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  1. # Triggers are in Province scope. The From Scope contains the settlement holder (character)
  2. # start trigger is in title scope.
  3.  
  4. #<tag> = {
  5. # desc = description used in the tooltip of the building
  6. # trigger = used for tech requirement of the building, set to 0 if no requirement so it can be build automatically on new games
  7. # gold_cost = cost to build the building
  8. # build_time = time to build, in days
  9. #
  10. # ai_creation_factor = weight that the AI uses to determine what building to build
  11. # 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
  12. #}
  13.  
  14. # Castle
  15. castle = {
  16. # All cultural buildings follow the same pattern:
  17. # tech required is 0, 1, 2, 4 for the levels of the buildings
  18. # cost is 200 + 100 per level
  19. # 60 maintenance of troops + 20 per level
  20. # + 0.15 bonus in either offensive, defensive or morale sometimes split over different units or stats same on all levels
  21.  
  22. # Culture building names MUST start with ca_culture
  23.  
  24. #Welsh and English Longbow archery range
  25. ca_culture_saxon_english_1 = {
  26. desc = ca_culture_saxon_english_1_desc
  27. potential = {
  28. OR = {
  29. culture = english
  30. culture = welsh
  31. has_building = ca_culture_saxon_english_1
  32. }
  33. }
  34. is_active_trigger = {
  35. ROOT = {
  36. OR = {
  37. culture = english
  38. culture = welsh
  39. }
  40. }
  41. }
  42. trigger = {
  43. TECH_CASTLE_CONSTRUCTION = 0
  44. ROOT = {
  45. OR = {
  46. culture = english
  47. culture = welsh
  48. }
  49. }
  50. }
  51. prerequisites = { ca_wall_2 }
  52. gold_cost = 200
  53. build_time = 730
  54. archers_offensive = 0.15
  55. archers = 60
  56. ai_creation_factor = 101
  57.  
  58. extra_tech_building_start = 0.8
  59. }
  60. ca_culture_saxon_english_2 = {
  61. desc = ca_culture_saxon_english_1_desc
  62. potential = {
  63. OR = {
  64. culture = english
  65. culture = welsh
  66. has_building = ca_culture_saxon_english_1
  67. has_building = ca_culture_saxon_english_2
  68. }
  69. }
  70. is_active_trigger = {
  71. ROOT = {
  72. OR = {
  73. culture = english
  74. culture = welsh
  75. }
  76. }
  77. }
  78. trigger = {
  79. TECH_CASTLE_CONSTRUCTION = 1
  80. ROOT = {
  81. OR = {
  82. culture = english
  83. culture = welsh
  84. }
  85. }
  86. }
  87. upgrades_from = ca_culture_saxon_english_1
  88. gold_cost = 300
  89. build_time = 1095
  90. archers_offensive = 0.15
  91. archers = 80
  92. ai_creation_factor = 100
  93.  
  94. extra_tech_building_start = 0.8
  95. }
  96. ca_culture_saxon_english_3 = {
  97. desc = ca_culture_saxon_english_1_desc
  98. potential = {
  99. OR = {
  100. culture = english
  101. culture = welsh
  102. has_building = ca_culture_saxon_english_1
  103. has_building = ca_culture_saxon_english_2
  104. has_building = ca_culture_saxon_english_3
  105. }
  106. }
  107. is_active_trigger = {
  108. ROOT = {
  109. OR = {
  110. culture = english
  111. culture = welsh
  112. }
  113. }
  114. }
  115. trigger = {
  116. TECH_CASTLE_CONSTRUCTION = 2
  117. ROOT = {
  118. OR = {
  119. culture = english
  120. culture = welsh
  121. }
  122. }
  123. }
  124. upgrades_from = ca_culture_saxon_english_2
  125. gold_cost = 400
  126. build_time = 2190
  127. archers_offensive = 0.15
  128. archers = 100
  129. ai_creation_factor = 99
  130.  
  131. extra_tech_building_start = 0.8
  132. }
  133. ca_culture_saxon_english_4 = {
  134. desc = ca_culture_saxon_english_1_desc
  135. potential = {
  136. OR = {
  137. culture = english
  138. culture = welsh
  139. has_building = ca_culture_saxon_english_1
  140. has_building = ca_culture_saxon_english_2
  141. has_building = ca_culture_saxon_english_3
  142. has_building = ca_culture_saxon_english_4
  143. }
  144. }
  145. is_active_trigger = {
  146. ROOT = {
  147. OR = {
  148. culture = english
  149. culture = welsh
  150. }
  151. }
  152. }
  153. trigger = {
  154. TECH_CASTLE_CONSTRUCTION = 4
  155. ROOT = {
  156. OR = {
  157. culture = english
  158. culture = welsh
  159. }
  160. }
  161. }
  162. upgrades_from = ca_culture_saxon_english_3
  163. gold_cost = 500
  164. build_time = 2190
  165. archers_offensive = 0.15
  166. archers = 120
  167. ai_creation_factor = 98
  168.  
  169. extra_tech_building_start = 0.8
  170. }
  171.  
  172. #Scottish Schiltron
  173. ca_culture_scottish_1 = {
  174. desc = ca_culture_scottish_1_desc
  175. potential = {
  176. OR = {
  177. culture = scottish
  178. has_building = ca_culture_scottish_1
  179. }
  180. }
  181. is_active_trigger = {
  182. ROOT = {
  183. culture = scottish
  184. }
  185. }
  186. trigger = {
  187. TECH_CASTLE_CONSTRUCTION = 0
  188. ROOT = {
  189. culture = scottish
  190. }
  191. }
  192. prerequisites = { ca_wall_2 }
  193. gold_cost = 200
  194. build_time = 730
  195. pikemen = 30
  196. pikemen_defensive = 0.15
  197. ai_creation_factor = 101
  198.  
  199. extra_tech_building_start = 0.8
  200. }
  201. ca_culture_scottish_2 = {
  202. desc = ca_culture_scottish_1_desc
  203. potential = {
  204. OR = {
  205. culture = scottish
  206. has_building = ca_culture_scottish_1
  207. has_building = ca_culture_scottish_2
  208. }
  209. }
  210. is_active_trigger = {
  211. ROOT = {
  212. culture = scottish
  213. }
  214. }
  215. trigger = {
  216. TECH_CASTLE_CONSTRUCTION = 1
  217. ROOT = {
  218. culture = scottish
  219. }
  220. }
  221. upgrades_from = ca_culture_scottish_1
  222. gold_cost = 300
  223. build_time = 1095
  224. pikemen = 40
  225. pikemen_defensive = 0.15
  226. ai_creation_factor = 100
  227.  
  228. extra_tech_building_start = 0.8
  229. }
  230. ca_culture_scottish_3 = {
  231. desc = ca_culture_scottish_1_desc
  232. potential = {
  233. OR = {
  234. culture = scottish
  235. has_building = ca_culture_scottish_1
  236. has_building = ca_culture_scottish_2
  237. has_building = ca_culture_scottish_3
  238. }
  239. }
  240. is_active_trigger = {
  241. ROOT = {
  242. culture = scottish
  243. }
  244. }
  245. trigger = {
  246. TECH_CASTLE_CONSTRUCTION = 2
  247. ROOT = {
  248. culture = scottish
  249. }
  250. }
  251. upgrades_from = ca_culture_scottish_2
  252. gold_cost = 400
  253. build_time = 2190
  254. pikemen = 60
  255. pikemen_defensive = 0.15
  256. ai_creation_factor = 99
  257.  
  258. extra_tech_building_start = 0.8
  259. }
  260. ca_culture_scottish_4 = {
  261. desc = ca_culture_scottish_1_desc
  262. potential = {
  263. OR = {
  264. culture = scottish
  265. has_building = ca_culture_scottish_1
  266. has_building = ca_culture_scottish_2
  267. has_building = ca_culture_scottish_3
  268. has_building = ca_culture_scottish_4
  269. }
  270. }
  271. is_active_trigger = {
  272. ROOT = {
  273. culture = scottish
  274. }
  275. }
  276. trigger = {
  277. TECH_CASTLE_CONSTRUCTION = 4
  278. ROOT = {
  279. culture = scottish
  280. }
  281. }
  282. upgrades_from = ca_culture_scottish_3
  283. gold_cost = 500
  284. build_time = 2190
  285. pikemen = 80
  286. pikemen_defensive = 0.15
  287. ai_creation_factor = 98
  288.  
  289. extra_tech_building_start = 0.8
  290. }
  291.  
  292. #Baltic tribes Heavy Infantry camps
  293. ca_culture_group_baltic_1 = {
  294. desc = ca_culture_group_baltic_1_desc
  295. potential = {
  296. OR = {
  297. culture_group = baltic
  298. culture_group = finno_ugric
  299. has_building = ca_culture_group_baltic_1
  300. }
  301. }
  302. is_active_trigger = {
  303. ROOT = {
  304. OR = {
  305. culture_group = baltic
  306. culture_group = finno_ugric
  307. }
  308. }
  309. }
  310. trigger = {
  311. TECH_CASTLE_CONSTRUCTION = 0
  312. ROOT = {
  313. OR = {
  314. culture_group = baltic
  315. culture_group = finno_ugric
  316. }
  317. }
  318. }
  319. prerequisites = { ca_wall_2 }
  320. gold_cost = 200
  321. build_time = 730
  322. heavy_infantry = 30
  323. heavy_infantry_defensive = 0.15
  324. ai_creation_factor = 101
  325.  
  326. extra_tech_building_start = 0.8
  327. }
  328. ca_culture_group_baltic_2 = {
  329. desc = ca_culture_group_baltic_1_desc
  330. potential = {
  331. OR = {
  332. culture_group = baltic
  333. culture_group = finno_ugric
  334. has_building = ca_culture_group_baltic_1
  335. has_building = ca_culture_group_baltic_2
  336. }
  337. }
  338. is_active_trigger = {
  339. ROOT = {
  340. OR = {
  341. culture_group = baltic
  342. culture_group = finno_ugric
  343. }
  344. }
  345. }
  346. trigger = {
  347. TECH_CASTLE_CONSTRUCTION = 1
  348. ROOT = {
  349. OR = {
  350. culture_group = baltic
  351. culture_group = finno_ugric
  352. }
  353. }
  354. }
  355. upgrades_from = ca_culture_group_baltic_1
  356. gold_cost = 300
  357. build_time = 1095
  358. heavy_infantry = 40
  359. heavy_infantry_defensive = 0.15
  360. ai_creation_factor = 100
  361.  
