# Do not change tags in here without changing every other reference to them.
# If adding new buildings, make sure they are uniquely named.

# 
# prerequisites = { building1 building2 }  #==> gotta have building1 & building2 in a province before building this one.
# not_if_x_exists = { building1 building2 } #==> Can't be built if buildign1 or building2 is in province.
# cost = x #==> cost in $ to build (subject to other modifiers)
# time = x #==> number of months to build.
#

temple = {
	cost = 50
	time = 24
	stability_cost = -5 #reduces stability cost by 5$
}

workshop = {
	cost = 50
	time = 12
	tax_income = 2	#increase tax with 2$
}

regimental_camp = {
	cost = 200
	time = 24
	local_manpower_modifier = 0.25
	regiment_recruit_speed = -0.5
}

shipyard = {
	cost = 1000
	time = 24
	ship_recruit_speed = -0.75
	port = yes
}

constable = {
	cost = 50
	time = 12
	direct_tax_percentage = 0.50		#50% more direct tax
	local_revolt_risk = 2
}

courthouse = {
	cost = 50
	time = 12
	local_revolt_risk = -2
}

marketplace = {
	cost = 50
	time = 12
	trade_income = 2
	population_growth = 0.01	#1% extra population growth
}

tax_assessor = {
	cost = 50
	time = 12
	inflation_reduction_local = 0.5	#0.5% yearly reduction if covered.
}


war_college = {
	not_if_x_exists = { 
		admiralty
	}
	cost = 500
	time = 24
	army_tradition = 0.01
	capital = yes
	confirm = yes
}

admiralty = {
	not_if_x_exists = { 
		war_college
	}
	cost = 500
	time = 24
	navy_tradition = 0.01
	capital = yes
	confirm = yes
}

customs_house = {
	cost = 50
	time = 12
	local_tax_modifier = 0.05	#5% bonus on tax income!
}



#Manufactories
refinery = {
	not_if_x_exists = { 
		wharf weapons textile  fine_arts_academy university
	  }
	cost = 1000
	time = 60
	
	manufactory = {
		wine
		sugar
	}
	
	trade_tech_investment = 5
	population_growth = 0.01
	onmap = yes
	confirm = yes
}

wharf = {
	not_if_x_exists = { 
		refinery weapons textile  fine_arts_academy university
	  }
	cost = 1000
	time = 60


	naval_tech_investment = 5

	manufactory = {
		naval_supplies
	}
	population_growth = 0.01
	onmap = yes
	confirm = yes
}

weapons = {
	not_if_x_exists = { 
		refinery wharf textile  fine_arts_academy university
	  }
	cost = 1000
	time = 60
	
	land_tech_investment = 5
	population_growth = 0.01
	manufactory = {
		copper
		iron
	}
	onmap = yes
	confirm = yes
}

textile = {
	not_if_x_exists = { 
		refinery wharf weapons  fine_arts_academy university
	  }
	cost = 1000
	time = 60
	production_tech_investment = 5
	population_growth = 0.01
	manufactory = {
		wool
		cloth
	}
	onmap = yes
	confirm = yes
}


fine_arts_academy = {
	not_if_x_exists = { 
		refinery wharf weapons textile   university
	  }
	cost = 1000
	time = 60

	stability_investment = 5
	population_growth = 0.01
	onmap = yes
	manufactory = {
	}
	confirm = yes
}

university = {
	not_if_x_exists = { 
		refinery wharf weapons textile  fine_arts_academy 
	  }
	cost = 1000
	time = 60
	
	government_tech_investment = 5
	population_growth = 0.01
	onmap = yes
	manufactory = {
	}
	confirm = yes
}

#fortresses

fort1 = {
	prerequisites = {}
	cost = 50
	time = 12
	fort_level = 1
	local_missionary_placement_chance = 0.02
	supply_limit = 0.5
}

fort2 = {
	prerequisites = { fort1 }
	cost = 100
	time = 12
	fort_level = 1
	local_missionary_placement_chance = 0.04
	supply_limit = 0.5
}


fort3 = {
	prerequisites = { fort2 }
	cost = 200
	time = 12
	fort_level = 1
	local_missionary_placement_chance = 0.06
	supply_limit = 0.5
}

fort4 = {
	prerequisites = { fort3 }
	cost = 400
	time = 12
	fort_level = 1
	local_missionary_placement_chance = 0.08
	supply_limit = 0.5
}

fort5 = {
	prerequisites = { fort4 }
	cost = 800
	time = 12
	fort_level = 1
	local_missionary_placement_chance = 0.10
	supply_limit = 1
}

fort6 = {
	prerequisites = { fort5 }
	cost = 1600
	time = 12
	fort_level = 1
	local_missionary_placement_chance = 0.12
	supply_limit = 1
}



