 # Triggers are in Province scope. The From Scope contains the settlement holder (character)
 # start trigger is in title scope.
 
 #<tag> = {
 #	desc = description used in the tooltip of the building
 #	trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
 #	gold_cost = cost to build the building
 #	build_time = time to build, in days
 #	
 #	ai_creation_factor = weight that the AI uses to determine what building to build
 #	extra_tech_building_start = when starting a new game this building will be pre-built if the province has higher tech than the requirement + this + random 0-1
 #}
 
 # Castle
castle = {
	# All cultural buildings follow the same pattern:
	# tech required is 0, 1, 2, 4 for the levels of the buildings
	# cost is 200 + 100 per level
	# 60 maintenance of troops + 20 per level
	# + 0.15 bonus in either offensive, defensive or morale sometimes split over different units or stats same on all levels
	
	# Culture building names MUST start with ca_culture

	#Welsh and English Longbow archery range
	ca_culture_saxon_english_1 = {
		desc = ca_culture_saxon_english_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = english }
					location = { culture = welsh }
					has_building = ca_culture_saxon_english_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = english
				culture = welsh
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		archers_offensive = 0.15
		archers = 60
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_saxon_english_2 = {
		desc = ca_culture_saxon_english_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = english }
					location = { culture = welsh }
					has_building = ca_culture_saxon_english_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = english
				culture = welsh
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_saxon_english_1
		gold_cost = 300
		build_time = 1095
		archers_offensive = 0.15
		archers = 80
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_saxon_english_3 = {
		desc = ca_culture_saxon_english_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = english }
					location = { culture = welsh }
					has_building = ca_culture_saxon_english_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = english
				culture = welsh
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_saxon_english_2
		gold_cost = 400
		build_time = 2190
		archers_offensive = 0.15
		archers = 100
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_saxon_english_4 = {
		desc = ca_culture_saxon_english_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = english }
					location = { culture = welsh }
					has_building = ca_culture_saxon_english_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = english
				culture = welsh
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_saxon_english_3
		gold_cost = 500
		build_time = 2190
		archers_offensive = 0.15
		archers = 120
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}

	#Scottish Schiltron
	ca_culture_scottish_1 = {
		desc = ca_culture_scottish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = scottish }
					location = { culture = scots }
					location = { culture = cumbric }
					has_building = ca_culture_scottish_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = scottish
				culture = scots
				culture = cumbric
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 30
		pikemen_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_scottish_2 = {
		desc = ca_culture_scottish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = scottish }
					location = { culture = scots }
					location = { culture = cumbric }
					has_building = ca_culture_scottish_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = scottish
				culture = scots
				culture = cumbric
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_scottish_1
		gold_cost = 300
		build_time = 1095
		pikemen = 40
		pikemen_defensive = 0.15
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_scottish_3 = {
		desc = ca_culture_scottish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = scottish }
					location = { culture = scots }
					location = { culture = cumbric }
					has_building = ca_culture_scottish_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = scottish
				culture = scots
				culture = cumbric
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_scottish_2
		gold_cost = 400
		build_time = 2190
		pikemen = 60
		pikemen_defensive = 0.15
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_scottish_4 = {
		desc = ca_culture_scottish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = scottish }
					location = { culture = scots }
					location = { culture = cumbric }
					has_building = ca_culture_scottish_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = scottish
				culture = scots
				culture = cumbric
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_scottish_3
		gold_cost = 500
		build_time = 2190
		pikemen = 80
		pikemen_defensive = 0.15
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}	
	
	#Baltic tribes Heavy Infantry camps
	ca_culture_group_baltic_1 = {
		desc = ca_culture_group_baltic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = baltic }
					location = { culture_group = finno_ugric }
					has_building = ca_culture_group_baltic_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = baltic
				culture_group = finno_ugric
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101

