﻿############ BARRACKS

building_barracks = {
	building_group = bg_army
	recruits_combat_unit = combat_unit_regular
	texture = "gfx/interface/icons/building_icons/building_barracks.dds"
	city_type = city
	
	has_max_level = yes
	
	levels_per_mesh = 25

	unlocking_technologies = {
		standing_army
	}

	production_method_groups = {
		pmg_organization
		pmg_weapon
		pmg_artillery
		pmg_reconaissance
		pmg_specialist_companies		
		pmg_medical_aid
		#pmg_army_pay
	}

	required_construction = construction_cost_very_low
}

building_conscription_center = {
	building_group = bg_conscription
	buildable = no
	expandable = no
	downsizeable = no
	
	has_max_level = yes	

	levels_per_mesh = 0
	residence_points_per_level = 0
	city_type = none

	recruits_combat_unit = combat_unit_conscript
	texture = "gfx/interface/icons/building_icons/building_conscription_center.dds"

	production_method_groups = {
		pmg_organization_conscription
		pmg_weapon
		pmg_artillery_conscription
		pmg_reconaissance_conscription
		#pmg_specialist_companies_conscription
		pmg_medical_aid
	}
	
	unlocking_technologies = {
		early_tradition_army
	}	
}

building_naval_base = {
	building_group = bg_navy
	recruits_combat_unit = combat_unit_flotilla
	city_type = port
	levels_per_mesh = 25
	
	has_max_level = yes
	
	texture = "gfx/interface/icons/building_icons/naval_base.dds"
	naval = yes
	unlocking_technologies = { base_navy }
	
	production_method_groups = {
		pmg_ship_class
		pmg_escorts
		pmg_raiders
		pmg_naval_theory
	}
	
	required_construction = construction_cost_very_low
	
	# Can only build naval bases on the coast
	possible = {
		error_check = {
			severity = fail
			is_coastal = yes
		}
	}
}