nobles_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {
			prestige_from_land = 1
			global_prov_trade_power_modifier = 0.1
			nobles_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {
			prestige_from_land = 1
			global_prov_trade_power_modifier = 0.2
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 3
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_absolutism = 0.25
			reform_progress_growth = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			institution_growth = 6
		}
		area_modifier = {
			local_institution_spread = 0.1
		}
		country_modifiers = {
			yearly_absolutism = 0.5
			reform_progress_growth = 0.15
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			institution_growth = 12
		}
		area_modifier = {
			local_institution_spread = 0.25
		}
		country_modifiers = {
			yearly_absolutism = 0.5
			reform_progress_growth = 0.2
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			trade_goods_size = 1.0
		}
		area_modifier = {
			trade_goods_size_modifier = 0.05
		}
		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 = 2.0
		}
		area_modifier = {
			trade_goods_size_modifier = 0.1
		}
		country_modifiers = {
			interest = -0.25
		}
		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 = 3.0
		}
		area_modifier = {
			trade_goods_size_modifier = 0.15
		}
		country_modifiers = {
			interest = -0.5
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			trade_goods_size = 3.0
		}
		area_modifier = {
			local_build_cost = -0.05
			local_build_time = -0.05
		}
		country_modifiers = {			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 6.0
		}
		area_modifier = {
			local_build_cost = -0.1
			local_build_time = -0.1
		}
		country_modifiers = {
			artillery_cost = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 9.0
		}
		area_modifier = {
			local_build_cost = -0.2
			local_build_time = -0.2
		}
		country_modifiers = {
			artillery_cost = -0.2
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			naval_tradition_from_trade = 0.25
		}
		on_upgraded = {
			owner = {
				add_mercantilism = 1
			}
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 0.25
			local_own_coast_naval_combat_bonus = 1
		}
		area_modifier = {
		}
		country_modifiers = {
			naval_tradition_from_trade = 0.5
		}
		on_upgraded = {
			owner = {
				add_mercantilism = 3
			}
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 0.33
			local_own_coast_naval_combat_bonus = 2
		}
		area_modifier = {
		}
		country_modifiers = {
			naval_tradition_from_trade = 1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			ship_recruit_speed = -0.25
			hostile_disembark_speed = 0.5
		}
		area_modifier = {
		}
		country_modifiers = {		
			privateer_efficiency = 0.2	
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			ship_recruit_speed = -0.33
			hostile_disembark_speed = 1
		}
		area_modifier = {
		}
		country_modifiers = {		
			privateer_efficiency = 0.33
			global_own_trade_power = 0.15
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			ship_recruit_speed = -0.5
			hostile_disembark_speed = 2
		}
		area_modifier = {
		}
		country_modifiers = {		
			privateer_efficiency = 0.5
			global_own_trade_power = 0.25
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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_manpower_modifier = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.25
			monthly_splendor = 0.5
			reform_progress_growth = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = { local_manpower_modifier = 0.25 }
		area_modifier = { }
		country_modifiers = {
			prestige = 0.5
			monthly_splendor = 1
			reform_progress_growth = 0.1
			advisor_pool = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = { local_manpower_modifier = 0.5 }
		area_modifier = {  }
		country_modifiers = {
			prestige = 1
			monthly_splendor = 1.5
			reform_progress_growth = 0.2
			advisor_pool = 2
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			province_trade_power_value = 10
		}
		area_modifier = {
		}
		country_modifiers = {
			global_trade_power = 0.1
			global_colonial_growth = 10
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			province_trade_power_value = 15
		}
		area_modifier = {
		}
		region_modifier = {
			trade_goods_size = 0.25
		}
		country_modifiers = {
			global_trade_power = 0.15
			global_colonial_growth = 15
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			province_trade_power_value = 25
		}
		area_modifier = {
		}
		region_modifier = {