		extra_tech_building_start = 0.8
	}
	ca_culture_group_baltic_2 = {
		desc = ca_culture_group_baltic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = baltic }
					location = { culture_group = finno_ugric }
					has_building = ca_culture_group_baltic_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = baltic
				culture_group = finno_ugric
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_baltic_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_baltic_3 = {
		desc = ca_culture_group_baltic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = baltic }
					location = { culture_group = finno_ugric }
					has_building = ca_culture_group_baltic_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = baltic
				culture_group = finno_ugric
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_baltic_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_baltic_4 = {
		desc = ca_culture_group_baltic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = baltic }
					location = { culture_group = finno_ugric }
					has_building = ca_culture_group_baltic_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = baltic
				culture_group = finno_ugric
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_baltic_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	#Altaic horse breeders (and Persian)
	ca_culture_group_altaic_1 = {
		desc = ca_culture_group_altaic_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture_group = altaic }
					location = { culture_group = iranian }
					location = { culture_group = tocharian_group }
					has_building = ca_culture_group_altaic_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = altaic
				culture_group = iranian
				culture_group = tocharian_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 10
		knights = 5
		horse_archers = 10
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_altaic_2 = {
		desc = ca_culture_group_altaic_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture_group = altaic }
					location = { culture_group = tocharian_group }
					location = { culture_group = iranian }
					has_building = ca_culture_group_altaic_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = altaic
				culture_group = iranian
				culture_group = tocharian_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_altaic_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 15
		knights = 5
		horse_archers = 15
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_altaic_3 = {
		desc = ca_culture_group_altaic_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture_group = altaic }
					location = { culture_group = tocharian_group }
					location = { culture_group = iranian }
					has_building = ca_culture_group_altaic_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = altaic
				culture_group = iranian
				culture_group = tocharian_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_altaic_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 15
		knights = 10
		horse_archers = 15
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_altaic_4 = {
		desc = ca_culture_group_altaic_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture_group = altaic }
					location = { culture_group = tocharian_group }
					location = { culture_group = iranian }
					has_building = ca_culture_group_altaic_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = altaic
				culture_group = iranian
				culture_group = tocharian_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_altaic_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 20
		knights = 10
		horse_archers = 20
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	#Frankish, Occitan, Norman and German Lists (and Breton)
	ca_culture_frank_norman_german_1 = {
		desc = ca_culture_frank_norman_german_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = frankish }
					location = { culture = occitan }
					location = { culture = norman }
					location = { german_cultures_trigger = yes }
					location = { culture = breton }
					location = { culture = cornish }
					location = { culture_group = crusader_group }
					has_building = ca_culture_frank_norman_german_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = frankish
				culture = occitan
				culture = norman
				german_cultures_trigger = yes
				culture = breton
				culture = cornish
				culture_group = crusader_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		knights = 15
		knights_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_frank_norman_german_2 = {
		desc = ca_culture_frank_norman_german_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = frankish }
					location = { culture = occitan }
					location = { culture = norman }
					location = { german_cultures_trigger = yes }
					location = { culture = breton }
					location = { culture = cornish }
					location = { culture_group = crusader_group }
					has_building = ca_culture_frank_norman_german_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = frankish
				culture = occitan
				culture = norman
				german_cultures_trigger = yes
				culture = breton
				culture = cornish
				culture_group = crusader_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_frank_norman_german_1
		gold_cost = 300
		build_time = 1095
		knights = 20
		knights_offensive = 0.15
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_frank_norman_german_3 = {
		desc = ca_culture_frank_norman_german_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = frankish }
					location = { culture = occitan }
					location = { culture = norman }
					location = { german_cultures_trigger = yes }
					location = { culture = breton }
					location = { culture = cornish }
					location = { culture_group = crusader_group }
					has_building = ca_culture_frank_norman_german_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = frankish
				culture = occitan
				culture = norman
				german_cultures_trigger = yes
				culture = breton
				culture = cornish
				culture_group = crusader_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_frank_norman_german_2
		gold_cost = 400
		build_time = 2190
		knights = 25
		knights_offensive = 0.15
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_frank_norman_german_4 = {
		desc = ca_culture_frank_norman_german_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = frankish }
					location = { culture = occitan }
					location = { culture = norman }
					location = { german_cultures_trigger = yes }
					location = { culture = breton }
					location = { culture = cornish }
					location = { culture_group = crusader_group }
					culture_group = crusader_group
					has_building = ca_culture_frank_norman_german_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = frankish
				culture = occitan
				culture = norman
				german_cultures_trigger = yes
				culture = breton
				culture = cornish
				culture_group = crusader_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_frank_norman_german_3
		gold_cost = 500
		build_time = 2190
		knights = 30
		knights_offensive = 0.15
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}	
	
	#Iberian Fast horse breeders
	ca_culture_group_iberian_1 = {
		desc = ca_culture_group_iberian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = visigothic }
					location = { culture = vandalic }
					location = { culture_group = iberian }
					location = { culture_group = vasconic }
					has_building = ca_culture_group_iberian_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = visigothic
				culture = vandalic
				culture_group = iberian
				culture_group = vasconic
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 30
		light_cavalry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_iberian_2 = {
		desc = ca_culture_group_iberian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = visigothic }
					location = { culture = vandalic }
					location = { culture_group = iberian }
					location = { culture_group = vasconic }
					has_building = ca_culture_group_iberian_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = visigothic
				culture = vandalic
				culture_group = iberian
				culture_group = vasconic
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_iberian_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 40
		light_cavalry_offensive = 0.15
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_iberian_3 = {
		desc = ca_culture_group_iberian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = visigothic }
					location = { culture = vandalic }
					location = { culture_group = iberian }
					location = { culture_group = vasconic }
					has_building = ca_culture_group_iberian_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = visigothic
				culture = vandalic
				culture_group = iberian
				culture_group = vasconic
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_iberian_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 50
		light_cavalry_offensive = 0.15
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_iberian_4 = {
		desc = ca_culture_group_iberian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = visigothic }
					location = { culture = vandalic }
					location = { culture_group = iberian }
					location = { culture_group = vasconic }
					has_building = ca_culture_group_iberian_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = visigothic
				culture = vandalic
				culture_group = iberian
				culture_group = vasconic
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_iberian_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 60
		light_cavalry_offensive = 0.15
		ai_creation_factor = 98
		
