# Triggers are in Province scope. The From Scope contains the settlement holder (character) # start trigger is in title scope. # = { # 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 = { OR = { culture = english culture = welsh has_building = ca_culture_saxon_english_1 } } is_active_trigger = { ROOT = { OR = { culture = english culture = welsh } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture = english culture = welsh } } } 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 = { OR = { culture = english culture = welsh has_building = ca_culture_saxon_english_1 has_building = ca_culture_saxon_english_2 } } is_active_trigger = { ROOT = { OR = { culture = english culture = welsh } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture = english culture = welsh } } } 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 = { OR = { culture = english culture = welsh has_building = ca_culture_saxon_english_1 has_building = ca_culture_saxon_english_2 has_building = ca_culture_saxon_english_3 } } is_active_trigger = { ROOT = { OR = { culture = english culture = welsh } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture = english culture = welsh } } } 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 = { OR = { culture = english culture = welsh has_building = ca_culture_saxon_english_1 has_building = ca_culture_saxon_english_2 has_building = ca_culture_saxon_english_3 has_building = ca_culture_saxon_english_4 } } is_active_trigger = { ROOT = { OR = { culture = english culture = welsh } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture = english culture = welsh } } } 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 = { OR = { culture = scottish has_building = ca_culture_scottish_1 } } is_active_trigger = { ROOT = { culture = scottish } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture = scottish } } 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 = { OR = { culture = scottish has_building = ca_culture_scottish_1 has_building = ca_culture_scottish_2 } } is_active_trigger = { ROOT = { culture = scottish } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture = scottish } } 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 = { OR = { culture = scottish has_building = ca_culture_scottish_1 has_building = ca_culture_scottish_2 has_building = ca_culture_scottish_3 } } is_active_trigger = { ROOT = { culture = scottish } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture = scottish } } 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 = { OR = { culture = scottish has_building = ca_culture_scottish_1 has_building = ca_culture_scottish_2 has_building = ca_culture_scottish_3 has_building = ca_culture_scottish_4 } } is_active_trigger = { ROOT = { culture = scottish } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture = scottish } } 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 = { OR = { culture_group = baltic culture_group = finno_ugric has_building = ca_culture_group_baltic_1 } } is_active_trigger = { ROOT = { OR = { culture_group = baltic culture_group = finno_ugric } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture_group = baltic culture_group = finno_ugric } } } 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 = { OR = { culture_group = baltic culture_group = finno_ugric has_building = ca_culture_group_baltic_1 has_building = ca_culture_group_baltic_2 } } is_active_trigger = { ROOT = { OR = { culture_group = baltic culture_group = finno_ugric } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture_group = baltic culture_group = finno_ugric } } } 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 = { OR = { culture_group = baltic culture_group = finno_ugric has_building = ca_culture_group_baltic_1 has_building = ca_culture_group_baltic_2 has_building = ca_culture_group_baltic_3 } } is_active_trigger = { ROOT = { OR = { culture_group = baltic culture_group = finno_ugric } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture_group = baltic culture_group = finno_ugric } } } 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 = { OR = { culture_group = baltic culture_group = finno_ugric has_building = ca_culture_group_baltic_1 has_building = ca_culture_group_baltic_2 has_building = ca_culture_group_baltic_3 has_building = ca_culture_group_baltic_4 } } is_active_trigger = { ROOT = { OR = { culture_group = baltic culture_group = finno_ugric } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture_group = baltic culture_group = finno_ugric } } } 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 = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan culture = xiongnu } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu has_building = ca_culture_group_altaic_1 } } is_active_trigger = { ROOT = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu } } } 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 = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu has_building = ca_culture_group_altaic_1 has_building = ca_culture_group_altaic_2 } } is_active_trigger = { ROOT = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu } } } 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 = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu has_building = ca_culture_group_altaic_1 has_building = ca_culture_group_altaic_2 has_building = ca_culture_group_altaic_3 } } is_active_trigger = { ROOT = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu } } } 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 = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu has_building = ca_culture_group_altaic_1 has_building = ca_culture_group_altaic_2 