  362. extra_tech_building_start = 0.8
  363. }
  364. ca_culture_group_baltic_3 = {
  365. desc = ca_culture_group_baltic_1_desc
  366. potential = {
  367. OR = {
  368. culture_group = baltic
  369. culture_group = finno_ugric
  370. has_building = ca_culture_group_baltic_1
  371. has_building = ca_culture_group_baltic_2
  372. has_building = ca_culture_group_baltic_3
  373. }
  374. }
  375. is_active_trigger = {
  376. ROOT = {
  377. OR = {
  378. culture_group = baltic
  379. culture_group = finno_ugric
  380. }
  381. }
  382. }
  383. trigger = {
  384. TECH_CASTLE_CONSTRUCTION = 2
  385. ROOT = {
  386. OR = {
  387. culture_group = baltic
  388. culture_group = finno_ugric
  389. }
  390. }
  391. }
  392. upgrades_from = ca_culture_group_baltic_2
  393. gold_cost = 400
  394. build_time = 2190
  395. heavy_infantry = 50
  396. heavy_infantry_defensive = 0.15
  397. ai_creation_factor = 99
  398.  
  399. extra_tech_building_start = 0.8
  400. }
  401. ca_culture_group_baltic_4 = {
  402. desc = ca_culture_group_baltic_1_desc
  403. potential = {
  404. OR = {
  405. culture_group = baltic
  406. culture_group = finno_ugric
  407. has_building = ca_culture_group_baltic_1
  408. has_building = ca_culture_group_baltic_2
  409. has_building = ca_culture_group_baltic_3
  410. has_building = ca_culture_group_baltic_4
  411. }
  412. }
  413. is_active_trigger = {
  414. ROOT = {
  415. OR = {
  416. culture_group = baltic
  417. culture_group = finno_ugric
  418. }
  419. }
  420. }
  421. trigger = {
  422. TECH_CASTLE_CONSTRUCTION = 4
  423. ROOT = {
  424. OR = {
  425. culture_group = baltic
  426. culture_group = finno_ugric
  427. }
  428. }
  429. }
  430. upgrades_from = ca_culture_group_baltic_3
  431. gold_cost = 500
  432. build_time = 2190
  433. heavy_infantry = 60
  434. heavy_infantry_defensive = 0.15
  435. ai_creation_factor = 98
  436.  
  437. extra_tech_building_start = 0.8
  438. }
  439.  
  440. #Altaic horse breeders (and Persian)
  441. ca_culture_group_altaic_1 = {
  442. desc = ca_culture_group_altaic_1_desc
  443. potential = {
  444. OR = {
  445. custom_tooltip = {
  446. OR = {
  447. culture = turkish
  448. culture = pecheneg
  449. culture = cuman
  450. culture = khazar
  451. culture = bolghar
  452. culture = avar
  453. culture = karluk
  454. culture = kirghiz
  455. culture = uyghur
  456. culture = mongol
  457. culture = khitan
  458. }
  459. text = ALTAIC_BUT_NOT_JURCHEN_TT
  460. }
  461. culture_group = iranian
  462. has_building = ca_culture_group_altaic_1
  463. }
  464. }
  465. is_active_trigger = {
  466. ROOT = {
  467. OR = {
  468. custom_tooltip = {
  469. OR = {
  470. culture = turkish
  471. culture = pecheneg
  472. culture = cuman
  473. culture = khazar
  474. culture = bolghar
  475. culture = avar
  476. culture = karluk
  477. culture = kirghiz
  478. culture = uyghur
  479. culture = mongol
  480. culture = khitan
  481. }
  482. text = ALTAIC_BUT_NOT_JURCHEN_TT
  483. }
  484. culture_group = iranian
  485. }
  486. }
  487. }
  488. trigger = {
  489. TECH_CASTLE_CONSTRUCTION = 0
  490. ROOT = {
  491. OR = {
  492. custom_tooltip = {
  493. OR = {
  494. culture = turkish
  495. culture = pecheneg
  496. culture = cuman
  497. culture = khazar
  498. culture = bolghar
  499. culture = avar
  500. culture = karluk
  501. culture = kirghiz
  502. culture = uyghur
  503. culture = mongol
  504. culture = khitan
  505. }
  506. text = ALTAIC_BUT_NOT_JURCHEN_TT
  507. }
  508. culture_group = iranian
  509. }
  510. }
  511. }
  512. prerequisites = { ca_wall_2 }
  513. gold_cost = 200
  514. build_time = 730
  515. light_cavalry = 10
  516. knights = 5
  517. horse_archers = 10
  518. horse_archers_offensive = 0.1
  519. horse_archers_morale = 0.05
  520. ai_creation_factor = 101
  521.  
  522. extra_tech_building_start = 0.8
  523. }
  524. ca_culture_group_altaic_2 = {
  525. desc = ca_culture_group_altaic_1_desc
  526. potential = {
  527. OR = {
  528. custom_tooltip = {
  529. OR = {
  530. culture = turkish
  531. culture = pecheneg
  532. culture = cuman
  533. culture = khazar
  534. culture = bolghar
  535. culture = avar
  536. culture = karluk
  537. culture = kirghiz
  538. culture = uyghur
  539. culture = mongol
  540. culture = khitan
  541. }
  542. text = ALTAIC_BUT_NOT_JURCHEN_TT
  543. }
  544. culture_group = iranian
  545. has_building = ca_culture_group_altaic_1
  546. has_building = ca_culture_group_altaic_2
  547. }
  548. }
  549. is_active_trigger = {
  550. ROOT = {
  551. OR = {
  552. custom_tooltip = {
  553. OR = {
  554. culture = turkish
  555. culture = pecheneg
  556. culture = cuman
  557. culture = khazar
  558. culture = bolghar
  559. culture = avar
  560. culture = karluk
  561. culture = kirghiz
  562. culture = uyghur
  563. culture = mongol
  564. culture = khitan
  565. }
  566. text = ALTAIC_BUT_NOT_JURCHEN_TT
  567. }
  568. culture_group = iranian
  569. }
  570. }
  571. }
  572. trigger = {
  573. TECH_CASTLE_CONSTRUCTION = 1
  574. ROOT = {
  575. OR = {
  576. custom_tooltip = {
  577. OR = {
  578. culture = turkish
  579. culture = pecheneg
  580. culture = cuman
  581. culture = khazar
  582. culture = bolghar
  583. culture = avar
  584. culture = karluk
  585. culture = kirghiz
  586. culture = uyghur
  587. culture = mongol
  588. culture = khitan
  589. }
  590. text = ALTAIC_BUT_NOT_JURCHEN_TT
  591. }
  592. culture_group = iranian
  593. }
  594. }
  595. }
  596. upgrades_from = ca_culture_group_altaic_1
  597. gold_cost = 300
  598. build_time = 1095
  599. light_cavalry = 15
  600. knights = 5
  601. horse_archers = 15
  602. horse_archers_offensive = 0.1
  603. horse_archers_morale = 0.05
  604. ai_creation_factor = 100
  605.  
  606. extra_tech_building_start = 0.8
  607. }
  608. ca_culture_group_altaic_3 = {
  609. desc = ca_culture_group_altaic_1_desc
  610. potential = {
  611. OR = {
  612. custom_tooltip = {
  613. OR = {
  614. culture = turkish
  615. culture = pecheneg
  616. culture = cuman
  617. culture = khazar
  618. culture = bolghar
  619. culture = avar
  620. culture = karluk
  621. culture = kirghiz
  622. culture = uyghur
  623. culture = mongol
  624. culture = khitan
  625. }
  626. text = ALTAIC_BUT_NOT_JURCHEN_TT
  627. }
  628. culture_group = iranian
  629. has_building = ca_culture_group_altaic_1
  630. has_building = ca_culture_group_altaic_2
  631. has_building = ca_culture_group_altaic_3
  632. }
  633. }
  634. is_active_trigger = {
  635. ROOT = {
  636. OR = {
  637. custom_tooltip = {
  638. OR = {
  639. culture = turkish
  640. culture = pecheneg
  641. culture = cuman
  642. culture = khazar
  643. culture = bolghar
  644. culture = avar
  645. culture = karluk
  646. culture = kirghiz
  647. culture = uyghur
  648. culture = mongol
  649. culture = khitan
  650. }
  651. text = ALTAIC_BUT_NOT_JURCHEN_TT
  652. }
  653. culture_group = iranian
  654. }
  655. }
  656. }
  657. trigger = {
  658. TECH_CASTLE_CONSTRUCTION = 2
  659. ROOT = {
  660. OR = {
  661. custom_tooltip = {
  662. OR = {
  663. culture = turkish
  664. culture = pecheneg
  665. culture = cuman
  666. culture = khazar
  667. culture = bolghar
  668. culture = avar
  669. culture = karluk
  670. culture = kirghiz
  671. culture = uyghur
  672. culture = mongol
  673. culture = khitan
  674. }
  675. text = ALTAIC_BUT_NOT_JURCHEN_TT
  676. }
  677. culture_group = iranian
  678. }
  679. }
  680. }
  681. upgrades_from = ca_culture_group_altaic_2
  682. gold_cost = 400
  683. build_time = 2190
  684. light_cavalry = 15
  685. knights = 10
  686. horse_archers = 15
  687. horse_archers_offensive = 0.1
  688. horse_archers_morale = 0.05
  689. ai_creation_factor = 99
  690.  
  691. extra_tech_building_start = 0.8
  692. }
  693. ca_culture_group_altaic_4 = {
  694. desc = ca_culture_group_altaic_1_desc
  695. potential = {
  696. OR = {
  697. custom_tooltip = {
  698. OR = {
  699. culture = turkish
  700. culture = pecheneg
  701. culture = cuman
  702. culture = khazar
  703. culture = bolghar
  704. culture = avar
  705. culture = karluk
  706. culture = kirghiz
  707. culture = uyghur
  708. culture = mongol
  709. culture = khitan
  710. }
  711. text = ALTAIC_BUT_NOT_JURCHEN_TT
  712. }
  713. culture_group = iranian
  714. has_building = ca_culture_group_altaic_1
  715. has_building = ca_culture_group_altaic_2
  716. has_building = ca_culture_group_altaic_3
  717. has_building = ca_culture_group_altaic_4
  718. }
  719. }
  720. is_active_trigger = {
  721. ROOT = {
  722. OR = {
  723. custom_tooltip = {
  724. OR = {
  725. culture = turkish
  726. culture = pecheneg
  727. culture = cuman
  728. culture = khazar
  729. culture = bolghar
  730. culture = avar
  731. culture = karluk
  732. culture = kirghiz
  733. culture = uyghur
  734. culture = mongol
  735. culture = khitan
  736. }
  737. text = ALTAIC_BUT_NOT_JURCHEN_TT
  738. }
  739. culture_group = iranian
  740. }
  741. }
  742. }
  743. trigger = {
  744. TECH_CASTLE_CONSTRUCTION = 4
  745. ROOT = {
  746. OR = {
  747. custom_tooltip = {
  748. OR = {
  749. culture = turkish
  750. culture = pecheneg
  751. culture = cuman
  752. culture = khazar
  753. culture = bolghar
  754. culture = avar
  755. culture = karluk
  756. culture = kirghiz
  757. culture = uyghur
  758. culture = mongol
  759. culture = khitan
  760. }
  761. text = ALTAIC_BUT_NOT_JURCHEN_TT
  762. }
  763. culture_group = iranian
  764. }
  765. }
  766. }
  767. upgrades_from = ca_culture_group_altaic_3
  768. gold_cost = 500
  769. build_time = 2190
  770. light_cavalry = 20
  771. knights = 10
  772. horse_archers = 20
  773. horse_archers_offensive = 0.1
  774. horse_archers_morale = 0.05
  775. ai_creation_factor = 98
  776.  