		extra_tech_building_start = 1.8
	}
	
	#Italian Pike formations
	ca_culture_italian_1 = {
		desc = ca_culture_italian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { is_italian_trigger = yes }
					location = { culture = sicilian }
					has_building = ca_culture_italian_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				is_italian_trigger = yes
				culture = sicilian
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 30
		pikemen_morale = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_italian_2 = {
		desc = ca_culture_italian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { is_italian_trigger = yes }
					location = { culture = sicilian }
					has_building = ca_culture_italian_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				is_italian_trigger = yes
				culture = sicilian
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_italian_1
		gold_cost = 300
		build_time = 1095
		pikemen = 40
		pikemen_morale = 0.15
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_italian_3 = {
		desc = ca_culture_italian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { is_italian_trigger = yes }
					location = { culture = sicilian }
					has_building = ca_culture_italian_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				is_italian_trigger = yes
				culture = sicilian
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_italian_2
		gold_cost = 400
		build_time = 2190
		pikemen = 50
		pikemen_morale = 0.15
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_italian_4 = {
		desc = ca_culture_italian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { is_italian_trigger = yes }
					location = { culture = sicilian }
					has_building = ca_culture_italian_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				is_italian_trigger = yes
				culture = sicilian
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_italian_3
		gold_cost = 500
		build_time = 2190
		pikemen = 60
		pikemen_morale = 0.15
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	#Russian Armories
	ca_culture_russian_1 = {
		desc = ca_culture_russian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture_group = east_slavic }
					has_building = ca_culture_russian_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = east_slavic
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_russian_2 = {
		desc = ca_culture_russian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture_group = east_slavic }
					has_building = ca_culture_russian_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = east_slavic
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_russian_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_russian_3 = {
		desc = ca_culture_russian_1_desc
		potential = {
			FROMFROM = { 
				OR = {			
					location = { culture_group = east_slavic }
					has_building = ca_culture_russian_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = east_slavic
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_russian_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_russian_4 = {
		desc = ca_culture_russian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture_group = east_slavic }
					has_building = ca_culture_russian_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = east_slavic
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_russian_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	# Scandinavian Housecarls (and Saxon)
	ca_culture_group_north_germanic_1 = {
		desc = ca_culture_group_north_germanic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = saxon }
					location = { culture = gallawa }
					location = { culture = frisian }
					location = { culture = english_norse }
					location = { culture_group = north_germanic }
					has_building = ca_culture_group_north_germanic_1
				}
				location = { NOT = { culture = old_saxon } }
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = saxon
				culture = gallawa
				culture = frisian
				culture = english_norse
				culture_group = north_germanic
			}
			NOT = { culture = old_saxon }
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_north_germanic_2 = {
		desc = ca_culture_group_north_germanic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = saxon }
					location = { culture = gallawa }
					location = { culture = frisian }
					location = { culture = english_norse }
					location = { culture_group = north_germanic }
					has_building = ca_culture_group_north_germanic_2
				}
				location = { NOT = { culture = old_saxon } }
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = saxon
				culture = gallawa
				culture = frisian
				culture = english_norse
				culture_group = north_germanic
			}
			NOT = { culture = old_saxon }
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_north_germanic_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_north_germanic_3 = {
		desc = ca_culture_group_north_germanic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = saxon }
					location = { culture = gallawa }
					location = { culture = frisian }
					location = { culture = english_norse }
					location = { culture_group = north_germanic }
					has_building = ca_culture_group_north_germanic_3
				}
				location = { NOT = { culture = old_saxon } }
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = saxon
				culture = gallawa
				culture = frisian
				culture = english_norse
				culture_group = north_germanic
			}
			NOT = { culture = old_saxon }
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_north_germanic_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_north_germanic_4 = {
		desc = ca_culture_group_north_germanic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = saxon }
					location = { culture = gallawa }
					location = { NOT = { culture = old_saxon } }
					location = { culture = frisian }
					location = { culture = english_norse }
					location = { culture_group = north_germanic }
					has_building = ca_culture_group_north_germanic_4
				}
				location = { NOT = { culture = old_saxon } }
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = saxon
				culture = gallawa
				culture = frisian
				culture = english_norse
				culture_group = north_germanic
			}
			NOT = { culture = old_saxon }
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_north_germanic_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# Hungarian Hussars (and West Slavic)
	ca_culture_hungarian_1 = {
		desc = ca_culture_hungarian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture = hungarian }
					location = { culture_group = west_slavic }
					has_building = ca_culture_hungarian_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = hungarian
				culture_group = west_slavic
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 30
		light_cavalry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_hungarian_2 = {
		desc = ca_culture_hungarian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture = hungarian }
					location = { culture_group = west_slavic }
					has_building = ca_culture_hungarian_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = hungarian
				culture_group = west_slavic
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_hungarian_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 40
		light_cavalry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_hungarian_3 = {
		desc = ca_culture_hungarian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture = hungarian }
					location = { culture_group = west_slavic }
					has_building = ca_culture_hungarian_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = hungarian
				culture_group = west_slavic
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_hungarian_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 50
		light_cavalry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_hungarian_4 = {
		desc = ca_culture_hungarian_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture = hungarian }
					location = { culture_group = west_slavic }
					has_building = ca_culture_hungarian_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = hungarian
				culture_group = west_slavic