			trade_goods_size = 0.5
		}
		country_modifiers = {
			global_trade_power = 0.2
			global_colonial_growth = 20
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 0.2
			reform_progress_growth = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			institution_spread_from_true_faith = 0.33
			reform_progress_growth = 0.15
			legitimacy = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			institution_spread_from_true_faith = 0.5
			reform_progress_growth = 0.2
			legitimacy = 1
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 3
		}
		area_modifier = {
		}
		country_modifiers = {			
			prestige_per_development_from_conversion = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			institution_growth = 3
		}
		country_modifiers = {
			stability_cost_modifier = -0.1
			prestige_per_development_from_conversion = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			institution_growth = 6
		}
		country_modifiers = {
			stability_cost_modifier = -0.25
			prestige_per_development_from_conversion = 0.3
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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_modifier = -0.05
			local_governing_cost = -0.2
		}
		area_modifier = {
			local_monthly_devastation = -0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost_modifier = -0.1
			allowed_num_of_buildings = 1
		}
		area_modifier = {
			local_governing_cost = -0.2
		}
		region_modifier = { 
			local_monthly_devastation = -0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost_modifier = -0.1
			allowed_num_of_buildings = 1
			local_governing_cost = -0.4
		}
		country_modifiers = {
			global_monthly_devastation = -0.05
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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_governing_cost = -0.15
		}
		country_modifiers = {
			church_privilege_slots = 1 
		}
		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 = -0.25
		}
		country_modifiers = {
			church_privilege_slots = 1 
			church_loyalty_modifier = 0.1
			papal_influence = 1
			church_power_modifier = 0.25
			monthly_fervor_increase = 0.3
		}
		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 = -0.33
		}
		country_modifiers = {
			church_privilege_slots = 1 
			church_loyalty_modifier = 0.15
			papal_influence = 2
			church_power_modifier = 0.33
			monthly_fervor_increase = 0.5
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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_defender_dice_roll_bonus = 1 
		}
		area_modifier = {
			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_garrison_size = 0.5
		}
		area_modifier = {
			local_defender_dice_roll_bonus = 1 
		}
		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 = 1
		}
		area_modifier = {
			local_defender_dice_roll_bonus = 1 
			local_hostile_attrition = 1
		}
		region_modifier = {
		}
		country_modifiers = { 
			nobles_loyalty_modifier = 0.15
			free_mil_policy = 1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			harsh_treatment_cost = -0.1
			global_missionary_strength = 0.01
		}
		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 = -0.25
			global_missionary_strength = 0.01
			global_religious_conversion_resistance = 0.25
		}
		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 = -0.33
			global_missionary_strength = 0.02
			global_religious_conversion_resistance = 0.5
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			reinforce_speed = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.001
			innovativeness_gain = 0.2
			reinforce_speed = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		country_modifiers = {
			monthly_piety_accelerator = 0.001
			innovativeness_gain = 0.33
			reinforce_speed = 0.25
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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
		}
		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 = -0.1
			tolerance_own = 2 
			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 = -0.2
			tolerance_own = 2 
			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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			trade_goods_size = 0.5
			trade_value_modifier = 0.1
		}
		area_modifier = {
			local_monthly_devastation = -0.1
			local_development_cost = -0.025
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 1
			trade_value_modifier = 0.15
		}
		area_modifier = {
			local_monthly_devastation = -0.25
			local_development_cost = -0.05
		}
		region_modifier = { 
			