  777. extra_tech_building_start = 0.8
  778. }
  779.  
  780. #Frankish, Occitan, Norman and German Lists (and Breton)
  781. ca_culture_frank_norman_german_1 = {
  782. desc = ca_culture_frank_norman_german_1_desc
  783. potential = {
  784. OR = {
  785. culture = frankish
  786. culture = occitan
  787. culture = norman
  788. culture = german
  789. culture = breton
  790. culture = outremer
  791. has_building = ca_culture_frank_norman_german_1
  792. }
  793. }
  794. is_active_trigger = {
  795. ROOT = {
  796. OR = {
  797. culture = frankish
  798. culture = occitan
  799. culture = norman
  800. culture = german
  801. culture = breton
  802. culture = outremer
  803. }
  804. }
  805. }
  806. trigger = {
  807. TECH_CASTLE_CONSTRUCTION = 0
  808. ROOT = {
  809. OR = {
  810. culture = frankish
  811. culture = occitan
  812. culture = norman
  813. culture = german
  814. culture = breton
  815. culture = outremer
  816. }
  817. }
  818. }
  819. prerequisites = { ca_wall_2 }
  820. gold_cost = 200
  821. build_time = 730
  822. knights = 15
  823. knights_offensive = 0.15
  824. ai_creation_factor = 101
  825.  
  826. extra_tech_building_start = 0.8
  827. }
  828. ca_culture_frank_norman_german_2 = {
  829. desc = ca_culture_frank_norman_german_1_desc
  830. potential = {
  831. OR = {
  832. culture = frankish
  833. culture = occitan
  834. culture = norman
  835. culture = german
  836. culture = breton
  837. culture = outremer
  838. has_building = ca_culture_frank_norman_german_1
  839. has_building = ca_culture_frank_norman_german_2
  840. }
  841. }
  842. is_active_trigger = {
  843. ROOT = {
  844. OR = {
  845. culture = frankish
  846. culture = occitan
  847. culture = norman
  848. culture = german
  849. culture = breton
  850. culture = outremer
  851. }
  852. }
  853. }
  854. trigger = {
  855. TECH_CASTLE_CONSTRUCTION = 1
  856. ROOT = {
  857. OR = {
  858. culture = frankish
  859. culture = occitan
  860. culture = norman
  861. culture = german
  862. culture = breton
  863. culture = outremer
  864. }
  865. }
  866. }
  867. upgrades_from = ca_culture_frank_norman_german_1
  868. gold_cost = 300
  869. build_time = 1095
  870. knights = 20
  871. knights_offensive = 0.15
  872. ai_creation_factor = 100
  873.  
  874. extra_tech_building_start = 0.8
  875. }
  876. ca_culture_frank_norman_german_3 = {
  877. desc = ca_culture_frank_norman_german_1_desc
  878. potential = {
  879. OR = {
  880. culture = frankish
  881. culture = occitan
  882. culture = norman
  883. culture = german
  884. culture = breton
  885. culture = outremer
  886. has_building = ca_culture_frank_norman_german_1
  887. has_building = ca_culture_frank_norman_german_2
  888. has_building = ca_culture_frank_norman_german_3
  889. }
  890. }
  891. is_active_trigger = {
  892. ROOT = {
  893. OR = {
  894. culture = frankish
  895. culture = occitan
  896. culture = norman
  897. culture = german
  898. culture = breton
  899. culture = outremer
  900. }
  901. }
  902. }
  903. trigger = {
  904. TECH_CASTLE_CONSTRUCTION = 2
  905. ROOT = {
  906. OR = {
  907. culture = frankish
  908. culture = occitan
  909. culture = norman
  910. culture = german
  911. culture = breton
  912. culture = outremer
  913. }
  914. }
  915. } upgrades_from = ca_culture_frank_norman_german_2
  916. gold_cost = 400
  917. build_time = 2190
  918. knights = 25
  919. knights_offensive = 0.15
  920. ai_creation_factor = 99
  921.  
  922. extra_tech_building_start = 0.8
  923. }
  924. ca_culture_frank_norman_german_4 = {
  925. desc = ca_culture_frank_norman_german_1_desc
  926. potential = {
  927. OR = {
  928. culture = frankish
  929. culture = occitan
  930. culture = norman
  931. culture = german
  932. culture = breton
  933. culture = outremer
  934. has_building = ca_culture_frank_norman_german_1
  935. has_building = ca_culture_frank_norman_german_2
  936. has_building = ca_culture_frank_norman_german_3
  937. has_building = ca_culture_frank_norman_german_4
  938. }
  939. }
  940. is_active_trigger = {
  941. ROOT = {
  942. OR = {
  943. culture = frankish
  944. culture = occitan
  945. culture = norman
  946. culture = german
  947. culture = breton
  948. culture = outremer
  949. }
  950. }
  951. }
  952. trigger = {
  953. TECH_CASTLE_CONSTRUCTION = 4
  954. ROOT = {
  955. OR = {
  956. culture = frankish
  957. culture = occitan
  958. culture = norman
  959. culture = german
  960. culture = breton
  961. culture = outremer
  962. }
  963. }
  964. }
  965. upgrades_from = ca_culture_frank_norman_german_3
  966. gold_cost = 500
  967. build_time = 2190
  968. knights = 30
  969. knights_offensive = 0.15
  970. ai_creation_factor = 98
  971.  
  972. extra_tech_building_start = 0.8
  973. }
  974.  
  975. #Iberian Fast horse breeders
  976. ca_culture_group_iberian_1 = {
  977. desc = ca_culture_group_iberian_1_desc
  978. potential = {
  979. OR = {
  980. culture_group = iberian
  981. has_building = ca_culture_group_iberian_1
  982. }
  983. }
  984. is_active_trigger = {
  985. ROOT = {
  986. culture_group = iberian
  987. }
  988. }
  989. trigger = {
  990. TECH_CASTLE_CONSTRUCTION = 0
  991. ROOT = {
  992. culture_group = iberian
  993. }
  994. }
  995. prerequisites = { ca_wall_2 }
  996. gold_cost = 200
  997. build_time = 730
  998. light_cavalry = 30
  999. light_cavalry_offensive = 0.15
  1000. ai_creation_factor = 101
  1001.  
  1002. extra_tech_building_start = 0.8
  1003. }
  1004. ca_culture_group_iberian_2 = {
  1005. desc = ca_culture_group_iberian_1_desc
  1006. potential = {
  1007. OR = {
  1008. culture_group = iberian
  1009. has_building = ca_culture_group_iberian_1
  1010. has_building = ca_culture_group_iberian_2
  1011. }
  1012. }
  1013. is_active_trigger = {
  1014. ROOT = {
  1015. culture_group = iberian
  1016. }
  1017. }
  1018. trigger = {
  1019. TECH_CASTLE_CONSTRUCTION = 1
  1020. ROOT = {
  1021. culture_group = iberian
  1022. }
  1023. }
  1024. upgrades_from = ca_culture_group_iberian_1
  1025. gold_cost = 300
  1026. build_time = 1095
  1027. light_cavalry = 40
  1028. light_cavalry_offensive = 0.15
  1029. ai_creation_factor = 100
  1030.  
  1031. extra_tech_building_start = 0.8
  1032. }
  1033. ca_culture_group_iberian_3 = {
  1034. desc = ca_culture_group_iberian_1_desc
  1035. potential = {
  1036. OR = {
  1037. culture_group = iberian
  1038. has_building = ca_culture_group_iberian_1
  1039. has_building = ca_culture_group_iberian_2
  1040. has_building = ca_culture_group_iberian_3
  1041. }
  1042. }
  1043. is_active_trigger = {
  1044. ROOT = {
  1045. culture_group = iberian
  1046. }
  1047. }
  1048. trigger = {
  1049. TECH_CASTLE_CONSTRUCTION = 2
  1050. ROOT = {
  1051. culture_group = iberian
  1052. }
  1053. }
  1054. upgrades_from = ca_culture_group_iberian_2
  1055. gold_cost = 400
  1056. build_time = 2190
  1057. light_cavalry = 50
  1058. light_cavalry_offensive = 0.15
  1059. ai_creation_factor = 99
  1060.  
  1061. extra_tech_building_start = 0.8
  1062. }
  1063. ca_culture_group_iberian_4 = {
  1064. desc = ca_culture_group_iberian_1_desc
  1065. potential = {
  1066. OR = {
  1067. culture_group = iberian
  1068. has_building = ca_culture_group_iberian_1
  1069. has_building = ca_culture_group_iberian_2
  1070. has_building = ca_culture_group_iberian_3
  1071. has_building = ca_culture_group_iberian_4
  1072. }
  1073. }
  1074. is_active_trigger = {
  1075. ROOT = {
  1076. culture_group = iberian
  1077. }
  1078. }
  1079. trigger = {
  1080. TECH_CASTLE_CONSTRUCTION = 4
  1081. ROOT = {
  1082. culture_group = iberian
  1083. }
  1084. }
  1085. upgrades_from = ca_culture_group_iberian_3
  1086. gold_cost = 500
  1087. build_time = 2190
  1088. light_cavalry = 60
  1089. light_cavalry_offensive = 0.15
  1090. ai_creation_factor = 98
  1091.  
  1092. extra_tech_building_start = 0.8
  1093. }
  1094.  
  1095. #Italian Pike formations
  1096. ca_culture_italian_1 = {
  1097. desc = ca_culture_italian_1_desc
  1098. potential = {
  1099. OR = {
  1100. culture = italian
  1101. culture = dalmatian
  1102. has_building = ca_culture_italian_1
  1103. }
  1104. }
  1105. is_active_trigger = {
  1106. ROOT = {
  1107. OR = {
  1108. culture = italian
  1109. culture = dalmatian
  1110. }
  1111. }
  1112. }
  1113. trigger = {
  1114. TECH_CASTLE_CONSTRUCTION = 0
  1115. ROOT = {
  1116. OR = {
  1117. culture = italian
  1118. culture = dalmatian
  1119. }
  1120. }
  1121. }
  1122. prerequisites = { ca_wall_2 }
  1123. gold_cost = 200
  1124. build_time = 730
  1125. pikemen = 30
  1126. pikemen_morale = 0.15
  1127. ai_creation_factor = 101
  1128.  