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_hungarian_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 60
		light_cavalry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# Arabian Camel Cavalry
	ca_culture_group_arabic_1 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = bedouin_arabic }
					location = { culture = levantine_arabic }
					location = { culture = egyptian_arabic }
					location = { culture = sicilian_arabic }
					location = { culture = assyrian }
					location = { culture = beja	}
					has_building = ca_culture_group_arabic_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = bedouin_arabic
				culture = levantine_arabic
				culture = egyptian_arabic
				culture = sicilian_arabic
				culture = assyrian
				culture = beja
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		camel_cavalry = 30
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_arabic_2 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = bedouin_arabic }
					location = { culture = levantine_arabic }
					location = { culture = egyptian_arabic }
					location = { culture = sicilian_arabic }
					location = { culture = assyrian }
					location = { culture = beja	}
					has_building = ca_culture_group_arabic_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = bedouin_arabic
				culture = levantine_arabic
				culture = egyptian_arabic
				culture = sicilian_arabic
				culture = assyrian
				culture = beja
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_arabic_1
		gold_cost = 300
		build_time = 1095
		camel_cavalry = 40
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_arabic_3 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = bedouin_arabic }
					location = { culture = levantine_arabic }
					location = { culture = egyptian_arabic }
					location = { culture = sicilian_arabic }
					location = { culture = assyrian }
					location = { culture = beja	}
					has_building = ca_culture_group_arabic_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = bedouin_arabic
				culture = levantine_arabic
				culture = egyptian_arabic
				culture = sicilian_arabic
				culture = assyrian
				culture = beja	
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_arabic_2
		gold_cost = 400
		build_time = 2190
		camel_cavalry = 50
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_arabic_4 = {
		desc = ca_culture_group_arabic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = bedouin_arabic }
					location = { culture = levantine_arabic }
					location = { culture = egyptian_arabic }
					location = { culture = sicilian_arabic }
					location = { culture = assyrian }
					location = { culture = beja	}
					has_building = ca_culture_group_arabic_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = bedouin_arabic
				culture = levantine_arabic
				culture = egyptian_arabic
				culture = sicilian_arabic
				culture = assyrian
				culture = beja
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_arabic_3
		gold_cost = 500
		build_time = 2190
		camel_cavalry = 60
		camel_cavalry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# Byzantine Cataphracts
	ca_culture_group_byzantine_1 = {
		desc = ca_culture_group_byzantine_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture_group = byzantine }
					location = { culture = galatian }
					has_building = ca_culture_group_byzantine_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = byzantine
				culture = galatian
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		knights = 10
		horse_archers = 10
		knights_offensive = 0.075
		horse_archers_offensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_byzantine_2 = {
		desc = ca_culture_group_byzantine_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture_group = byzantine }
					location = { culture = galatian }
					has_building = ca_culture_group_byzantine_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = byzantine
				culture = galatian
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_byzantine_1
		gold_cost = 300
		build_time = 1095
		knights = 15
		horse_archers = 10
		knights_offensive = 0.075
		horse_archers_offensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_byzantine_3 = {
		desc = ca_culture_group_byzantine_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture_group = byzantine }
					location = { culture = galatian }
					has_building = ca_culture_group_byzantine_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = byzantine
				culture = galatian
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_byzantine_2
		gold_cost = 400
		build_time = 2190
		knights = 15
		horse_archers = 20
		knights_offensive = 0.075
		horse_archers_offensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_byzantine_4 = {
		desc = ca_culture_group_byzantine_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = byzantine }
					location = { culture = galatian }
					has_building = ca_culture_group_byzantine_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = byzantine
				culture = galatian
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_byzantine_3
		gold_cost = 500
		build_time = 2190
		knights = 20
		horse_archers = 20
		knights_offensive = 0.075
		horse_archers_offensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# Irish Gallowglass
	ca_culture_irish_1 = {
		desc = ca_culture_irish_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = irish }
					has_building = ca_culture_irish_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture = irish
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_irish_2 = {
		desc = ca_culture_irish_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = irish }
					has_building = ca_culture_irish_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture = irish
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_irish_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_irish_3 = {
		desc = ca_culture_irish_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = irish }
					has_building = ca_culture_irish_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture = irish
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_irish_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_irish_4 = {
		desc = ca_culture_irish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = irish }
					has_building = ca_culture_irish_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture = irish
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_irish_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# Ethiopian Light Infantry Drilling Ground
	ca_culture_ethiopian_1 = {
		desc = ca_culture_ethiopian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = ethiopian }
					has_building = ca_culture_ethiopian_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture = ethiopian
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_infantry = 60
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_ethiopian_2 = {
		desc = ca_culture_ethiopian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = ethiopian }
					has_building = ca_culture_ethiopian_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture = ethiopian
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_ethiopian_1
		gold_cost = 300
		build_time = 1095
		light_infantry = 80
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_ethiopian_3 = {
		desc = ca_culture_ethiopian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = ethiopian }
					has_building = ca_culture_ethiopian_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture = ethiopian
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_ethiopian_2
		gold_cost = 400
		build_time = 2190
		light_infantry = 100
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_ethiopian_4 = {
		desc = ca_culture_ethiopian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = ethiopian }
					has_building = ca_culture_ethiopian_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture = ethiopian
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_ethiopian_3
		gold_cost = 500
		build_time = 2190
		light_infantry = 120
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}