has_building = ca_culture_group_altaic_3 has_building = ca_culture_group_altaic_4 } } is_active_trigger = { ROOT = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { custom_tooltip = { OR = { culture = turkish culture = pecheneg culture = cuman culture = khazar culture = bolghar culture = avar culture = karluk culture = kirghiz culture = uyghur culture = mongol culture = khitan } text = ALTAIC_BUT_NOT_JURCHEN_TT } culture_group = iranian culture_group = east_celtic culture_group = siberian_group culture_group = east_anatolic culture_group = east_iranian culture = vandalic # Alan influence culture = arreyanu } } } 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 = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german has_building = ca_culture_frank_norman_german_1 } } is_active_trigger = { ROOT = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german } } } 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 = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german has_building = ca_culture_frank_norman_german_1 has_building = ca_culture_frank_norman_german_2 } } is_active_trigger = { ROOT = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german } } } 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 = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german has_building = ca_culture_frank_norman_german_1 has_building = ca_culture_frank_norman_german_2 has_building = ca_culture_frank_norman_german_3 } } is_active_trigger = { ROOT = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german } } } 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 = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german has_building = ca_culture_frank_norman_german_1 has_building = ca_culture_frank_norman_german_2 has_building = ca_culture_frank_norman_german_3 has_building = ca_culture_frank_norman_german_4 } } is_active_trigger = { ROOT = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture = frankish culture = occitan culture = norman culture = german culture = breton culture = outremer culture = franconian culture = swabian culture = bavarian culture = low_german } } } 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 = { OR = { culture_group = iberian culture_group = vasconic has_building = ca_culture_group_iberian_1 } } is_active_trigger = { ROOT = { OR = { culture_group = iberian culture_group = vasconic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture_group = iberian culture_group = vasconic } } } 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 = { OR = { culture_group = iberian culture_group = vasconic has_building = ca_culture_group_iberian_1 has_building = ca_culture_group_iberian_2 } } is_active_trigger = { ROOT = { OR = { culture_group = iberian culture_group = vasconic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture_group = iberian culture_group = vasconic } } } 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 = { OR = { culture_group = iberian culture_group = vasconic has_building = ca_culture_group_iberian_1 has_building = ca_culture_group_iberian_2 has_building = ca_culture_group_iberian_3 } } is_active_trigger = { ROOT = { OR = { culture_group = iberian culture_group = vasconic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture_group = iberian culture_group = vasconic } } } 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 = { OR = { culture_group = iberian culture_group = vasconic has_building = ca_culture_group_iberian_1 has_building = ca_culture_group_iberian_2 has_building = ca_culture_group_iberian_3 has_building = ca_culture_group_iberian_4 } } is_active_trigger = { ROOT = { OR = { culture_group = iberian culture_group = vasconic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture_group = iberian culture_group = vasconic } } } 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 = 0.8 } #Italian Pike formations ca_culture_italian_1 = { desc = ca_culture_italian_1_desc potential = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group has_building = ca_culture_italian_1 } } is_active_trigger = { ROOT = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group } } } 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 = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group has_building = ca_culture_italian_1 has_building = ca_culture_italian_2 } } is_active_trigger = { ROOT = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group } } } 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 = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group has_building = ca_culture_italian_1 has_building = ca_culture_italian_2 has_building = ca_culture_italian_3 } } is_active_trigger = { ROOT = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group } } } 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 = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group has_building = ca_culture_italian_1 has_building = ca_culture_italian_2 has_building = ca_culture_italian_3 has_building = ca_culture_italian_4 } } is_active_trigger = { ROOT = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture = italian culture = alzzecio culture = venetian culture = sicilian culture = maltanesse culture_group = torrean_group } } } 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 = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian has_building = ca_culture_russian_1 } } is_active_trigger = { ROOT = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian } } } 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 = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian has_building = ca_culture_russian_1 has_building = ca_culture_russian_2 } } is_active_trigger = { ROOT = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian } } } 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 = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian has_building = ca_culture_russian_1 has_building = ca_culture_russian_2 has_building = ca_culture_russian_3 } } is_active_trigger = { ROOT = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian } } } 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 = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian has_building = ca_culture_russian_1 has_building = ca_culture_russian_2 has_building = ca_culture_russian_3 has_building = ca_culture_russian_4 } } is_active_trigger = { ROOT = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture = russian culture = ilmenian culture = severian culture = volhynian } } } 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 = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind has_building = ca_culture_group_north_germanic_1 } } is_active_trigger = { ROOT = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind } } } 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 = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind has_building = ca_culture_group_north_germanic_1 has_building = ca_culture_group_north_germanic_2 } } is_active_trigger = { ROOT = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind } } } 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 = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind has_building = ca_culture_group_north_germanic_1 has_building = ca_culture_group_north_germanic_2 has_building = ca_culture_group_north_germanic_3 } } is_active_trigger = { ROOT = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind } } } 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 = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind has_building = ca_culture_group_north_germanic_1 has_building = ca_culture_group_north_germanic_2 has_building = ca_culture_group_north_germanic_3 has_building = ca_culture_group_north_germanic_4 } } is_active_trigger = { ROOT = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture_group = north_germanic culture = saxon culture = old_saxon culture = frisian culture = old_frisian culture = anglo culture = anglo_frisian culture = brittonic_jute culture = nordvind } } } 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 = { OR = { culture_group = magyar culture = polish culture = bohemian has_building = ca_culture_hungarian_1 } } is_active_trigger = { ROOT = { OR = { culture_group = magyar culture = polish culture = bohemian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture_group = magyar culture = polish culture = bohemian } } } 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 = { OR = { culture_group = magyar culture = polish culture = bohemian has_building = ca_culture_hungarian_1 has_building = ca_culture_hungarian_2 } } is_active_trigger = { ROOT = { OR = { culture_group = magyar culture = polish culture = bohemian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture_group = magyar culture = polish culture = bohemian } } } 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 = { OR = { culture_group = magyar culture = polish culture = bohemian has_building = ca_culture_hungarian_1 has_building = ca_culture_hungarian_2 has_building = ca_culture_hungarian_3 } } is_active_trigger = { ROOT = { OR = { culture_group = magyar culture = polish culture = bohemian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture_group = magyar culture = polish culture = bohemian } } } 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 = { OR = { culture_group = magyar culture = polish culture = bohemian has_building = ca_culture_hungarian_1 has_building = ca_culture_hungarian_2 has_building = ca_culture_hungarian_3 has_building = ca_culture_hungarian_4 } } is_active_trigger = { ROOT = { OR = { culture_group = magyar culture = polish culture = bohemian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture_group = magyar culture = polish culture = bohemian } } } 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 = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic has_building = ca_culture_group_arabic_1 } } is_active_trigger = { ROOT = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic } } } 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 = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic has_building = ca_culture_group_arabic_1 has_building = ca_culture_group_arabic_2 } } is_active_trigger = { ROOT = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic } } } 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 = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic has_building = ca_culture_group_arabic_1 has_building = ca_culture_group_arabic_2 has_building = ca_culture_group_arabic_3 } } is_active_trigger = { ROOT = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic } } } 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 = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic has_building = ca_culture_group_arabic_1 has_building = ca_culture_group_arabic_2 has_building = ca_culture_group_arabic_3 has_building = ca_culture_group_arabic_4 } } is_active_trigger = { ROOT = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture_group = central_semitic culture = tribal_arab culture = hadhramaut culture = sabaean culture = minaean culture = himyarite culture = khalan culture = bedouin_arabic culture = levantine_arabic culture = egyptian_arabic culture = adnanite culture = bedouin_dravidian culture_group = northwest_semitic culture_group = east_semitic } } } 