		}
		country_modifiers = { } 
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 1
			trade_value_modifier = 0.25
		}
		area_modifier = {
			local_monthly_devastation = -0.33
			local_development_cost = -0.1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			trade_goods_size = 0.5
			trade_value_modifier = 0.1
		}
		area_modifier = {
			local_monthly_devastation = -0.1
			local_development_cost = -0.025
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 1
			trade_value_modifier = 0.15
		}
		area_modifier = {
			local_monthly_devastation = -0.25
			local_development_cost = -0.05
		}
		region_modifier = { 
			
		}
		country_modifiers = { } 
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 1
			trade_value_modifier = 0.25
		}
		area_modifier = {
			local_monthly_devastation = -0.33
			local_development_cost = -0.1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			trade_goods_size = 0.5
			trade_value_modifier = 0.1
		}
		area_modifier = {
			local_monthly_devastation = -0.1
			local_development_cost = -0.025
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 1
			trade_value_modifier = 0.15
		}
		area_modifier = {
			local_monthly_devastation = -0.25
			local_development_cost = -0.05
		}
		region_modifier = { 
			
		}
		country_modifiers = { } 
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 1
			trade_value_modifier = 0.25
		}
		area_modifier = {
			local_monthly_devastation = -0.33
			local_development_cost = -0.1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = {
			trade_goods_size = 0.5
			trade_value_modifier = 0.1
		}
		area_modifier = {
			local_monthly_devastation = -0.1
			local_development_cost = -0.025
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 1
			trade_value_modifier = 0.15
		}
		area_modifier = {
			local_monthly_devastation = -0.25
			local_development_cost = -0.05
		}
		region_modifier = { 
			
		}
		country_modifiers = { } 
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 1
			trade_value_modifier = 0.25
		}
		area_modifier = {
			local_monthly_devastation = -0.33
			local_development_cost = -0.1
		}
		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 = {
        always = yes
    }

	on_built = {
	}

	on_destroyed = {
	}

    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = 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 = 5
			legitimacy = 0.25
		}
		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 = 0.05
			reduced_liberty_desire = 10 
			legitimacy = 0.5
		}	
		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 = 10
			max_absolutism = 10
			legitimacy = 1
		}
		on_upgraded = {
			owner = { 
				change_ruler_stat = {
					type = adm
					amount = 1
				}
				change_ruler_stat = {
					type = dip
					amount = 1
				}
				change_ruler_stat = {
					type = mil
					amount = 1
				}
			}
		}
	}
}

kazan_kremlin = {
	start = 1082 
	date = 1214.12.2 #Built: 10th�16th centuries
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {
	}
	on_destroyed = {
	}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = {
			great_project_upgrade_time = -0.1
			global_autonomy = -0.025
			garrison_damage = 0.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_friendly_movement_speed = 0.25
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			great_project_upgrade_time = -0.2
			global_autonomy = -0.025
			garrison_damage = 1
		}	
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		region_modifier = { 
			local_friendly_movement_speed = 0.25
		}
		country_modifiers = {
			great_project_upgrade_time = -0.25
			global_autonomy = -0.05
			garrison_damage = 1
		}	
		on_upgraded = {
		}
	}
}

narikala_fortress = {
	start = 423 #Tbilisi 
	date = 358.5.3 #4th century 
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {
	}
	on_destroyed = {
	}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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_fort_maintenance_modifier = -1
			local_assault_fort_ability = -0.75
			local_defensiveness = 0.5
		}
		area_modifier = {
			
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			local_fort_maintenance_modifier = -1
			local_assault_fort_ability = -0.75
			local_defensiveness = 0.5
		}
		region_modifier = { 
			
		}
		country_modifiers = {
		}	
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		region_modifier = {
			local_fort_maintenance_modifier = -1
			local_assault_fort_ability = -0.75
			local_defensiveness = 0.5
		}
		country_modifiers = {
			
		}
		on_upgraded = {
			
		}
	}
}

golestan_palace = {
	start = 428 
	date = 1324.1.1 #16th century actually
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {
	}
	on_destroyed = {
	}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = {
			monthly_persian_influence = 0.03
			monthly_splendor = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			diplomatic_reputation = 1
			monthly_persian_influence = 0.05
			monthly_splendor = 1
		}	
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		country_modifiers = {
			diplomatic_reputation = 2
			monthly_persian_influence = 0.1
			monthly_splendor = 2
		}
		on_upgraded = {
			
		}
	}
}

itchan_kala = {
	start = 441 
	date = 1398.6.3 #16th century actually
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {
	}
	on_destroyed = {
	}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = {
			placed_merchant_power_modifier = 1
			center_of_trade_upgrade_cost = -0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			placed_merchant_power_modifier = 1
			center_of_trade_upgrade_cost = -0.2
			reduced_trade_penalty_on_non_main_tradenode = 0.1
		}	
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		country_modifiers = {
			placed_merchant_power_modifier = 1
			center_of_trade_upgrade_cost = -0.2
			reduced_trade_penalty_on_non_main_tradenode = 0.25 
		}
		on_upgraded = {
			