	# Somali Light Infantry Barracks
	ca_culture_somali_1 = {
		desc = ca_culture_somali_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = somali }
					has_building = ca_culture_somali_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture = somali
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_infantry = 60
		light_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_somali_2 = {
		desc = ca_culture_somali_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = somali }
					has_building = ca_culture_somali_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture = somali
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_somali_1
		gold_cost = 300
		build_time = 1095
		light_infantry = 80
		light_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_somali_3 = {
		desc = ca_culture_somali_1_desc
		potential = {
			FROMFROM = {
				OR = {  
					location = { culture = somali }
					has_building = ca_culture_somali_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture = somali
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_somali_2
		gold_cost = 400
		build_time = 2190
		light_infantry = 100
		light_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_somali_4 = {
		desc = ca_culture_somali_1_desc
		potential = {
			FROMFROM = {
				OR = {  
					location = { culture = somali }
					has_building = ca_culture_somali_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture = somali
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_somali_3
		gold_cost = 500
		build_time = 2190
		light_infantry = 120
		light_infantry_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# West African Free Warrior Lodge
	ca_culture_west_african_1 = {
		desc = ca_culture_west_african_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = west_african }
					has_building = ca_culture_west_african_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = west_african
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_infantry = 30
		archers = 30
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_west_african_2 = {
		desc = ca_culture_west_african_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = west_african }
					has_building = ca_culture_west_african_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = west_african
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_west_african_1
		gold_cost = 300
		build_time = 1095
		light_infantry = 40
		archers = 40
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_west_african_3 = {
		desc = ca_culture_west_african_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = west_african }
					has_building = ca_culture_west_african_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = west_african
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_west_african_2
		gold_cost = 400
		build_time = 2190
		light_infantry = 50
		archers = 50
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_west_african_4 = {
		desc = ca_culture_west_african_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = west_african }
					has_building = ca_culture_west_african_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = west_african
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_west_african_3
		gold_cost = 500
		build_time = 2190
		light_infantry = 60
		archers = 60
		light_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# South Slavic Cavalry
	ca_culture_group_south_slavic_1 = {
		desc = ca_culture_group_south_slavic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = south_slavic }
					location = { culture_group = east_romance }
					has_building = ca_culture_group_south_slavic_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = south_slavic
				culture_group = east_romance
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		knights = 5
		light_cavalry = 20
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_south_slavic_2 = {
		desc = ca_culture_group_south_slavic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = south_slavic }
					location = { culture_group = east_romance }
					has_building = ca_culture_group_south_slavic_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = south_slavic
				culture_group = east_romance
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_south_slavic_1
		gold_cost = 300
		build_time = 1095
		knights = 10
		light_cavalry = 20
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_south_slavic_3 = {
		desc = ca_culture_group_south_slavic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = south_slavic }
					location = { culture_group = east_romance }
					has_building = ca_culture_group_south_slavic_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = south_slavic
				culture_group = east_romance
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_south_slavic_2
		gold_cost = 400
		build_time = 2190
		knights = 15
		light_cavalry = 20
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_group_south_slavic_4 = {
		desc = ca_culture_group_south_slavic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = south_slavic }
					location = { culture_group = east_romance }
					has_building = ca_culture_group_south_slavic_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = south_slavic
				culture_group = east_romance
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_group_south_slavic_3
		gold_cost = 500
		build_time = 2190
		knights = 15
		light_cavalry = 30
		knights_defensive = 0.075
		light_cavalry_defensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# Dutch Urban Militia
	ca_culture_dutch_1 = {
		desc = ca_culture_dutch_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = dutch }
					location = { culture = flemish }
					has_building = ca_culture_dutch_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = dutch
				culture = flemish
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 15
		light_infantry = 30
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dutch_2 = {
		desc = ca_culture_dutch_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = dutch }
					location = { culture = flemish }
					has_building = ca_culture_dutch_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = dutch
				culture = flemish
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_dutch_1
		gold_cost = 300
		build_time = 1095
		pikemen = 20
		light_infantry = 40
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dutch_3 = {
		desc = ca_culture_dutch_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = dutch }
					location = { culture = flemish }
					has_building = ca_culture_dutch_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = dutch
				culture = flemish
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_dutch_2
		gold_cost = 400
		build_time = 2190
		pikemen = 25
		light_infantry = 50
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_dutch_4 = {
		desc = ca_culture_dutch_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = dutch }
					location = { culture = flemish }
					has_building = ca_culture_dutch_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = dutch
				culture = flemish
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_dutch_3
		gold_cost = 500
		build_time = 2190
		pikemen = 30
		light_infantry = 60
		light_infantry_offensive = 0.075
		pikemen_offensive = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# Aztec Jaguar Warriors
	ca_culture_nahuatl_1 = {
		desc = ca_culture_nahuatl_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = nahuatl }
					has_building = ca_culture_nahuatl_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture = nahuatl
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_morale = 0.05
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nahuatl_2 = {
		desc = ca_culture_nahuatl_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = nahuatl }
					has_building = ca_culture_nahuatl_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture = nahuatl
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_nahuatl_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_morale = 0.05
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nahuatl_3 = {
		desc = ca_culture_nahuatl_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = nahuatl }
					has_building = ca_culture_nahuatl_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture = nahuatl
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_nahuatl_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_morale = 0.05
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nahuatl_4 = {
		desc = ca_culture_nahuatl_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = nahuatl }
					has_building = ca_culture_nahuatl_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture = nahuatl
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_nahuatl_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_morale = 0.05
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}