  1129. extra_tech_building_start = 0.8
  1130. }
  1131. ca_culture_italian_2 = {
  1132. desc = ca_culture_italian_1_desc
  1133. potential = {
  1134. OR = {
  1135. culture = italian
  1136. has_building = ca_culture_italian_1
  1137. has_building = ca_culture_italian_2
  1138. }
  1139. }
  1140. is_active_trigger = {
  1141. ROOT = {
  1142. OR = {
  1143. culture = italian
  1144. culture = dalmatian
  1145. }
  1146. }
  1147. }
  1148. trigger = {
  1149. TECH_CASTLE_CONSTRUCTION = 1
  1150. ROOT = {
  1151. OR = {
  1152. culture = italian
  1153. culture = dalmatian
  1154. }
  1155. }
  1156. }
  1157. upgrades_from = ca_culture_italian_1
  1158. gold_cost = 300
  1159. build_time = 1095
  1160. pikemen = 40
  1161. pikemen_morale = 0.15
  1162. ai_creation_factor = 100
  1163.  
  1164. extra_tech_building_start = 0.8
  1165. }
  1166. ca_culture_italian_3 = {
  1167. desc = ca_culture_italian_1_desc
  1168. potential = {
  1169. OR = {
  1170. culture = italian
  1171. culture = dalmatian
  1172. has_building = ca_culture_italian_1
  1173. has_building = ca_culture_italian_2
  1174. has_building = ca_culture_italian_3
  1175. }
  1176. }
  1177. is_active_trigger = {
  1178. ROOT = {
  1179. OR = {
  1180. culture = italian
  1181. culture = dalmatian
  1182. }
  1183. }
  1184. }
  1185. trigger = {
  1186. TECH_CASTLE_CONSTRUCTION = 2
  1187. ROOT = {
  1188. OR = {
  1189. culture = italian
  1190. culture = dalmatian
  1191. }
  1192. }
  1193. }
  1194. upgrades_from = ca_culture_italian_2
  1195. gold_cost = 400
  1196. build_time = 2190
  1197. pikemen = 50
  1198. pikemen_morale = 0.15
  1199. ai_creation_factor = 99
  1200.  
  1201. extra_tech_building_start = 0.8
  1202. }
  1203. ca_culture_italian_4 = {
  1204. desc = ca_culture_italian_1_desc
  1205. potential = {
  1206. OR = {
  1207. culture = italian
  1208. culture = dalmatian
  1209. has_building = ca_culture_italian_1
  1210. has_building = ca_culture_italian_2
  1211. has_building = ca_culture_italian_3
  1212. has_building = ca_culture_italian_4
  1213. }
  1214. }
  1215. is_active_trigger = {
  1216. ROOT = {
  1217. OR = {
  1218. culture = italian
  1219. culture = dalmatian
  1220. }
  1221. }
  1222. }
  1223. trigger = {
  1224. TECH_CASTLE_CONSTRUCTION = 4
  1225. ROOT = {
  1226. OR = {
  1227. culture = italian
  1228. culture = dalmatian
  1229. }
  1230. }
  1231. }
  1232. upgrades_from = ca_culture_italian_3
  1233. gold_cost = 500
  1234. build_time = 2190
  1235. pikemen = 60
  1236. pikemen_morale = 0.15
  1237. ai_creation_factor = 98
  1238.  
  1239. extra_tech_building_start = 0.8
  1240. }
  1241.  
  1242. #Russian Armories
  1243. ca_culture_russian_1 = {
  1244. desc = ca_culture_russian_1_desc
  1245. potential = {
  1246. OR = {
  1247. culture_group = east_slavic
  1248. has_building = ca_culture_russian_1
  1249. }
  1250. }
  1251. is_active_trigger = {
  1252. ROOT = {
  1253. culture_group = east_slavic
  1254. }
  1255. }
  1256. trigger = {
  1257. TECH_CASTLE_CONSTRUCTION = 0
  1258. ROOT = {
  1259. culture_group = east_slavic
  1260. }
  1261. }
  1262. prerequisites = { ca_wall_2 }
  1263. gold_cost = 200
  1264. build_time = 730
  1265. heavy_infantry = 30
  1266. heavy_infantry_defensive = 0.15
  1267. ai_creation_factor = 101
  1268.  
  1269. extra_tech_building_start = 0.8
  1270. }
  1271. ca_culture_russian_2 = {
  1272. desc = ca_culture_russian_1_desc
  1273. potential = {
  1274. OR = {
  1275. culture_group = east_slavic
  1276. has_building = ca_culture_russian_1
  1277. has_building = ca_culture_russian_2
  1278. }
  1279. }
  1280. is_active_trigger = {
  1281. ROOT = {
  1282. culture_group = east_slavic
  1283. }
  1284. }
  1285. trigger = {
  1286. TECH_CASTLE_CONSTRUCTION = 1
  1287. ROOT = {
  1288. culture_group = east_slavic
  1289. }
  1290. }
  1291. upgrades_from = ca_culture_russian_1
  1292. gold_cost = 300
  1293. build_time = 1095
  1294. heavy_infantry = 40
  1295. heavy_infantry_defensive = 0.15
  1296. ai_creation_factor = 100
  1297.  
  1298. extra_tech_building_start = 0.8
  1299. }
  1300. ca_culture_russian_3 = {
  1301. desc = ca_culture_russian_1_desc
  1302. potential = {
  1303. OR = {
  1304. culture_group = east_slavic
  1305. has_building = ca_culture_russian_1
  1306. has_building = ca_culture_russian_2
  1307. has_building = ca_culture_russian_3
  1308. }
  1309. }
  1310. is_active_trigger = {
  1311. ROOT = {
  1312. culture_group = east_slavic
  1313. }
  1314. }
  1315. trigger = {
  1316. TECH_CASTLE_CONSTRUCTION = 2
  1317. ROOT = {
  1318. culture_group = east_slavic
  1319. }
  1320. }
  1321. upgrades_from = ca_culture_russian_2
  1322. gold_cost = 400
  1323. build_time = 2190
  1324. heavy_infantry = 50
  1325. heavy_infantry_defensive = 0.15
  1326. ai_creation_factor = 99
  1327.  
  1328. extra_tech_building_start = 0.8
  1329. }
  1330. ca_culture_russian_4 = {
  1331. desc = ca_culture_russian_1_desc
  1332. potential = {
  1333. OR = {
  1334. culture_group = east_slavic
  1335. has_building = ca_culture_russian_1
  1336. has_building = ca_culture_russian_2
  1337. has_building = ca_culture_russian_3
  1338. has_building = ca_culture_russian_4
  1339. }
  1340. }
  1341. is_active_trigger = {
  1342. ROOT = {
  1343. culture_group = east_slavic
  1344. }
  1345. }
  1346. trigger = {
  1347. TECH_CASTLE_CONSTRUCTION = 4
  1348. ROOT = {
  1349. culture_group = east_slavic
  1350. }
  1351. }
  1352. upgrades_from = ca_culture_russian_3
  1353. gold_cost = 500
  1354. build_time = 2190
  1355. heavy_infantry = 60
  1356. heavy_infantry_defensive = 0.15
  1357. ai_creation_factor = 98
  1358.  
  1359. extra_tech_building_start = 0.8
  1360. }
  1361.  
  1362. # Scandinavian Housecarls (and Saxon)
  1363. ca_culture_group_north_germanic_1 = {
  1364. desc = ca_culture_group_north_germanic_1_desc
  1365. potential = {
  1366. OR = {
  1367. culture_group = north_germanic
  1368. culture = saxon
  1369. culture = old_saxon
  1370. culture = frisian
  1371. has_building = ca_culture_group_north_germanic_1
  1372. }
  1373. }
  1374. is_active_trigger = {
  1375. ROOT = {
  1376. OR = {
  1377. culture_group = north_germanic
  1378. culture = saxon
  1379. culture = old_saxon
  1380. culture = frisian
  1381. }
  1382. }
  1383. }
  1384. trigger = {
  1385. TECH_CASTLE_CONSTRUCTION = 0
  1386. ROOT = {
  1387. OR = {
  1388. culture_group = north_germanic
  1389. culture = saxon
  1390. culture = old_saxon
  1391. culture = frisian
  1392. }
  1393. }
  1394. }
  1395. prerequisites = { ca_wall_2 }
  1396. gold_cost = 200
  1397. build_time = 730
  1398. heavy_infantry = 30
  1399. heavy_infantry_offensive = 0.15
  1400. ai_creation_factor = 101
  1401.  
  1402. extra_tech_building_start = 0.8
  1403. }
  1404. ca_culture_group_north_germanic_2 = {
  1405. desc = ca_culture_group_north_germanic_1_desc
  1406. potential = {
  1407. OR = {
  1408. culture_group = north_germanic
  1409. culture = saxon
  1410. culture = old_saxon
  1411. culture = frisian
  1412. has_building = ca_culture_group_north_germanic_1
  1413. has_building = ca_culture_group_north_germanic_2
  1414. }
  1415. }
  1416. is_active_trigger = {
  1417. ROOT = {
  1418. OR = {
  1419. culture_group = north_germanic
  1420. culture = saxon
  1421. culture = old_saxon
  1422. culture = frisian
  1423. }
  1424. }
  1425. }
  1426. trigger = {
  1427. TECH_CASTLE_CONSTRUCTION = 1
  1428. ROOT = {
  1429. OR = {
  1430. culture_group = north_germanic
  1431. culture = saxon
  1432. culture = old_saxon
  1433. culture = frisian
  1434. }
  1435. }
  1436. }
  1437. upgrades_from = ca_culture_group_north_germanic_1
  1438. gold_cost = 300
  1439. build_time = 1095
  1440. heavy_infantry = 40
  1441. heavy_infantry_offensive = 0.15
  1442. ai_creation_factor = 101
  1443.  
  1444. extra_tech_building_start = 0.8
  1445. }
  1446. ca_culture_group_north_germanic_3 = {
  1447. desc = ca_culture_group_north_germanic_1_desc
  1448. potential = {
  1449. OR = {
  1450. culture_group = north_germanic
  1451. culture = saxon
  1452. culture = old_saxon
  1453. culture = frisian
  1454. has_building = ca_culture_group_north_germanic_1
  1455. has_building = ca_culture_group_north_germanic_2
  1456. has_building = ca_culture_group_north_germanic_3
  1457. }
  1458. }
  1459. is_active_trigger = {
  1460. ROOT = {
  1461. OR = {
  1462. culture_group = north_germanic
  1463. culture = saxon
  1464. culture = old_saxon
  1465. culture = frisian
  1466. }
  1467. }
  1468. }
  1469. trigger = {
  1470. TECH_CASTLE_CONSTRUCTION = 2
  1471. ROOT = {
  1472. OR = {
  1473. culture_group = north_germanic
  1474. culture = saxon
  1475. culture = old_saxon
  1476. culture = frisian
  1477. }
  1478. }
  1479. }
  1480. upgrades_from = ca_culture_group_north_germanic_2
  1481. gold_cost = 400
  1482. build_time = 2190
  1483. heavy_infantry = 50
  1484. heavy_infantry_offensive = 0.15
  1485. ai_creation_factor = 101
  1486.  