		}
	}
}

shah_rukn_e_alam_tomb = {
	start = 506 
	date = 1324.5.12
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {
	}
	on_destroyed = {
	}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = 1
			relation_with_heretics = 10
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			tolerance_own = 1
			relation_with_heretics = 20
		}	
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			
		}
		country_modifiers = {
			tolerance_own = 2
			relation_with_heretics = 20
		}
		on_upgraded = {
			custom_tooltip = enable_baseline_invite_scholar_tt
			custom_tooltip = disable_scholar_cost_tt
			owner = { 
				set_country_flag = no_scholar_adm_cost
				set_country_flag = enabled_baseline_invite_scholar
			}
		}
	}
}

nizwa_fort = {
	start = 403 
	date = 1350.1.1 #1650 
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {
	}
	on_destroyed = {
	}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = yes
    }
	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
			attrition = 1
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			attrition = 1
			max_attrition = 1
		}
		area_modifier = {
			
		}
		country_modifiers = {
			autonomy_change_time = -0.15
		}
		on_upgraded = {
			add_base_manpower = 1
		}
		conditional_modifier = {
			trigger = {
				owner = { 
					OR = {
						tag = HSN
						was_tag = HSN
					}
					mission_completed = hsn_monopolize_gulf_trade
				}
			}
			modifier = { 
				reduced_trade_penalty_on_non_main_tradenode = 0.1
			}
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			attrition = 2
			max_attrition = 2
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			autonomy_change_time = -0.25
			max_absolutism = 5
		}	
		on_upgraded = {
			add_base_manpower = 2
		}
		conditional_modifier = {
			trigger = { 
				owner = {
					OR = {
						tag = HSN
						was_tag = HSN
					}
					mission_completed = hsn_monopolize_gulf_trade
				}
			}
			modifier = { 
				reduced_trade_penalty_on_non_main_tradenode = 0.2
			}
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			attrition = 3
			max_attrition = 3
		}
		country_modifiers = {
			autonomy_change_time = -0.25
			all_estate_possible_privileges = 1
			max_absolutism = 10
		}
		conditional_modifier = {
			trigger = { 
				custom_trigger_tooltip = {
					tooltip = OMA_COMPLETED_OMANI_FORTS_MISSION
					has_province_flag = oma_niwa_fort_upgrade_buff
				}
			}
			modifier = { 
				fort_maintenance_modifier = -0.15
			}
		}
		conditional_modifier = {
			trigger = {
				owner = { 
					OR = {
						tag = HSN
						was_tag = HSN
					}
					mission_completed = hsn_monopolize_gulf_trade
				}
			}
			modifier = { 
				reduced_trade_penalty_on_non_main_tradenode = 0.3
			}
		}
		on_upgraded = {
			add_base_manpower = 3
		}
	}
}

city_of_sanaa = {
	start = 390 
	date = 622.1.2 #The era of the prohet, symbolic date
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {
	}
	on_destroyed = {
	}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = {
			province_trade_power_modifier = 0.1 
		}
		area_modifier = {
			
		}
		country_modifiers = {
			mercantilism_cost = -0.1
		}
		on_upgraded = {
		}
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = YEM_upgrade_city_of_sanaa_flag_tt
					owner = { has_country_flag = YEM_upgrade_city_of_sanaa_flag }
				}
			}
			modifier = {
				manpower_in_true_faith_provinces = 0.05
				dip_tech_cost_modifier = -0.025
			}
		}
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = YEM_upgrade_city_of_sanaa_non_ras_flag_tt
					owner = { has_country_flag = YEM_upgrade_city_of_sanaa_non_ras_flag }
				}
			}
			modifier = {
				tolerance_own = 0
				global_missionary_strength = 0.01
			}
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			province_trade_power_modifier = 0.15
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			mercantilism_cost = -0.2
		}	
		on_upgraded = {
		}
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = YEM_upgrade_city_of_sanaa_flag_tt
					owner = { has_country_flag = YEM_upgrade_city_of_sanaa_flag }
				}
			}
			modifier = {
				manpower_in_true_faith_provinces = 0.15
				dip_tech_cost_modifier = -0.05
			}
		}
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = YEM_upgrade_city_of_sanaa_non_ras_flag_tt
					owner = { has_country_flag = YEM_upgrade_city_of_sanaa_non_ras_flag }
				}
			}
			modifier = {
				tolerance_own = 1
				global_missionary_strength = 0.02
			}
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			
		}
		area_modifier = {
			province_trade_power_modifier = 0.25
		}
		country_modifiers = {
			mercantilism_cost = -0.33
			merchants = 1
		}
		on_upgraded = {
			center_of_trade = 1
		}
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = YEM_upgrade_city_of_sanaa_flag_tt
					owner = { has_country_flag = YEM_upgrade_city_of_sanaa_flag }
				}
			}
			modifier = {
				manpower_in_true_faith_provinces = 0.25
				dip_tech_cost_modifier = -0.1
			}
		}
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = YEM_upgrade_city_of_sanaa_non_ras_flag_tt
					owner = { has_country_flag = YEM_upgrade_city_of_sanaa_non_ras_flag }
				}
			}
			modifier = {
				tolerance_own = 2
				global_missionary_strength = 0.03
			}
		}
	}
}