	# Jewish Heavy Infantry
	ca_culture_jewish_1 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = israelite }
					has_building = ca_culture_jewish_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = israelite
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_jewish_2 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = israelite }
					has_building = ca_culture_jewish_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = israelite
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_jewish_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_jewish_3 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture_group = israelite }
					has_building = ca_culture_jewish_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = israelite
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_jewish_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_jewish_4 = {
		desc = ca_culture_jewish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = israelite }
					has_building = ca_culture_jewish_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture_group = israelite
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_jewish_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_morale = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}

	# Indian war elephant pens
	ca_culture_indian_1 = {
		desc = ca_culture_indian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = indo_aryan_group }
					location = { culture_group = dravidian_group }
					has_building = ca_culture_indian_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = indo_aryan_group
				culture_group = dravidian_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		war_elephants = 6
		war_elephants_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_indian_2 = {
		desc = ca_culture_indian_2_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = indo_aryan_group }
					location = { culture_group = dravidian_group }
					has_building = ca_culture_indian_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = indo_aryan_group
				culture_group = dravidian_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_indian_1
		gold_cost = 300
		build_time = 1095
		war_elephants = 10
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_indian_3 = {
		desc = ca_culture_indian_3_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = indo_aryan_group }
					location = { culture_group = dravidian_group }
					has_building = ca_culture_indian_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = indo_aryan_group
				culture_group = dravidian_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_indian_2
		gold_cost = 400
		build_time = 2190
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_indian_4 = {
		desc = ca_culture_indian_4_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture_group = indo_aryan_group }
					location = { culture_group = dravidian_group }
					has_building = ca_culture_indian_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture_group = indo_aryan_group
				culture_group = dravidian_group
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_indian_3
		gold_cost = 500
		build_time = 2190
		war_elephants = 22
		war_elephants_offensive = 0.05
		war_elephants_defensive = 0.10
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}

	# Nubian warrior barracks
	ca_culture_nubian_1 = {
		desc = ca_culture_nubian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = nubian }
					has_building = ca_culture_nubian_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture = nubian
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 10
		light_infantry = 20
		archers = 20
		archers_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nubian_2 = {
		desc = ca_culture_nubian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = nubian }
					has_building = ca_culture_nubian_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture = nubian
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_nubian_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 15
		light_infantry = 25
		archers = 25
		archers_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nubian_3 = {
		desc = ca_culture_nubian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = nubian }
					has_building = ca_culture_nubian_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture = nubian
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_nubian_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 15
		light_infantry = 30
		archers = 30
		archers_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_nubian_4 = {
		desc = ca_culture_nubian_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = nubian }
					has_building = ca_culture_nubian_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture = nubian
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_nubian_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 20
		light_infantry = 40
		archers = 40
		archers_defensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}

	# Germanic Heavy Infantry Barracks
	ca_culture_germanic_1 = {
		desc = ca_culture_germanic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = longobard }
					location = { culture = old_frankish }
					location = { culture = old_gothic }
					location = { culture = ostrogothic }
					location = { culture = burgundian }
					location = { culture = gepidae }
					has_building = ca_culture_germanic_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = longobard
				culture = old_frankish
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = gepidae
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		heavy_infantry = 30
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_germanic_2 = {
		desc = ca_culture_germanic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = longobard }
					location = { culture = old_frankish }
					location = { culture = old_gothic }
					location = { culture = ostrogothic }
					location = { culture = burgundian }
					location = { culture = gepidae }
					has_building = ca_culture_germanic_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = longobard
				culture = old_frankish
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = gepidae
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_germanic_1
		gold_cost = 300
		build_time = 1095
		heavy_infantry = 40
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_germanic_3 = {
		desc = ca_culture_germanic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = longobard }
					location = { culture = old_frankish }
					location = { culture = old_gothic }
					location = { culture = ostrogothic }
					location = { culture = burgundian }
					location = { culture = gepidae }
					has_building = ca_culture_germanic_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = longobard
				culture = old_frankish
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = gepidae
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_germanic_2
		gold_cost = 400
		build_time = 2190
		heavy_infantry = 50
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_germanic_4 = {
		desc = ca_culture_germanic_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = longobard }
					location = { culture = old_frankish }
					location = { culture = old_gothic }
					location = { culture = ostrogothic }
					location = { culture = burgundian }
					location = { culture = gepidae }
					has_building = ca_culture_germanic_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = longobard
				culture = old_frankish
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = gepidae
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_germanic_3
		gold_cost = 500
		build_time = 2190
		heavy_infantry = 60
		heavy_infantry_offensive = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}