  1487. extra_tech_building_start = 0.8
  1488. }
  1489. ca_culture_group_north_germanic_4 = {
  1490. desc = ca_culture_group_north_germanic_1_desc
  1491. potential = {
  1492. OR = {
  1493. culture_group = north_germanic
  1494. culture = saxon
  1495. culture = old_saxon
  1496. culture = frisian
  1497. has_building = ca_culture_group_north_germanic_1
  1498. has_building = ca_culture_group_north_germanic_2
  1499. has_building = ca_culture_group_north_germanic_3
  1500. has_building = ca_culture_group_north_germanic_4
  1501. }
  1502. }
  1503. is_active_trigger = {
  1504. ROOT = {
  1505. OR = {
  1506. culture_group = north_germanic
  1507. culture = saxon
  1508. culture = old_saxon
  1509. culture = frisian
  1510. }
  1511. }
  1512. }
  1513. trigger = {
  1514. TECH_CASTLE_CONSTRUCTION = 4
  1515. ROOT = {
  1516. OR = {
  1517. culture_group = north_germanic
  1518. culture = saxon
  1519. culture = old_saxon
  1520. culture = frisian
  1521. }
  1522. }
  1523. }
  1524. upgrades_from = ca_culture_group_north_germanic_3
  1525. gold_cost = 500
  1526. build_time = 2190
  1527. heavy_infantry = 60
  1528. heavy_infantry_offensive = 0.15
  1529. ai_creation_factor = 101
  1530.  
  1531. extra_tech_building_start = 0.8
  1532. }
  1533.  
  1534. # Hungarian Hussars (and West Slavic)
  1535. ca_culture_hungarian_1 = {
  1536. desc = ca_culture_hungarian_1_desc
  1537. potential = {
  1538. OR = {
  1539. culture = hungarian
  1540. culture_group = west_slavic
  1541. has_building = ca_culture_hungarian_1
  1542. }
  1543. }
  1544. is_active_trigger = {
  1545. ROOT = {
  1546. OR = {
  1547. culture_group = west_slavic
  1548. culture = hungarian
  1549. }
  1550. }
  1551. }
  1552. trigger = {
  1553. TECH_CASTLE_CONSTRUCTION = 0
  1554. ROOT = {
  1555. OR = {
  1556. culture_group = west_slavic
  1557. culture = hungarian
  1558. }
  1559. }
  1560. }
  1561. prerequisites = { ca_wall_2 }
  1562. gold_cost = 200
  1563. build_time = 730
  1564. light_cavalry = 30
  1565. light_cavalry_defensive = 0.15
  1566. ai_creation_factor = 101
  1567.  
  1568. extra_tech_building_start = 0.8
  1569. }
  1570. ca_culture_hungarian_2 = {
  1571. desc = ca_culture_hungarian_1_desc
  1572. potential = {
  1573. OR = {
  1574. culture = hungarian
  1575. culture_group = west_slavic
  1576. has_building = ca_culture_hungarian_1
  1577. has_building = ca_culture_hungarian_2
  1578. }
  1579. }
  1580. is_active_trigger = {
  1581. ROOT = {
  1582. OR = {
  1583. culture_group = west_slavic
  1584. culture = hungarian
  1585. }
  1586. }
  1587. }
  1588. trigger = {
  1589. TECH_CASTLE_CONSTRUCTION = 1
  1590. ROOT = {
  1591. OR = {
  1592. culture_group = west_slavic
  1593. culture = hungarian
  1594. }
  1595. }
  1596. }
  1597. upgrades_from = ca_culture_hungarian_1
  1598. gold_cost = 300
  1599. build_time = 1095
  1600. light_cavalry = 40
  1601. light_cavalry_defensive = 0.15
  1602. ai_creation_factor = 101
  1603.  
  1604. extra_tech_building_start = 0.8
  1605. }
  1606. ca_culture_hungarian_3 = {
  1607. desc = ca_culture_hungarian_1_desc
  1608. potential = {
  1609. OR = {
  1610. culture = hungarian
  1611. culture_group = west_slavic
  1612. has_building = ca_culture_hungarian_1
  1613. has_building = ca_culture_hungarian_2
  1614. has_building = ca_culture_hungarian_3
  1615. }
  1616. }
  1617. is_active_trigger = {
  1618. ROOT = {
  1619. OR = {
  1620. culture_group = west_slavic
  1621. culture = hungarian
  1622. }
  1623. }
  1624. }
  1625. trigger = {
  1626. TECH_CASTLE_CONSTRUCTION = 2
  1627. ROOT = {
  1628. OR = {
  1629. culture_group = west_slavic
  1630. culture = hungarian
  1631. }
  1632. }
  1633. }
  1634. upgrades_from = ca_culture_hungarian_2
  1635. gold_cost = 400
  1636. build_time = 2190
  1637. light_cavalry = 50
  1638. light_cavalry_defensive = 0.15
  1639. ai_creation_factor = 101
  1640.  
  1641. extra_tech_building_start = 0.8
  1642. }
  1643. ca_culture_hungarian_4 = {
  1644. desc = ca_culture_hungarian_1_desc
  1645. potential = {
  1646. OR = {
  1647. culture = hungarian
  1648. culture_group = west_slavic
  1649. has_building = ca_culture_hungarian_1
  1650. has_building = ca_culture_hungarian_2
  1651. has_building = ca_culture_hungarian_3
  1652. has_building = ca_culture_hungarian_4
  1653. }
  1654. }
  1655. is_active_trigger = {
  1656. ROOT = {
  1657. OR = {
  1658. culture_group = west_slavic
  1659. culture = hungarian
  1660. }
  1661. }
  1662. }
  1663. trigger = {
  1664. TECH_CASTLE_CONSTRUCTION = 4
  1665. ROOT = {
  1666. OR = {
  1667. culture_group = west_slavic
  1668. culture = hungarian
  1669. }
  1670. }
  1671. }
  1672. upgrades_from = ca_culture_hungarian_3
  1673. gold_cost = 500
  1674. build_time = 2190
  1675. light_cavalry = 60
  1676. light_cavalry_defensive = 0.15
  1677. ai_creation_factor = 101
  1678.  
  1679. extra_tech_building_start = 0.8
  1680. }
  1681.  
  1682. # Arabian Camel Cavalry
  1683. ca_culture_group_arabic_1 = {
  1684. desc = ca_culture_group_arabic_1_desc
  1685. potential = {
  1686. OR = {
  1687. culture = bedouin_arabic
  1688. culture = levantine_arabic
  1689. culture = egyptian_arabic
  1690. has_building = ca_culture_group_arabic_1
  1691. }
  1692. }
  1693. is_active_trigger = {
  1694. ROOT = {
  1695. OR = {
  1696. culture = bedouin_arabic
  1697. culture = levantine_arabic
  1698. culture = egyptian_arabic
  1699. }
  1700. }
  1701. }
  1702. trigger = {
  1703. TECH_CASTLE_CONSTRUCTION = 0
  1704. ROOT = {
  1705. OR = {
  1706. culture = bedouin_arabic
  1707. culture = levantine_arabic
  1708. culture = egyptian_arabic
  1709. }
  1710. }
  1711. }
  1712. prerequisites = { ca_wall_2 }
  1713. gold_cost = 200
  1714. build_time = 730
  1715. camel_cavalry = 30
  1716. camel_cavalry_defensive = 0.15
  1717. ai_creation_factor = 101
  1718.  
  1719. extra_tech_building_start = 0.8
  1720. }
  1721. ca_culture_group_arabic_2 = {
  1722. desc = ca_culture_group_arabic_1_desc
  1723. potential = {
  1724. OR = {
  1725. culture = bedouin_arabic
  1726. culture = levantine_arabic
  1727. culture = egyptian_arabic
  1728. has_building = ca_culture_group_arabic_1
  1729. has_building = ca_culture_group_arabic_2
  1730. }
  1731. }
  1732. is_active_trigger = {
  1733. ROOT = {
  1734. OR = {
  1735. culture = bedouin_arabic
  1736. culture = levantine_arabic
  1737. culture = egyptian_arabic
  1738. }
  1739. }
  1740. }
  1741. trigger = {
  1742. TECH_CASTLE_CONSTRUCTION = 1
  1743. ROOT = {
  1744. OR = {
  1745. culture = bedouin_arabic
  1746. culture = levantine_arabic
  1747. culture = egyptian_arabic
  1748. }
  1749. }
  1750. }
  1751. upgrades_from = ca_culture_group_arabic_1
  1752. gold_cost = 300
  1753. build_time = 1095
  1754. camel_cavalry = 40
  1755. camel_cavalry_defensive = 0.15
  1756. ai_creation_factor = 101
  1757.  
  1758. extra_tech_building_start = 0.8
  1759. }
  1760. ca_culture_group_arabic_3 = {
  1761. desc = ca_culture_group_arabic_1_desc
  1762. potential = {
  1763. OR = {
  1764. culture = bedouin_arabic
  1765. culture = levantine_arabic
  1766. culture = egyptian_arabic
  1767. has_building = ca_culture_group_arabic_1
  1768. has_building = ca_culture_group_arabic_2
  1769. has_building = ca_culture_group_arabic_3
  1770. }
  1771. }
  1772. is_active_trigger = {
  1773. ROOT = {
  1774. OR = {
  1775. culture = bedouin_arabic
  1776. culture = levantine_arabic
  1777. culture = egyptian_arabic
  1778. }
  1779. }
  1780. }
  1781. trigger = {
  1782. TECH_CASTLE_CONSTRUCTION = 2
  1783. ROOT = {
  1784. OR = {
  1785. culture = bedouin_arabic
  1786. culture = levantine_arabic
  1787. culture = egyptian_arabic
  1788. }
  1789. }
  1790. }
  1791. upgrades_from = ca_culture_group_arabic_2
  1792. gold_cost = 400
  1793. build_time = 2190
  1794. camel_cavalry = 50
  1795. camel_cavalry_defensive = 0.15
  1796. ai_creation_factor = 101
  1797.  