al_azhar_university = {
	start = 361 
	date = 970.12.7
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {
	}
	on_destroyed = {
	}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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_institution_spread = 0.25
		}
		area_modifier = {
			
		}
		country_modifiers = {
			advisor_pool = 1
			yearly_government_power = 0.25
		}
		on_upgraded = {
			if = {
				limit = { has_dlc = "Rule Britannia" }
				owner = {
					change_innovativeness = 1
				}
			}
			if = {
				limit = {
					owner = { has_government_mechanic = egyptian_westernization }
				}
				owner = {
					add_government_power = {
						mechanic_type = egyptian_westernization
						power_type = egyptian_westernization
						value = 30
					}
				}
			}
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			
		}
		area_modifier = {
			local_institution_spread = 0.25
		}
		region_modifier = { 
			
		}
		country_modifiers = {
			advisor_pool = 1
			idea_cost = -0.05
			yearly_government_power = 0.5
		}	
		on_upgraded = {
			if = {
				limit = { has_dlc = "Rule Britannia" }
				owner = {
					change_innovativeness = 3
				}
			}
			if = {
				limit = {
					owner = { has_government_mechanic = egyptian_westernization }
				}
				owner = {
					add_government_power = {
						mechanic_type = egyptian_westernization
						power_type = egyptian_westernization
						value = 30
					}
				}
			}
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_institution_spread = 0.5
		}
		country_modifiers = {
			advisor_pool = 2
			idea_cost = -0.05
			yearly_government_power = 1
		}
		on_upgraded = {
			if = {
				limit = { has_dlc = "Rule Britannia" }
				owner = {
					change_innovativeness = 5
				}
			}
			if = {
				limit = {
					owner = { has_government_mechanic = egyptian_westernization }
				}
				owner = {
					add_government_power = {
						mechanic_type = egyptian_westernization
						power_type = egyptian_westernization
						value = 30
					}
				}
			}
		}
	}
}

venetian_arsenal_gp = {
	start = 112 
	date = 1177.3.2
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {
	}
	on_destroyed = {
	}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = {
			ship_recruit_speed = -0.1
			local_ship_repair = 0.1
			local_ship_cost = -0.1
		}
		area_modifier = {
			
		}
		country_modifiers = {

		}
		on_upgraded = {
		}
	}
	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			ship_recruit_speed = -0.5
			local_ship_repair = 0.5
			local_ship_cost = -0.25
		}
		area_modifier = {
			
		}
		region_modifier = { 
			
		}
		country_modifiers = {
		}	
		on_upgraded = {
		}
	}
	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			ship_recruit_speed = -0.5
			local_ship_repair = 0.5
			local_ship_cost = -0.25
		}
		area_modifier = {
			local_has_galleass = yes
		}
		country_modifiers = {
			allowed_galleass_fraction = 0.25
			has_galleass = yes
		}
		on_upgraded = { }
	}
}

amsterdam_bourse = {
	start = 97
	date = 1444.01.01
	time = { months = 120 }
	build_cost = 750
	can_be_moved = no
	move_days_per_unit_distance = 2
	starting_tier = 0
	type = monument
    build_trigger = {
        always = yes
    }
	