	# Pictish Hall of War
	ca_culture_pictish_1 = {
		desc = ca_culture_pictish_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = pictish }
					has_building = ca_culture_pictish_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture = pictish
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_infantry = 30
		heavy_infantry = 15
		light_infantry_morale = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_pictish_2 = {
		desc = ca_culture_pictish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = pictish }
					has_building = ca_culture_pictish_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture = pictish
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_pictish_1
		gold_cost = 300
		build_time = 1095
		light_infantry = 40
		heavy_infantry = 20
		light_infantry_morale = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_pictish_3 = {
		desc = ca_culture_pictish_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = pictish }
					has_building = ca_culture_pictish_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture = pictish
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_pictish_2
		gold_cost = 400
		build_time = 2190
		light_infantry = 50
		heavy_infantry = 25
		light_infantry_morale = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_pictish_4 = {
		desc = ca_culture_pictish_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = pictish }
					has_building = ca_culture_pictish_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture = pictish
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_pictish_3
		gold_cost = 500
		build_time = 2190
		light_infantry = 60
		heavy_infantry = 30
		light_infantry_morale = 0.15
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	
	# Suebi free warriors
	ca_culture_suebi_1 = {
		desc = ca_culture_suebi_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = suebi }
					has_building = ca_culture_suebi_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			culture = suebi
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		pikemen = 15
		light_infantry = 30
		light_infantry_morale = 0.075
		pikemen_morale = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_suebi_2 = {
		desc = ca_culture_suebi_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = suebi }
					has_building = ca_culture_suebi_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			culture = suebi
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_suebi_1
		gold_cost = 300
		build_time = 1095
		pikemen = 20
		light_infantry = 40
		light_infantry_morale = 0.075
		pikemen_morale = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_suebi_3 = {
		desc = ca_culture_suebi_1_desc
		potential = {
			FROMFROM = {
				OR = {
					location = { culture = suebi }
					has_building = ca_culture_suebi_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			culture = suebi
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_suebi_2
		gold_cost = 400
		build_time = 2190
		pikemen = 25
		light_infantry = 50
		light_infantry_morale = 0.075
		pikemen_morale = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_suebi_4 = {
		desc = ca_culture_suebi_1_desc
		potential = {
			FROMFROM = {
				OR = { 
					location = { culture = suebi }
					has_building = ca_culture_suebi_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			culture = suebi
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_suebi_3
		gold_cost = 500
		build_time = 2190
		pikemen = 30
		light_infantry = 60
		light_infantry_morale = 0.075
		pikemen_morale = 0.075
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}

	# Moorish Cavalry Barracks
	ca_culture_moors_1 = {
		desc = ca_culture_moors_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture = andalusian_arabic }
					location = { culture = maghreb_arabic }
					location = { culture_group = amazigh }
					has_building = ca_culture_moors_1
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 0
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = andalusian_arabic
				culture = maghreb_arabic
				culture_group = amazigh
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 15
		horse_archers = 15
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_moors_2 = {
		desc = ca_culture_moors_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture = andalusian_arabic }
					location = { culture = maghreb_arabic }
					location = { culture_group = amazigh }
					has_building = ca_culture_moors_2
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 1
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = andalusian_arabic
				culture = maghreb_arabic
				culture_group = amazigh
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_moors_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 20
		horse_archers = 20
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_moors_3 = {
		desc = ca_culture_moors_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture = andalusian_arabic }
					location = { culture = maghreb_arabic }
					location = { culture_group = amazigh }
					has_building = ca_culture_moors_3
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 2
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = andalusian_arabic
				culture = maghreb_arabic
				culture_group = amazigh
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_moors_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 25
		horse_archers = 25
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_moors_4 = {
		desc = ca_culture_moors_1_desc
		potential = {
			FROMFROM = { 
				OR = {
					location = { culture = andalusian_arabic }
					location = { culture = maghreb_arabic }
					location = { culture_group = amazigh }
					has_building = ca_culture_moors_4
				}
			}
		}
		trigger = {
			TECH_CASTLE_CONSTRUCTION = 4
			NOT = { has_province_modifier = recent_culture_change }
			OR = {
				culture = andalusian_arabic
				culture = maghreb_arabic
				culture_group = amazigh
			}
			hidden_tooltip = {
				FROM = {
					OR = {
						ai = no
						NOT = { has_character_modifier = ai_austerity }
					}
				}
			}
		}
		upgrades_from = ca_culture_moors_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 30
		horse_archers = 30
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}

	#Han Crossbow Range
	ca_culture_chinese_han_1 = {
		desc = ca_culture_chinese_han_1_desc
		potential = {
			FROM = {
				culture = han
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		archers_offensive = 0.15
		archers = 80
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_chinese_han_2 = {
		desc = ca_culture_chinese_han_1_desc
		potential = {
			FROM = {
				culture = han
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		upgrades_from = ca_culture_chinese_han_1
		gold_cost = 300
		build_time = 1095
		archers_offensive = 0.15
		archers = 100
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_chinese_han_3 = {
		desc = ca_culture_chinese_han_1_desc
		potential = {
			FROM = {
				culture = han
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = ca_culture_chinese_han_2
		gold_cost = 400
		build_time = 2190
		archers_offensive = 0.15
		archers = 120
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_chinese_han_4 = {
		desc = ca_culture_chinese_han_1_desc
		potential = {
			FROM = {
				culture = han
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = ca_culture_chinese_han_3
		gold_cost = 500
		build_time = 2190
		archers_offensive = 0.15
		archers = 150
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}