  1798. extra_tech_building_start = 0.8
  1799. }
  1800. ca_culture_group_arabic_4 = {
  1801. desc = ca_culture_group_arabic_1_desc
  1802. potential = {
  1803. OR = {
  1804. culture = bedouin_arabic
  1805. culture = levantine_arabic
  1806. culture = egyptian_arabic
  1807. has_building = ca_culture_group_arabic_1
  1808. has_building = ca_culture_group_arabic_2
  1809. has_building = ca_culture_group_arabic_3
  1810. has_building = ca_culture_group_arabic_4
  1811. }
  1812. }
  1813. is_active_trigger = {
  1814. ROOT = {
  1815. OR = {
  1816. culture = bedouin_arabic
  1817. culture = levantine_arabic
  1818. culture = egyptian_arabic
  1819. }
  1820. }
  1821. }
  1822. trigger = {
  1823. TECH_CASTLE_CONSTRUCTION = 4
  1824. ROOT = {
  1825. OR = {
  1826. culture = bedouin_arabic
  1827. culture = levantine_arabic
  1828. culture = egyptian_arabic
  1829. }
  1830. }
  1831. }
  1832. upgrades_from = ca_culture_group_arabic_3
  1833. gold_cost = 500
  1834. build_time = 2190
  1835. camel_cavalry = 60
  1836. camel_cavalry_defensive = 0.15
  1837. ai_creation_factor = 101
  1838.  
  1839. extra_tech_building_start = 0.8
  1840. }
  1841.  
  1842. # Byzantine Cataphracts
  1843. ca_culture_group_byzantine_1 = {
  1844. desc = ca_culture_group_byzantine_1_desc
  1845. potential = {
  1846. OR = {
  1847. AND = {
  1848. culture_group = byzantine
  1849. NOT = { culture = coptic }
  1850. NOT = { culture = arberian }
  1851. }
  1852. has_building = ca_culture_group_byzantine_1
  1853. }
  1854. }
  1855. is_active_trigger = {
  1856. ROOT = {
  1857. culture_group = byzantine
  1858. NOT = { culture = coptic }
  1859. NOT = { culture = arberian }
  1860. }
  1861. }
  1862. trigger = {
  1863. TECH_CASTLE_CONSTRUCTION = 0
  1864. ROOT = {
  1865. culture_group = byzantine
  1866. NOT = { culture = coptic }
  1867. NOT = { culture = arberian }
  1868. }
  1869. }
  1870. prerequisites = { ca_wall_2 }
  1871. gold_cost = 200
  1872. build_time = 730
  1873. knights = 10
  1874. horse_archers = 10
  1875. knights_offensive = 0.075
  1876. horse_archers_offensive = 0.075
  1877. ai_creation_factor = 101
  1878.  
  1879. extra_tech_building_start = 0.8
  1880. }
  1881. ca_culture_group_byzantine_2 = {
  1882. desc = ca_culture_group_byzantine_1_desc
  1883. potential = {
  1884. OR = {
  1885. AND = {
  1886. culture_group = byzantine
  1887. NOT = { culture = coptic }
  1888. NOT = { culture = arberian }
  1889. }
  1890. has_building = ca_culture_group_byzantine_1
  1891. has_building = ca_culture_group_byzantine_2
  1892. }
  1893. }
  1894. is_active_trigger = {
  1895. ROOT = {
  1896. culture_group = byzantine
  1897. NOT = { culture = coptic }
  1898. NOT = { culture = arberian }
  1899. }
  1900. }
  1901. trigger = {
  1902. TECH_CASTLE_CONSTRUCTION = 1
  1903. ROOT = {
  1904. culture_group = byzantine
  1905. NOT = { culture = coptic }
  1906. NOT = { culture = arberian }
  1907. }
  1908. }
  1909. upgrades_from = ca_culture_group_byzantine_1
  1910. gold_cost = 300
  1911. build_time = 1095
  1912. knights = 15
  1913. horse_archers = 10
  1914. knights_offensive = 0.075
  1915. horse_archers_offensive = 0.075
  1916. ai_creation_factor = 101
  1917.  
  1918. extra_tech_building_start = 0.8
  1919. }
  1920. ca_culture_group_byzantine_3 = {
  1921. desc = ca_culture_group_byzantine_1_desc
  1922. potential = {
  1923. OR = {
  1924. AND = {
  1925. culture_group = byzantine
  1926. NOT = { culture = coptic }
  1927. NOT = { culture = arberian }
  1928. }
  1929. has_building = ca_culture_group_byzantine_1
  1930. has_building = ca_culture_group_byzantine_2
  1931. has_building = ca_culture_group_byzantine_3
  1932. }
  1933. }
  1934. is_active_trigger = {
  1935. ROOT = {
  1936. culture_group = byzantine
  1937. NOT = { culture = coptic }
  1938. NOT = { culture = arberian }
  1939. }
  1940. }
  1941. trigger = {
  1942. TECH_CASTLE_CONSTRUCTION = 2
  1943. ROOT = {
  1944. culture_group = byzantine
  1945. NOT = { culture = coptic }
  1946. NOT = { culture = arberian }
  1947. }
  1948. }
  1949. upgrades_from = ca_culture_group_byzantine_2
  1950. gold_cost = 400
  1951. build_time = 2190
  1952. knights = 15
  1953. horse_archers = 20
  1954. knights_offensive = 0.075
  1955. horse_archers_offensive = 0.075
  1956. ai_creation_factor = 101
  1957.  
  1958. extra_tech_building_start = 0.8
  1959. }
  1960. ca_culture_group_byzantine_4 = {
  1961. desc = ca_culture_group_byzantine_1_desc
  1962. potential = {
  1963. OR = {
  1964. AND = {
  1965. culture_group = byzantine
  1966. NOT = { culture = coptic }
  1967. NOT = { culture = arberian }
  1968. }
  1969. has_building = ca_culture_group_byzantine_1
  1970. has_building = ca_culture_group_byzantine_2
  1971. has_building = ca_culture_group_byzantine_3
  1972. has_building = ca_culture_group_byzantine_4
  1973. }
  1974. }
  1975. is_active_trigger = {
  1976. ROOT = {
  1977. culture_group = byzantine
  1978. NOT = { culture = coptic }
  1979. NOT = { culture = arberian }
  1980. }
  1981. }
  1982. trigger = {
  1983. TECH_CASTLE_CONSTRUCTION = 4
  1984. ROOT = {
  1985. culture_group = byzantine
  1986. NOT = { culture = coptic }
  1987. NOT = { culture = arberian }
  1988. }
  1989. }
  1990. upgrades_from = ca_culture_group_byzantine_3
  1991. gold_cost = 500
  1992. build_time = 2190
  1993. knights = 20
  1994. horse_archers = 20
  1995. knights_offensive = 0.075
  1996. horse_archers_offensive = 0.075
  1997. ai_creation_factor = 101
  1998.  
  1999. extra_tech_building_start = 0.8
  2000. }
  2001.  
  2002. # Irish Gallowglass
  2003. ca_culture_irish_1 = {
  2004. desc = ca_culture_irish_1_desc
  2005. potential = {
  2006. OR = {
  2007. culture = irish
  2008. has_building = ca_culture_irish_1
  2009. }
  2010. }
  2011. is_active_trigger = {
  2012. ROOT = {
  2013. culture = irish
  2014. }
  2015. }
  2016. trigger = {
  2017. TECH_CASTLE_CONSTRUCTION = 0
  2018. ROOT = {
  2019. culture = irish
  2020. }
  2021. }
  2022. prerequisites = { ca_wall_2 }
  2023. gold_cost = 200
  2024. build_time = 730
  2025. heavy_infantry = 30
  2026. heavy_infantry_defensive = 0.15
  2027. ai_creation_factor = 101
  2028.  
  2029. extra_tech_building_start = 0.8
  2030. }
  2031. ca_culture_irish_2 = {
  2032. desc = ca_culture_irish_1_desc
  2033. potential = {
  2034. OR = {
  2035. culture = irish
  2036. has_building = ca_culture_irish_1
  2037. has_building = ca_culture_irish_2
  2038. }
  2039. }
  2040. is_active_trigger = {
  2041. ROOT = {
  2042. culture = irish
  2043. }
  2044. }
  2045. trigger = {
  2046. TECH_CASTLE_CONSTRUCTION = 1
  2047. ROOT = {
  2048. culture = irish
  2049. }
  2050. }
  2051. upgrades_from = ca_culture_irish_1
  2052. gold_cost = 300
  2053. build_time = 1095
  2054. heavy_infantry = 40
  2055. heavy_infantry_defensive = 0.15
  2056. ai_creation_factor = 101
  2057.  
  2058. extra_tech_building_start = 0.8
  2059. }
  2060. ca_culture_irish_3 = {
  2061. desc = ca_culture_irish_1_desc
  2062. potential = {
  2063. OR = {
  2064. culture = irish
  2065. has_building = ca_culture_irish_1
  2066. has_building = ca_culture_irish_2
  2067. has_building = ca_culture_irish_3
  2068. }
  2069. }
  2070. is_active_trigger = {
  2071. ROOT = {
  2072. culture = irish
  2073. }
  2074. }
  2075. trigger = {
  2076. TECH_CASTLE_CONSTRUCTION = 2
  2077. ROOT = {
  2078. culture = irish
  2079. }
  2080. }
  2081. upgrades_from = ca_culture_irish_2
  2082. gold_cost = 400
  2083. build_time = 2190
  2084. heavy_infantry = 50
  2085. heavy_infantry_defensive = 0.15
  2086. ai_creation_factor = 101
  2087.  
  2088. extra_tech_building_start = 0.8
  2089. }
  2090. ca_culture_irish_4 = {
  2091. desc = ca_culture_irish_1_desc
  2092. potential = {
  2093. OR = {
  2094. culture = irish
  2095. has_building = ca_culture_irish_1
  2096. has_building = ca_culture_irish_2
  2097. has_building = ca_culture_irish_3
  2098. has_building = ca_culture_irish_4
  2099. }
  2100. }
  2101. is_active_trigger = {
  2102. ROOT = {
  2103. culture = irish
  2104. }
  2105. }
  2106. trigger = {
  2107. TECH_CASTLE_CONSTRUCTION = 4
  2108. ROOT = {
  2109. culture = irish
  2110. }
  2111. }
  2112. upgrades_from = ca_culture_irish_3
  2113. gold_cost = 500
  2114. build_time = 2190
  2115. heavy_infantry = 60
  2116. heavy_infantry_defensive = 0.15
  2117. ai_creation_factor = 101
  2118.  
  2119. extra_tech_building_start = 0.8
  2120. }
  2121.  
  2122. # Ethiopian Light Infantry Drilling Ground
  2123. ca_culture_ethiopian_1 = {
  2124. desc = ca_culture_ethiopian_1_desc
  2125. potential = {
  2126. OR = {
  2127. culture = ethiopian
  2128. has_building = ca_culture_ethiopian_1
  2129. }
  2130. }
  2131. is_active_trigger = {
  2132. ROOT = {
  2133. culture = ethiopian
  2134. }
  2135. }
  2136. trigger = {
  2137. TECH_CASTLE_CONSTRUCTION = 0
  2138. ROOT = {
  2139. culture = ethiopian
  2140. }
  2141. }
  2142. prerequisites = { ca_wall_2 }
  2143. gold_cost = 200
  2144. build_time = 730
  2145. light_infantry = 60
  2146. light_infantry_offensive = 0.15
  2147. ai_creation_factor = 101
  2148.  