    can_use_modifiers_trigger = {
        always = yes
    }

    can_upgrade_trigger = {
        always = yes
    }

	keep_trigger = {}

	tier_0 = {
		upgrade_time = {
			months = 0
		}

		cost_to_upgrade = {
			factor = 0
		}

		province_modifiers = {
		}

		area_modifier = {
		}

		country_modifiers = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}

		cost_to_upgrade = {
			factor = 750
		}

		province_modifiers = {
			trade_value_modifier = 0.1
			province_trade_power_modifier = 0.05
		}

		area_modifier = {
		}

		country_modifiers = {
		}

		on_upgraded = {
			add_or_upgrade_trade_building = yes
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}

		cost_to_upgrade = {
			factor = 1000
		}

		province_modifiers = {
			trade_value_modifier = 0.15
		}

		area_modifier = {
			province_trade_power_modifier = 0.05
		}

		country_modifiers = {
			trade_company_investment_cost = -0.05
		}

		on_upgraded = {
			add_or_upgrade_trade_building = yes
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}

		cost_to_upgrade = {
			factor = 2500
		}

		province_modifiers = {
			trade_value_modifier = 0.2
		}

		area_modifier = {
		}

		region_modifier = {
			province_trade_power_modifier = 0.15
		}

		country_modifiers = {
			trade_company_investment_cost = -0.1
		}
		
		on_upgraded = {
			add_or_upgrade_trade_building = yes
		}
		conditional_modifier = {
			trigger = {
				custom_trigger_tooltip = {
					tooltip = NED_COMPLETED_AMSTERDAM_BOURSE_MISSION
					owner = {
						has_country_flag = ned_bourse_conditional_modifier_flag
					}
				}
			}
			modifier = {
				trade_steering = 0.25
				inflation_reduction = 0.1
			}
		}
	}
}

golden_kremnica = {
	start = 154 #Nitra
	date = 1328.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {}
	on_destroyed = {}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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_gold_depletion_chance_modifier = -0.25
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_gold_inflation_modifier = -0.1
			gold_depletion_chance_modifier = -0.1
		}
		on_upgraded = {
			154 = {
				add_base_production = 1
			}
		}
	}
	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_gold_depletion_chance_modifier = -0.25
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_gold_inflation_modifier = -0.2
			gold_depletion_chance_modifier = -0.2
			interest = -0.5
		}
		on_upgraded = {
			154 = {
				add_base_production = 2
			}
			custom_tooltip = golden_city_gp_reward1
		}
	}
	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_gold_depletion_chance_modifier = -0.25
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_gold_inflation_modifier = -0.33
			gold_depletion_chance_modifier = -0.33
			interest = -1
		}
		on_upgraded = {
			154 = {
				add_base_production = 3
			}
			custom_tooltip = golden_city_gp_reward2
		}
	}
}