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 = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian has_building = ca_culture_group_byzantine_1 } } is_active_trigger = { ROOT = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian } } } 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 = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian has_building = ca_culture_group_byzantine_1 has_building = ca_culture_group_byzantine_2 } } is_active_trigger = { ROOT = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian } } } 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 = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian has_building = ca_culture_group_byzantine_1 has_building = ca_culture_group_byzantine_2 has_building = ca_culture_group_byzantine_3 } } is_active_trigger = { ROOT = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian } } } 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 = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian has_building = ca_culture_group_byzantine_1 has_building = ca_culture_group_byzantine_2 has_building = ca_culture_group_byzantine_3 has_building = ca_culture_group_byzantine_4 } } is_active_trigger = { ROOT = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture = coptic culture_group = anatolian_group culture = greek culture = greek_gothic culture = greek_persian culture = isaurian_persian culture = bosporan culture = massalian } } } 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 = { OR = { culture = manx culture = gaelic culture = irish has_building = ca_culture_irish_1 } } is_active_trigger = { ROOT = { OR = { culture = manx culture = gaelic culture = irish } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture = manx culture = gaelic culture = irish } } } 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 = { OR = { culture = manx culture = gaelic culture = irish has_building = ca_culture_irish_1 has_building = ca_culture_irish_2 } } is_active_trigger = { ROOT = { OR = { culture = manx culture = gaelic culture = irish } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture = manx culture = gaelic culture = irish } } } 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 = { OR = { culture = manx culture = gaelic culture = irish has_building = ca_culture_irish_1 has_building = ca_culture_irish_2 has_building = ca_culture_irish_3 } } is_active_trigger = { ROOT = { OR = { culture = manx culture = gaelic culture = irish } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture = manx culture = gaelic culture = irish } } } 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 = { OR = { culture = manx culture = gaelic culture = irish has_building = ca_culture_irish_1 has_building = ca_culture_irish_2 has_building = ca_culture_irish_3 has_building = ca_culture_irish_4 } } is_active_trigger = { ROOT = { OR = { culture = manx culture = gaelic culture = irish } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture = manx culture = gaelic culture = irish } } } 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 = { OR = { culture = ethiopian has_building = ca_culture_ethiopian_1 } } is_active_trigger = { ROOT = { culture = ethiopian } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture = ethiopian } } 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 = { OR = { culture = ethiopian has_building = ca_culture_ethiopian_1 has_building = ca_culture_ethiopian_2 } } is_active_trigger = { ROOT = { culture = ethiopian } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture = ethiopian } } 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 = { OR = { culture = ethiopian has_building = ca_culture_ethiopian_1 has_building = ca_culture_ethiopian_2 has_building = ca_culture_ethiopian_3 } } is_active_trigger = { ROOT = { culture = ethiopian } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture = ethiopian } } 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 = { OR = { culture = ethiopian has_building = ca_culture_ethiopian_1 has_building = ca_culture_ethiopian_2 has_building = ca_culture_ethiopian_3 has_building = ca_culture_ethiopian_4 } } is_active_trigger = { ROOT = { culture = ethiopian } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture = ethiopian } } 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 = { OR = { culture_group = cushitic has_building = ca_culture_somali_1 } } is_active_trigger = { ROOT = { culture_group = cushitic } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture_group = cushitic } } 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 = { OR = { culture_group = cushitic has_building = ca_culture_somali_1 has_building = ca_culture_somali_2 } } is_active_trigger = { ROOT = { culture_group = cushitic } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture_group = cushitic } } 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 = { OR = { culture_group = cushitic has_building = ca_culture_somali_1 has_building = ca_culture_somali_2 has_building = ca_culture_somali_3 } } is_active_trigger = { ROOT = { culture_group = cushitic } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture_group = cushitic } } 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 = { OR = { culture_group = cushitic has_building = ca_culture_somali_1 has_building = ca_culture_somali_2 has_building = ca_culture_somali_3 has_building = ca_culture_somali_4 } } is_active_trigger = { ROOT = { culture_group = cushitic } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture_group = cushitic } } 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 = { OR = { culture_group = west_african culture_group = central_african culture = daju has_building = ca_culture_west_african_1 } } is_active_trigger = { ROOT = { culture_group = west_african culture_group = central_african culture = daju } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture_group = west_african culture_group = central_african culture = daju } } } 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 = { OR = { culture_group = west_african culture_group = central_african culture = daju has_building = ca_culture_west_african_1 has_building = ca_culture_west_african_2 } } is_active_trigger = { ROOT = { culture_group = west_african culture_group = central_african culture = daju } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture_group = west_african culture_group = central_african culture = daju } } } 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 = { OR = { culture_group = west_african culture_group = central_african culture = daju has_building = ca_culture_west_african_1 has_building = ca_culture_west_african_2 has_building = ca_culture_west_african_3 } } is_active_trigger = { ROOT = { culture_group = west_african culture_group = central_african culture = daju } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture_group = west_african culture_group = central_african culture = daju } } } 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 = { OR = { culture_group = west_african culture_group = central_african culture = daju has_building = ca_culture_west_african_1 has_building = ca_culture_west_african_2 has_building = ca_culture_west_african_3 has_building = ca_culture_west_african_4 } } is_active_trigger = { ROOT = { culture_group = west_african culture_group = central_african culture = daju } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture_group = west_african culture_group = central_african culture = daju } } } 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 = { OR = { culture_group = albanian_group culture_group = south_slavic has_building = ca_culture_group_south_slavic_1 } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } is_active_trigger = { ROOT = { OR = { culture_group = albanian_group culture_group = south_slavic } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture_group = albanian_group culture_group = south_slavic } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } } 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 = { OR = { culture_group = albanian_group culture_group = south_slavic has_building = ca_culture_group_south_slavic_1 has_building = ca_culture_group_south_slavic_2 } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } is_active_trigger = { ROOT = { OR = { culture_group = albanian_group culture_group = south_slavic } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture_group = albanian_group culture_group = south_slavic } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } } 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 = { OR = { culture_group = albanian_group culture_group = south_slavic has_building = ca_culture_group_south_slavic_1 has_building = ca_culture_group_south_slavic_2 has_building = ca_culture_group_south_slavic_3 } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } is_active_trigger = { ROOT = { OR = { culture_group = albanian_group culture_group = south_slavic } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture_group = albanian_group culture_group = south_slavic } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } } 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 = { OR = { culture_group = albanian_group culture_group = south_slavic has_building = ca_culture_group_south_slavic_1 has_building = ca_culture_group_south_slavic_2 has_building = ca_culture_group_south_slavic_3 has_building = ca_culture_group_south_slavic_4 } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } is_active_trigger = { ROOT = { OR = { culture_group = albanian_group culture_group = south_slavic } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture_group = albanian_group culture_group = south_slavic } NOT = { culture = alzzecio } NOT = { culture = sklav } NOT = { culture = antae } } } 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 = { OR = { culture = dutch has_building = ca_culture_dutch_1 } } is_active_trigger = { ROOT = { culture = dutch } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture = dutch } } 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 = { OR = { culture = dutch has_building = ca_culture_dutch_1 has_building = ca_culture_dutch_2 } } is_active_trigger = { ROOT = { culture = dutch } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture = dutch } } 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 = { OR = { culture = dutch has_building = ca_culture_dutch_1 has_building = ca_culture_dutch_2 has_building = ca_culture_dutch_3 } } is_active_trigger = { ROOT = { culture = dutch } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture = dutch } } 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 = { OR = { culture = dutch has_building = ca_culture_dutch_1 has_building = ca_culture_dutch_2 has_building = ca_culture_dutch_3 has_building = ca_culture_dutch_4 } } is_active_trigger = { ROOT = { culture = dutch } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture = dutch } } 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 = { OR = { culture = nahuatl has_building = ca_culture_nahuatl_1 } } is_active_trigger = { ROOT = { culture = nahuatl } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture = nahuatl } } 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_nahuatl_2 = { desc = ca_culture_nahuatl_1_desc potential = { OR = { culture = nahuatl has_building = ca_culture_nahuatl_1 has_building = ca_culture_nahuatl_2 } } is_active_trigger = { ROOT = { culture = nahuatl } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture = nahuatl } } upgrades_from = ca_culture_nahuatl_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_nahuatl_3 = { desc = ca_culture_nahuatl_1_desc potential = { OR = { culture = nahuatl has_building = ca_culture_nahuatl_1 has_building = ca_culture_nahuatl_2 has_building = ca_culture_nahuatl_3 } } is_active_trigger = { ROOT = { culture = nahuatl } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture = nahuatl } } upgrades_from = ca_culture_nahuatl_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_nahuatl_4 = { desc = ca_culture_nahuatl_1_desc potential = { OR = { culture = nahuatl has_building = ca_culture_nahuatl_1 has_building = ca_culture_nahuatl_2 has_building = ca_culture_nahuatl_3 has_building = ca_culture_nahuatl_4 } } is_active_trigger = { ROOT = { culture = nahuatl } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture = nahuatl } } upgrades_from = ca_culture_nahuatl_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 } # Jewish Heavy Infantry ca_culture_jewish_1 = { desc = ca_culture_jewish_1_desc potential = { OR = { culture = yiddish culture_group = israelite has_building = ca_culture_jewish_1 } } is_active_trigger = { ROOT = { culture = yiddish culture_group = israelite } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture = yiddish culture_group = israelite } } 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 = { OR = { culture = yiddish culture_group = israelite has_building = ca_culture_jewish_1 has_building = ca_culture_jewish_2 } } is_active_trigger = { ROOT = { culture = yiddish culture_group = israelite } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture = yiddish culture_group = israelite } } 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 = { OR = { culture = yiddish culture_group = israelite has_building = ca_culture_jewish_1 has_building = ca_culture_jewish_2 has_building = ca_culture_jewish_3 } } is_active_trigger = { ROOT = { culture = yiddish culture_group = israelite } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture = yiddish culture_group = israelite } } 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 = { OR = { culture = yiddish culture_group = israelite has_building = ca_culture_jewish_1 has_building = ca_culture_jewish_2 has_building = ca_culture_jewish_3 has_building = ca_culture_jewish_4 } } is_active_trigger = { ROOT = { culture = yiddish culture_group = israelite } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture = yiddish culture_group = israelite } } 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 = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group has_building = ca_culture_indian_1 } } is_active_trigger = { ROOT = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group } } } 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 = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group has_building = ca_culture_indian_1 has_building = ca_culture_indian_2 } } is_active_trigger = { ROOT = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group } } } 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 = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group has_building = ca_culture_indian_1 has_building = ca_culture_indian_2 has_building = ca_culture_indian_3 } } is_active_trigger = { ROOT = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group } } } 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 = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group has_building = ca_culture_indian_1 has_building = ca_culture_indian_2 has_building = ca_culture_indian_3 has_building = ca_culture_indian_4 } } is_active_trigger = { ROOT = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture_group = indo_aryan_group culture_group = dravidian_group culture_group = southeast_asian_group } } } 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 = { OR = { AND = { culture_group = east_african NOT = { culture = coptic } } has_building = ca_culture_nubian_1 } } is_active_trigger = { ROOT = { culture_group = east_african NOT = { culture = coptic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture_group = east_african NOT = { culture = coptic } } } 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 = { OR = { AND = { culture_group = east_african NOT = { culture = coptic } } has_building = ca_culture_nubian_1 has_building = ca_culture_nubian_2 } } is_active_trigger = { ROOT = { culture_group = east_african NOT = { culture = coptic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture_group = east_african NOT = { culture = coptic } } } 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 = { OR = { AND = { culture_group = east_african NOT = { culture = coptic } } has_building = ca_culture_nubian_1 has_building = ca_culture_nubian_2 has_building = ca_culture_nubian_3 } } is_active_trigger = { ROOT = { culture_group = east_african NOT = { culture = coptic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture_group = east_african NOT = { culture = coptic } } } 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 = { OR = { AND = { culture_group = east_african NOT = { culture = coptic } } has_building = ca_culture_nubian_1 has_building = ca_culture_nubian_2 has_building = ca_culture_nubian_3 has_building = ca_culture_nubian_4 } } is_active_trigger = { ROOT = { culture_group = east_african NOT = { culture = coptic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture_group = east_african NOT = { culture = coptic } } } 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 = { OR = { culture = lombard culture = old_frankish culture = burgundian has_building = ca_culture_germanic_1 } } is_active_trigger = { ROOT = { OR = { culture = lombard culture = old_frankish culture = burgundian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture = lombard culture = old_frankish culture = burgundian } } } 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 = { OR = { culture = lombard culture = old_frankish culture = burgundian has_building = ca_culture_germanic_1 has_building = ca_culture_germanic_2 } } is_active_trigger = { ROOT = { OR = { culture = lombard culture = old_frankish culture = burgundian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture = lombard culture = old_frankish culture = burgundian } } } 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 = { OR = { culture = lombard culture = old_frankish culture = burgundian has_building = ca_culture_germanic_1 has_building = ca_culture_germanic_2 has_building = ca_culture_germanic_3 } } is_active_trigger = { ROOT = { OR = { culture = lombard culture = old_frankish culture = burgundian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture = lombard culture = old_frankish culture = burgundian } } } 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 = { OR = { culture = lombard culture = old_frankish culture = burgundian has_building = ca_culture_germanic_1 has_building = ca_culture_germanic_2 has_building = ca_culture_germanic_3 has_building = ca_culture_germanic_4 } } is_active_trigger = { ROOT = { OR = { culture = lombard culture = old_frankish culture = burgundian } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture = lombard culture = old_frankish culture = burgundian } } } 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 = { OR = { culture = pictish has_building = ca_culture_pictish_1 } } is_active_trigger = { ROOT = { culture = pictish } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture = pictish } } 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 = { OR = { culture = pictish has_building = ca_culture_pictish_1 has_building = ca_culture_pictish_2 } } is_active_trigger = { ROOT = { culture = pictish } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture = pictish } } 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 = { OR = { culture = pictish has_building = ca_culture_pictish_1 has_building = ca_culture_pictish_2 has_building = ca_culture_pictish_3 } } is_active_trigger = { ROOT = { culture = pictish } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture = pictish } } 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 = { OR = { culture = pictish has_building = ca_culture_pictish_1 has_building = ca_culture_pictish_2 has_building = ca_culture_pictish_3 has_building = ca_culture_pictish_4 } } is_active_trigger = { ROOT = { culture = pictish } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture = pictish } } 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 = { OR = { culture = suebi has_building = ca_culture_suebi_1 } } is_active_trigger = { ROOT = { culture = suebi } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture = suebi } } 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 = { OR = { culture = suebi has_building = ca_culture_suebi_1 has_building = ca_culture_suebi_2 } } is_active_trigger = { ROOT = { culture = suebi } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture = suebi } } 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 = { OR = { culture = suebi has_building = ca_culture_suebi_1 has_building = ca_culture_suebi_2 has_building = ca_culture_suebi_3 } } is_active_trigger = { ROOT = { culture = suebi } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture = suebi } } 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 = { OR = { culture = suebi has_building = ca_culture_suebi_1 has_building = ca_culture_suebi_2 has_building = ca_culture_suebi_3 has_building = ca_culture_suebi_4 } } is_active_trigger = { ROOT = { culture = suebi } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture = suebi } } 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 = { OR = { culture = andalusian_arabic culture = maghreb_arabic has_building = ca_culture_moors_1 } } is_active_trigger = { ROOT = { OR = { culture = andalusian_arabic culture = maghreb_arabic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { OR = { culture = andalusian_arabic culture = maghreb_arabic } } } 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 = { OR = { culture = andalusian_arabic culture = maghreb_arabic has_building = ca_culture_moors_1 has_building = ca_culture_moors_2 } } is_active_trigger = { ROOT = { OR = { culture = andalusian_arabic culture = maghreb_arabic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { OR = { culture = andalusian_arabic culture = maghreb_arabic } } } 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 = { OR = { culture = andalusian_arabic culture = maghreb_arabic has_building = ca_culture_moors_1 has_building = ca_culture_moors_2 has_building = ca_culture_moors_3 } } is_active_trigger = { ROOT = { OR = { culture = andalusian_arabic culture = maghreb_arabic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { OR = { culture = andalusian_arabic culture = maghreb_arabic } } } 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 = { OR = { culture = andalusian_arabic culture = maghreb_arabic has_building = ca_culture_moors_1 has_building = ca_culture_moors_2 has_building = ca_culture_moors_3 has_building = ca_culture_moors_4 } } is_active_trigger = { ROOT = { OR = { culture = andalusian_arabic culture = maghreb_arabic } } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { OR = { culture = andalusian_arabic culture = maghreb_arabic } } } 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 = { OR = { culture = han has_building = ca_culture_chinese_han_1 } } is_active_trigger = { ROOT = { culture = han } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture = han } } 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 = { OR = { culture = han has_building = ca_culture_chinese_han_1 has_building = ca_culture_chinese_han_2 } } is_active_trigger = { ROOT = { culture = han } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture = han } } 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 = { OR = { culture = han has_building = ca_culture_chinese_han_1 has_building = ca_culture_chinese_han_2 has_building = ca_culture_chinese_han_3 } } is_active_trigger = { ROOT = { culture = han } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture = han } } 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 = { OR = { culture = han has_building = ca_culture_chinese_han_1 has_building = ca_culture_chinese_han_2 has_building = ca_culture_chinese_han_3 has_building = ca_culture_chinese_han_4 } } is_active_trigger = { ROOT = { culture = han } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture = han } } 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 = { OR = { culture = jurchen has_building = ca_culture_altaic_jurchen_1 } } is_active_trigger = { ROOT = { culture = jurchen } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture = jurchen } } 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 = { OR = { culture = jurchen has_building = ca_culture_altaic_jurchen_1 has_building = ca_culture_altaic_jurchen_2 } } is_active_trigger = { ROOT = { culture = jurchen } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture = jurchen } } 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 = { OR = { culture = jurchen has_building = ca_culture_altaic_jurchen_1 has_building = ca_culture_altaic_jurchen_2 has_building = ca_culture_altaic_jurchen_3 } } is_active_trigger = { ROOT = { culture = jurchen } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture = jurchen } } 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 = { OR = { culture = jurchen has_building = ca_culture_altaic_jurchen_1 has_building = ca_culture_altaic_jurchen_2 has_building = ca_culture_altaic_jurchen_3 has_building = ca_culture_altaic_jurchen_4 } } is_active_trigger = { ROOT = { culture = jurchen } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture = jurchen } } 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 = { OR = { culture_group = tibetan_group has_building = ca_culture_tibetan_1 } } is_active_trigger = { ROOT = { culture_group = tibetan_group } } trigger = { TECH_CASTLE_CONSTRUCTION = 0 ROOT = { culture_group = tibetan_group } } #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 = { OR = { culture_group = tibetan_group has_building = ca_culture_tibetan_1 has_building = ca_culture_tibetan_2 } } is_active_trigger = { ROOT = { culture_group = tibetan_group } } trigger = { TECH_CASTLE_CONSTRUCTION = 1 ROOT = { culture_group = tibetan_group } } 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 = { OR = { culture_group = tibetan_group has_building = ca_culture_tibetan_1 has_building = ca_culture_tibetan_2 has_building = ca_culture_tibetan_3 } } is_active_trigger = { ROOT = { culture_group = tibetan_group } } trigger = { TECH_CASTLE_CONSTRUCTION = 2 ROOT = { culture_group = tibetan_group } } 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 = { OR = { culture_group = tibetan_group has_building = ca_culture_tibetan_1 has_building = ca_culture_tibetan_2 has_building = ca_culture_tibetan_3 has_building = ca_culture_tibetan_4 } } is_active_trigger = { ROOT = { culture_group = tibetan_group } } trigger = { TECH_CASTLE_CONSTRUCTION = 4 ROOT = { culture_group = tibetan_group } } 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 = { OR = { FROM = { government = theocratic_feudal_government } has_building = ca_government_monastery_1 } } is_active_trigger = { owner = { government = theocratic_feudal_government } } trigger = { TECH_TEMPLE_CONSTRUCTION = 0 FROM = { government = theocratic_feudal_government } } 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 = { OR = { FROM = { government = theocratic_feudal_government } has_building = ca_government_monastery_1 has_building = ca_government_monastery_2 } } is_active_trigger = { owner = { government = theocratic_feudal_government } } trigger = { TECH_TEMPLE_CONSTRUCTION = 1 FROM = { government = theocratic_feudal_government } } 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 = { OR = { FROM = { government = theocratic_feudal_government } has_building = ca_government_monastery_1 has_building = ca_government_monastery_2 has_building = ca_government_monastery_3 } } is_active_trigger = { owner = { government = theocratic_feudal_government } } trigger = { TECH_TEMPLE_CONSTRUCTION = 2 FROM = { government = theocratic_feudal_government } } 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 = { OR = { FROM = { government = theocratic_feudal_government } has_building = ca_government_monastery_1 has_building = ca_government_monastery_2 has_building = ca_government_monastery_3 has_building = ca_government_monastery_4 } } is_active_trigger = { owner = { government = theocratic_feudal_government } } trigger = { TECH_TEMPLE_CONSTRUCTION = 4 FROM = { government = theocratic_feudal_government } } 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 } }