  2149. extra_tech_building_start = 0.8
  2150. }
  2151. ca_culture_ethiopian_2 = {
  2152. desc = ca_culture_ethiopian_1_desc
  2153. potential = {
  2154. OR = {
  2155. culture = ethiopian
  2156. has_building = ca_culture_ethiopian_1
  2157. has_building = ca_culture_ethiopian_2
  2158. }
  2159. }
  2160. is_active_trigger = {
  2161. ROOT = {
  2162. culture = ethiopian
  2163. }
  2164. }
  2165. trigger = {
  2166. TECH_CASTLE_CONSTRUCTION = 1
  2167. ROOT = {
  2168. culture = ethiopian
  2169. }
  2170. }
  2171. upgrades_from = ca_culture_ethiopian_1
  2172. gold_cost = 300
  2173. build_time = 1095
  2174. light_infantry = 80
  2175. light_infantry_offensive = 0.15
  2176. ai_creation_factor = 101
  2177.  
  2178. extra_tech_building_start = 0.8
  2179. }
  2180. ca_culture_ethiopian_3 = {
  2181. desc = ca_culture_ethiopian_1_desc
  2182. potential = {
  2183. OR = {
  2184. culture = ethiopian
  2185. has_building = ca_culture_ethiopian_1
  2186. has_building = ca_culture_ethiopian_2
  2187. has_building = ca_culture_ethiopian_3
  2188. }
  2189. }
  2190. is_active_trigger = {
  2191. ROOT = {
  2192. culture = ethiopian
  2193. }
  2194. }
  2195. trigger = {
  2196. TECH_CASTLE_CONSTRUCTION = 2
  2197. ROOT = {
  2198. culture = ethiopian
  2199. }
  2200. }
  2201. upgrades_from = ca_culture_ethiopian_2
  2202. gold_cost = 400
  2203. build_time = 2190
  2204. light_infantry = 100
  2205. light_infantry_offensive = 0.15
  2206. ai_creation_factor = 101
  2207.  
  2208. extra_tech_building_start = 0.8
  2209. }
  2210. ca_culture_ethiopian_4 = {
  2211. desc = ca_culture_ethiopian_1_desc
  2212. potential = {
  2213. OR = {
  2214. culture = ethiopian
  2215. has_building = ca_culture_ethiopian_1
  2216. has_building = ca_culture_ethiopian_2
  2217. has_building = ca_culture_ethiopian_3
  2218. has_building = ca_culture_ethiopian_4
  2219. }
  2220. }
  2221. is_active_trigger = {
  2222. ROOT = {
  2223. culture = ethiopian
  2224. }
  2225. }
  2226. trigger = {
  2227. TECH_CASTLE_CONSTRUCTION = 4
  2228. ROOT = {
  2229. culture = ethiopian
  2230. }
  2231. }
  2232. upgrades_from = ca_culture_ethiopian_3
  2233. gold_cost = 500
  2234. build_time = 2190
  2235. light_infantry = 120
  2236. light_infantry_offensive = 0.15
  2237. ai_creation_factor = 101
  2238.  
  2239. extra_tech_building_start = 0.8
  2240. }
  2241.  
  2242. # Somali Light Infantry Barracks
  2243. ca_culture_somali_1 = {
  2244. desc = ca_culture_somali_1_desc
  2245. potential = {
  2246. OR = {
  2247. culture = somali
  2248. has_building = ca_culture_somali_1
  2249. }
  2250. }
  2251. is_active_trigger = {
  2252. ROOT = {
  2253. culture = somali
  2254. }
  2255. }
  2256. trigger = {
  2257. TECH_CASTLE_CONSTRUCTION = 0
  2258. ROOT = {
  2259. culture = somali
  2260. }
  2261. }
  2262. prerequisites = { ca_wall_2 }
  2263. gold_cost = 200
  2264. build_time = 730
  2265. light_infantry = 60
  2266. light_infantry_defensive = 0.15
  2267. ai_creation_factor = 101
  2268.  
  2269. extra_tech_building_start = 0.8
  2270. }
  2271. ca_culture_somali_2 = {
  2272. desc = ca_culture_somali_1_desc
  2273. potential = {
  2274. OR = {
  2275. culture = somali
  2276. has_building = ca_culture_somali_1
  2277. has_building = ca_culture_somali_2
  2278. }
  2279. }
  2280. is_active_trigger = {
  2281. ROOT = {
  2282. culture = somali
  2283. }
  2284. }
  2285. trigger = {
  2286. TECH_CASTLE_CONSTRUCTION = 1
  2287. ROOT = {
  2288. culture = somali
  2289. }
  2290. }
  2291. upgrades_from = ca_culture_somali_1
  2292. gold_cost = 300
  2293. build_time = 1095
  2294. light_infantry = 80
  2295. light_infantry_defensive = 0.15
  2296. ai_creation_factor = 101
  2297.  
  2298. extra_tech_building_start = 0.8
  2299. }
  2300. ca_culture_somali_3 = {
  2301. desc = ca_culture_somali_1_desc
  2302. potential = {
  2303. OR = {
  2304. culture = somali
  2305. has_building = ca_culture_somali_1
  2306. has_building = ca_culture_somali_2
  2307. has_building = ca_culture_somali_3
  2308. }
  2309. }
  2310. is_active_trigger = {
  2311. ROOT = {
  2312. culture = somali
  2313. }
  2314. }
  2315. trigger = {
  2316. TECH_CASTLE_CONSTRUCTION = 2
  2317. ROOT = {
  2318. culture = somali
  2319. }
  2320. }
  2321. upgrades_from = ca_culture_somali_2
  2322. gold_cost = 400
  2323. build_time = 2190
  2324. light_infantry = 100
  2325. light_infantry_defensive = 0.15
  2326. ai_creation_factor = 101
  2327.  
  2328. extra_tech_building_start = 0.8
  2329. }
  2330. ca_culture_somali_4 = {
  2331. desc = ca_culture_somali_1_desc
  2332. potential = {
  2333. OR = {
  2334. culture = somali
  2335. has_building = ca_culture_somali_1
  2336. has_building = ca_culture_somali_2
  2337. has_building = ca_culture_somali_3
  2338. has_building = ca_culture_somali_4
  2339. }
  2340. }
  2341. is_active_trigger = {
  2342. ROOT = {
  2343. culture = somali
  2344. }
  2345. }
  2346. trigger = {
  2347. TECH_CASTLE_CONSTRUCTION = 4
  2348. ROOT = {
  2349. culture = somali
  2350. }
  2351. }
  2352. upgrades_from = ca_culture_somali_3
  2353. gold_cost = 500
  2354. build_time = 2190
  2355. light_infantry = 120
  2356. light_infantry_defensive = 0.15
  2357. ai_creation_factor = 101
  2358.  
  2359. extra_tech_building_start = 0.8
  2360. }
  2361.  
  2362. # West African Free Warrior Lodge
  2363. ca_culture_west_african_1 = {
  2364. desc = ca_culture_west_african_1_desc
  2365. potential = {
  2366. OR = {
  2367. culture_group = west_african
  2368. culture_group = central_african
  2369. culture = daju
  2370. has_building = ca_culture_west_african_1
  2371. }
  2372. }
  2373. is_active_trigger = {
  2374. ROOT = {
  2375. OR = {
  2376. culture_group = west_african
  2377. culture_group = central_african
  2378. culture = daju
  2379. }
  2380. }
  2381. }
  2382. trigger = {
  2383. TECH_CASTLE_CONSTRUCTION = 0
  2384. ROOT = {
  2385. OR = {
  2386. culture_group = west_african
  2387. culture_group = central_african
  2388. culture = daju
  2389. }
  2390. }
  2391. }
  2392. prerequisites = { ca_wall_2 }
  2393. gold_cost = 200
  2394. build_time = 730
  2395. light_infantry = 30
  2396. archers = 30
  2397. light_infantry_offensive = 0.15
  2398. ai_creation_factor = 101
  2399.  
  2400. extra_tech_building_start = 0.8
  2401. }
  2402. ca_culture_west_african_2 = {
  2403. desc = ca_culture_west_african_1_desc
  2404. potential = {
  2405. OR = {
  2406. culture_group = west_african
  2407. culture_group = central_african
  2408. culture = daju
  2409. has_building = ca_culture_west_african_1
  2410. has_building = ca_culture_west_african_2
  2411. }
  2412. }
  2413. is_active_trigger = {
  2414. ROOT = {
  2415. OR = {
  2416. culture_group = west_african
  2417. culture_group = central_african
  2418. culture = daju
  2419. }
  2420. }
  2421. }
  2422. trigger = {
  2423. TECH_CASTLE_CONSTRUCTION = 1
  2424. ROOT = {
  2425. OR = {
  2426. culture_group = west_african
  2427. culture_group = central_african
  2428. culture = daju
  2429. }
  2430. }
  2431. }
  2432. upgrades_from = ca_culture_west_african_1
  2433. gold_cost = 300
  2434. build_time = 1095
  2435. light_infantry = 40
  2436. archers = 40
  2437. light_infantry_offensive = 0.15
  2438. ai_creation_factor = 101
  2439.  
  2440. extra_tech_building_start = 0.8
  2441. }
  2442. ca_culture_west_african_3 = {
  2443. desc = ca_culture_west_african_1_desc
  2444. potential = {
  2445. OR = {
  2446. culture_group = west_african
  2447. culture_group = central_african
  2448. culture = daju
  2449. has_building = ca_culture_west_african_1
  2450. has_building = ca_culture_west_african_2
  2451. has_building = ca_culture_west_african_3
  2452. }
  2453. }
  2454. is_active_trigger = {
  2455. ROOT = {
  2456. OR = {
  2457. culture_group = west_african
  2458. culture_group = central_african
  2459. culture = daju
  2460. }
  2461. }
  2462. }
  2463. trigger = {
  2464. TECH_CASTLE_CONSTRUCTION = 2
  2465. ROOT = {
  2466. OR = {
  2467. culture_group = west_african
  2468. culture_group = central_african
  2469. culture = daju
  2470. }
  2471. }
  2472. }
  2473. upgrades_from = ca_culture_west_african_2
  2474. gold_cost = 400
  2475. build_time = 2190
  2476. light_infantry = 50
  2477. archers = 50
  2478. light_infantry_offensive = 0.15
  2479. ai_creation_factor = 101
  2480.  