	#Jurchen Cavalry Barracks
	ca_culture_altaic_jurchen_1 = {
		desc = ca_culture_altaic_jurchen_1_desc
		potential = {
			FROM = { 
				culture = jurchen
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		light_cavalry = 15
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_altaic_jurchen_2 = {
		desc = ca_culture_altaic_jurchen_1_desc
		potential = {
			FROM = { 
				culture = jurchen
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		upgrades_from = ca_culture_altaic_jurchen_1
		gold_cost = 300
		build_time = 1095
		light_cavalry = 20
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_altaic_jurchen_3 = {
		desc = ca_culture_altaic_jurchen_1_desc
		potential = {
			FROM = { 
				culture = jurchen
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = ca_culture_altaic_jurchen_2
		gold_cost = 400
		build_time = 2190
		light_cavalry = 25
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_altaic_jurchen_4 = {
		desc = ca_culture_altaic_jurchen_1_desc
		potential = {
			FROM = { 
				culture = jurchen
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = ca_culture_altaic_jurchen_3
		gold_cost = 500
		build_time = 2190
		light_cavalry = 30
		knights = 5
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.1
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	#Tibetan Culture Group
	ca_culture_tibetan_1 = {
		desc = ca_culture_tibetan_desc
		potential = {
			FROM = { 
				culture_group = tibetan_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 0 }
		#prerequisites = { ca_wall_2 }
		gold_cost = 200
		build_time = 730
		
		light_cavalry = 10
		light_infantry = 50
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1
		
		ai_creation_factor = 101
		
		extra_tech_building_start = 0.8
	}
	ca_culture_tibetan_2 = {
		desc = ca_culture_tibetan_desc
		potential = {
			FROM = { 
				culture_group = tibetan_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 1 }
		upgrades_from = ca_culture_tibetan_1
		gold_cost = 300
		build_time = 1095
		
		light_cavalry = 15
		light_infantry = 65
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1
		
		ai_creation_factor = 100
		
		extra_tech_building_start = 0.8
	}
	ca_culture_tibetan_3 = {
		desc = ca_culture_tibetan_desc
		potential = {
			FROM = { 
				culture_group = tibetan_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 2 }
		upgrades_from = ca_culture_tibetan_2
		gold_cost = 400
		build_time = 2190
		
		light_cavalry = 20
		light_infantry = 80
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1
		
		ai_creation_factor = 99
		
		extra_tech_building_start = 0.8
	}
	ca_culture_tibetan_4 = {
		desc = ca_culture_tibetan_desc
		potential = {
			FROM = { 
				culture_group = tibetan_group
			}
		}
		trigger = { TECH_CASTLE_CONSTRUCTION = 4 }
		upgrades_from = ca_culture_tibetan_3
		gold_cost = 500
		build_time = 2190
		
		light_cavalry = 25
		light_infantry = 95
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.1
		
		ai_creation_factor = 98
		
		extra_tech_building_start = 0.8
	}
	
	ca_government_monastery_1 = {
		desc = ca_government_monastery_1_desc
		potential = {
			FROM = { 
				government = theocratic_feudal_government
			}
		}
		trigger = {
			TECH_TEMPLE_CONSTRUCTION = 0
		}
		gold_cost = 150
		build_time = 547
		levy_size = 0.05
		garrison_size = 0.05
		tech_growth_modifier = 0.025
		culture_techpoints = 0.01
		ai_creation_factor = 96
		add_number_to_name = no
		liege_piety = 0.05

		extra_tech_building_start = 0.2
	}
	ca_government_monastery_2 = {
		desc = ca_government_monastery_1_desc
		potential = {
			FROM = { 
				government = theocratic_feudal_government
			}
		}
		trigger = {
			TECH_TEMPLE_CONSTRUCTION = 0
		}
		prerequisites = { ca_wall_1 }
		upgrades_from = ca_government_monastery_1
		gold_cost = 200
		build_time = 730
		levy_size = 0.05
		garrison_size = 0.05
		tech_growth_modifier = 0.05
		culture_techpoints = 0.02
		ai_creation_factor = 95
		add_number_to_name = no
		liege_piety = 0.05
		
		extra_tech_building_start = 0.2
	} 
	ca_government_monastery_3 = {
		desc = ca_government_monastery_1_desc
		potential = {
			FROM = { 
				government = theocratic_feudal_government
			}
		}
		trigger = {
			TECH_TEMPLE_CONSTRUCTION = 2
		}
		upgrades_from = ca_government_monastery_2
		gold_cost = 300
		build_time = 1095
		levy_size = 0.05
		garrison_size = 0.05
		tech_growth_modifier = 0.075
		culture_techpoints = 0.03
		ai_creation_factor = 94
		add_number_to_name = no
		liege_piety = 0.05

		extra_tech_building_start = 0.2
	} 
	ca_government_monastery_4 = {
		desc = ca_government_monastery_1_desc
		potential = {
			FROM = { 
				government = theocratic_feudal_government
			}
		}
		trigger = {
			TECH_TEMPLE_CONSTRUCTION = 4
		}
		upgrades_from = ca_government_monastery_3
		gold_cost = 400
		build_time = 1460
		levy_size = 0.05
		garrison_size = 0.05
		tech_growth_modifier = 0.1
		culture_techpoints = 0.04
		ai_creation_factor = 93
		add_number_to_name = no
		liege_piety = 0.05

		extra_tech_building_start = 0.2
	}
}