schonbrunn_palace = {
	start = 134
	date = 1444.01.01	#1642
	time = { months = 0 }
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {}
	on_destroyed = {}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = {
			diplomats = 1
		}
		on_upgraded = {}
	}
	tier_2 = {
		upgrade_time = { months = 240 }
		cost_to_upgrade = { factor = 2500 }
		province_modifiers = {}
		area_modifier = {}
		country_modifiers = {
			monthly_splendor = 1
			chance_to_inherit = 0.05
			diplomats = 1
		}
		on_upgraded = {}
	}
	tier_3 = {
		upgrade_time = { months = 480 }
		cost_to_upgrade = { factor = 5000 }
		province_modifiers = {}
		area_modifier = {}
		country_modifiers = {
			monthly_splendor = 2
			chance_to_inherit = 0.1 
			diplomats = 1
			years_to_integrate_personal_union = -5
		}
		on_upgraded = {}
	}
}
tzintzuntzan = {
	start = 2624
	date = 1300.1.1
	time = { months = 0 }
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {}
	on_destroyed = {}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = {
			diplomatic_reputation = 1
			culture_conversion_time = -0.1
		}
		on_upgraded = {}
	}
	tier_2 = {
		upgrade_time = { months = 240 }
		cost_to_upgrade = { factor = 2500 }
		province_modifiers = {}
		area_modifier = {}
		country_modifiers = {
			blood_gain_modifier = 0.1
			diplomatic_reputation = 1
			culture_conversion_time = -0.2
		}
		on_upgraded = {}
	}
	tier_3 = {
		upgrade_time = { months = 480 }
		cost_to_upgrade = { factor = 5000 }
		province_modifiers = {}
		area_modifier = {}
		country_modifiers = {
			blood_gain_modifier = 0.25
			diplomatic_reputation = 2
			culture_conversion_time = -0.3
			ignore_coring_distance = yes
		}
		on_upgraded = {}
	}
}
city_of_sarai = {
	start = 466
	date = 1230.1.1	#Somewhere between 1227-1255
	time = { months = 0 }
	build_cost = 0
	can_be_moved = yes
	move_days_per_unit_distance = 1
	starting_tier = 2
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {}
	on_destroyed = {}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = {}
		region_modifier = {
			local_friendly_movement_speed = 0.05
		}
		country_modifiers = {
			horde_unity = 0.5
			envoy_travel_time = -0.15
		}
		on_upgraded = {}
	}
	tier_2 = {
		upgrade_time = { months = 240 }
		cost_to_upgrade = { factor = 2500 }
		province_modifiers = {}
		area_modifier = {}
		region_modifier = {
			local_friendly_movement_speed = 0.1
			regiment_recruit_speed = -0.1
		}
		country_modifiers = {
			horde_unity = 0.5
			envoy_travel_time = -0.15
		}
		on_upgraded = {}
	}
	tier_3 = {
		upgrade_time = { months = 480 }
		cost_to_upgrade = { factor = 5000 }
		province_modifiers = {}
		area_modifier = {}
		region_modifier = {
			local_friendly_movement_speed = 0.2
			regiment_recruit_speed = -0.25
		}
		country_modifiers = {
			horde_unity = 1 
			envoy_travel_time = -0.25
		}
		on_upgraded = {}
	}
}
afaq_khoja_mausoleum = {
	start = 739
	date = 1444.01.01	#1640
	time = { months = 0 }
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {}
	on_destroyed = {}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = {
			monthly_piety_accelerator = 0.001
			religious_unity = 0.25
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {}
	}
	tier_2 = {
		upgrade_time = { months = 240 }
		cost_to_upgrade = { factor = 2500 }
		province_modifiers = {}
		area_modifier = {}
		country_modifiers = {
			monthly_piety_accelerator = 0.002
			religious_unity = 0.33
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {}
	}
	tier_3 = {
		upgrade_time = { months = 480 }
		cost_to_upgrade = { factor = 5000 }
		province_modifiers = {}
		area_modifier = {}
		country_modifiers = {
			monthly_piety_accelerator = 0.003
			religious_unity = 0.5
			church_loyalty_modifier = 0.15
		}
		on_upgraded = {}
	}
}
citadel_of_aleppo = {
	start = 377
	date = 1100.1.1	#Debatable, 3rd millennium BCE - 12th century CE
	time = { months = 0 }
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument
    build_trigger = {
        always = yes
    }
	on_built = {}
	on_destroyed = {}
    can_use_modifiers_trigger = {
        always = yes
    }
    can_upgrade_trigger = {
        always = 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 = 0.25
			local_manpower_modifier = 0.25
		}
		country_modifiers = {
		}
		on_upgraded = {}
	}
	tier_2 = {
		upgrade_time = { months = 240 }
		cost_to_upgrade = { factor = 2500 }
		province_modifiers = {}
		area_modifier = {
			local_defensiveness = 0.33
			local_manpower_modifier = 0.33
		}
		country_modifiers = {
		}
		on_upgraded = {}
	}
	tier_3 = {
		upgrade_time = { months = 480 }
		cost_to_upgrade = { factor = 5000 }
		province_modifiers = {}
		area_modifier = {
			local_defensiveness = 0.5
			local_manpower_modifier = 0.5
			local_defender_dice_roll_bonus = 1 
		}
		country_modifiers = {
		}
		on_upgraded = {}
	}
}