  2481. extra_tech_building_start = 0.8
  2482. }
  2483. ca_culture_west_african_4 = {
  2484. desc = ca_culture_west_african_1_desc
  2485. potential = {
  2486. OR = {
  2487. culture_group = west_african
  2488. culture_group = central_african
  2489. culture = daju
  2490. has_building = ca_culture_west_african_1
  2491. has_building = ca_culture_west_african_2
  2492. has_building = ca_culture_west_african_3
  2493. has_building = ca_culture_west_african_4
  2494. }
  2495. }
  2496. is_active_trigger = {
  2497. ROOT = {
  2498. OR = {
  2499. culture_group = west_african
  2500. culture_group = central_african
  2501. culture = daju
  2502. }
  2503. }
  2504. }
  2505. trigger = {
  2506. TECH_CASTLE_CONSTRUCTION = 4
  2507. ROOT = {
  2508. OR = {
  2509. culture_group = west_african
  2510. culture_group = central_african
  2511. culture = daju
  2512. }
  2513. }
  2514. }
  2515. upgrades_from = ca_culture_west_african_3
  2516. gold_cost = 500
  2517. build_time = 2190
  2518. light_infantry = 60
  2519. archers = 60
  2520. light_infantry_offensive = 0.15
  2521. ai_creation_factor = 101
  2522.  
  2523. extra_tech_building_start = 0.8
  2524. }
  2525.  
  2526. # South Slavic Cavalry
  2527. ca_culture_group_south_slavic_1 = {
  2528. desc = ca_culture_group_south_slavic_1_desc
  2529. potential = {
  2530. OR = {
  2531. culture_group = south_slavic
  2532. has_building = ca_culture_group_south_slavic_1
  2533. }
  2534. }
  2535. is_active_trigger = {
  2536. ROOT = {
  2537. culture_group = south_slavic
  2538. }
  2539. }
  2540. trigger = {
  2541. TECH_CASTLE_CONSTRUCTION = 0
  2542. ROOT = {
  2543. culture_group = south_slavic
  2544. }
  2545. }
  2546. prerequisites = { ca_wall_2 }
  2547. gold_cost = 200
  2548. build_time = 730
  2549. knights = 5
  2550. light_cavalry = 20
  2551. knights_defensive = 0.075
  2552. light_cavalry_defensive = 0.075
  2553. ai_creation_factor = 101
  2554.  
  2555. extra_tech_building_start = 0.8
  2556. }
  2557. ca_culture_group_south_slavic_2 = {
  2558. desc = ca_culture_group_south_slavic_1_desc
  2559. potential = {
  2560. OR = {
  2561. culture_group = south_slavic
  2562. has_building = ca_culture_group_south_slavic_1
  2563. has_building = ca_culture_group_south_slavic_2
  2564. }
  2565. }
  2566. is_active_trigger = {
  2567. ROOT = {
  2568. culture_group = south_slavic
  2569. }
  2570. }
  2571. trigger = {
  2572. TECH_CASTLE_CONSTRUCTION = 1
  2573. ROOT = {
  2574. culture_group = south_slavic
  2575. }
  2576. }
  2577. upgrades_from = ca_culture_group_south_slavic_1
  2578. gold_cost = 300
  2579. build_time = 1095
  2580. knights = 10
  2581. light_cavalry = 20
  2582. knights_defensive = 0.075
  2583. light_cavalry_defensive = 0.075
  2584. ai_creation_factor = 101
  2585.  
  2586. extra_tech_building_start = 0.8
  2587. }
  2588. ca_culture_group_south_slavic_3 = {
  2589. desc = ca_culture_group_south_slavic_1_desc
  2590. potential = {
  2591. OR = {
  2592. culture_group = south_slavic
  2593. has_building = ca_culture_group_south_slavic_1
  2594. has_building = ca_culture_group_south_slavic_2
  2595. has_building = ca_culture_group_south_slavic_3
  2596. }
  2597. }
  2598. is_active_trigger = {
  2599. ROOT = {
  2600. culture_group = south_slavic
  2601. }
  2602. }
  2603. trigger = {
  2604. TECH_CASTLE_CONSTRUCTION = 2
  2605. ROOT = {
  2606. culture_group = south_slavic
  2607. }
  2608. }
  2609. upgrades_from = ca_culture_group_south_slavic_2
  2610. gold_cost = 400
  2611. build_time = 2190
  2612. knights = 15
  2613. light_cavalry = 20
  2614. knights_defensive = 0.075
  2615. light_cavalry_defensive = 0.075
  2616. ai_creation_factor = 101
  2617.  
  2618. extra_tech_building_start = 0.8
  2619. }
  2620. ca_culture_group_south_slavic_4 = {
  2621. desc = ca_culture_group_south_slavic_1_desc
  2622. potential = {
  2623. OR = {
  2624. culture_group = south_slavic
  2625. has_building = ca_culture_group_south_slavic_1
  2626. has_building = ca_culture_group_south_slavic_2
  2627. has_building = ca_culture_group_south_slavic_3
  2628. has_building = ca_culture_group_south_slavic_4
  2629. }
  2630. }
  2631. is_active_trigger = {
  2632. ROOT = {
  2633. culture_group = south_slavic
  2634. }
  2635. }
  2636. trigger = {
  2637. TECH_CASTLE_CONSTRUCTION = 4
  2638. ROOT = {
  2639. culture_group = south_slavic
  2640. }
  2641. }
  2642. upgrades_from = ca_culture_group_south_slavic_3
  2643. gold_cost = 500
  2644. build_time = 2190
  2645. knights = 15
  2646. light_cavalry = 30
  2647. knights_defensive = 0.075
  2648. light_cavalry_defensive = 0.075
  2649. ai_creation_factor = 101
  2650.  
  2651. extra_tech_building_start = 0.8
  2652. }
  2653.  
  2654. # Dutch Urban Militia
  2655. ca_culture_dutch_1 = {
  2656. desc = ca_culture_dutch_1_desc
  2657. potential = {
  2658. OR = {
  2659. culture = dutch
  2660. has_building = ca_culture_dutch_1
  2661. }
  2662. }
  2663. is_active_trigger = {
  2664. ROOT = {
  2665. culture = dutch
  2666. }
  2667. }
  2668. trigger = {
  2669. TECH_CASTLE_CONSTRUCTION = 0
  2670. ROOT = {
  2671. culture = dutch
  2672. }
  2673. }
  2674. prerequisites = { ca_wall_2 }
  2675. gold_cost = 200
  2676. build_time = 730
  2677. pikemen = 15
  2678. light_infantry = 30
  2679. light_infantry_offensive = 0.075
  2680. pikemen_offensive = 0.075
  2681. ai_creation_factor = 101
  2682.  
  2683. extra_tech_building_start = 0.8
  2684. }
  2685. ca_culture_dutch_2 = {
  2686. desc = ca_culture_dutch_1_desc
  2687. potential = {
  2688. OR = {
  2689. culture = dutch
  2690. has_building = ca_culture_dutch_1
  2691. has_building = ca_culture_dutch_2
  2692. }
  2693. }
  2694. is_active_trigger = {
  2695. ROOT = {
  2696. culture = dutch
  2697. }
  2698. }
  2699. trigger = {
  2700. TECH_CASTLE_CONSTRUCTION = 1
  2701. ROOT = {
  2702. culture = dutch
  2703. }
  2704. }
  2705. upgrades_from = ca_culture_dutch_1
  2706. gold_cost = 300
  2707. build_time = 1095
  2708. pikemen = 20
  2709. light_infantry = 40
  2710. light_infantry_offensive = 0.075
  2711. pikemen_offensive = 0.075
  2712. ai_creation_factor = 101
  2713.  
  2714. extra_tech_building_start = 0.8
  2715. }
  2716. ca_culture_dutch_3 = {
  2717. desc = ca_culture_dutch_1_desc
  2718. potential = {
  2719. OR = {
  2720. culture = dutch
  2721. has_building = ca_culture_dutch_1
  2722. has_building = ca_culture_dutch_2
  2723. has_building = ca_culture_dutch_3
  2724. }
  2725. }
  2726. is_active_trigger = {
  2727. ROOT = {
  2728. culture = dutch
  2729. }
  2730. }
  2731. trigger = {
  2732. TECH_CASTLE_CONSTRUCTION = 2
  2733. ROOT = {
  2734. culture = dutch
  2735. }
  2736. }
  2737. upgrades_from = ca_culture_dutch_2
  2738. gold_cost = 400
  2739. build_time = 2190
  2740. pikemen = 25
  2741. light_infantry = 50
  2742. light_infantry_offensive = 0.075
  2743. pikemen_offensive = 0.075
  2744. ai_creation_factor = 101
  2745.  
  2746. extra_tech_building_start = 0.8
  2747. }
  2748. ca_culture_dutch_4 = {
  2749. desc = ca_culture_dutch_1_desc
  2750. potential = {
  2751. OR = {
  2752. culture = dutch
  2753. has_building = ca_culture_dutch_1
  2754. has_building = ca_culture_dutch_2
  2755. has_building = ca_culture_dutch_3
  2756. has_building = ca_culture_dutch_4
  2757. }
  2758. }
  2759. is_active_trigger = {
  2760. ROOT = {
  2761. culture = dutch
  2762. }
  2763. }
  2764. trigger = {
  2765. TECH_CASTLE_CONSTRUCTION = 4
  2766. ROOT = {
  2767. culture = dutch
  2768. }
  2769. }
  2770. upgrades_from = ca_culture_dutch_3
  2771. gold_cost = 500
  2772. build_time = 2190
  2773. pikemen = 30
  2774. light_infantry = 60
  2775. light_infantry_offensive = 0.075
  2776. pikemen_offensive = 0.075
  2777. ai_creation_factor = 101
  2778.  
  2779. extra_tech_building_start = 0.8
  2780. }
  2781.  
  2782. # Aztec Jaguar Warriors
  2783. ca_culture_nahuatl_1 = {
  2784. desc = ca_culture_nahuatl_1_desc
  2785. potential = {
  2786. OR = {
  2787. culture = nahuatl
  2788. has_building = ca_culture_nahuatl_1
  2789. }
  2790. }
  2791. is_active_trigger = {
  2792. ROOT = {
  2793. culture = nahuatl
  2794. }
  2795. }
  2796. trigger = {
  2797. TECH_CASTLE_CONSTRUCTION = 0
  2798. ROOT = {
  2799. culture = nahuatl
  2800. }
  2801. }
  2802. prerequisites = { ca_wall_2 }
  2803. gold_cost = 200
  2804. build_time = 730
  2805. heavy_infantry = 30
  2806. heavy_infantry_morale = 0.15
  2807. ai_creation_factor = 101
  2808.  
  2809. extra_tech_building_start = 0.8
  2810. }
  2811. ca_culture_nahuatl_2 = {
  2812. desc = ca_culture_nahuatl_1_desc
  2813. potential = {
  2814. OR = {
  2815. culture = nahuatl
  2816. has_building = ca_culture_nahuatl_1
  2817. has_building = ca_culture_nahuatl_2
  2818. }
  2819. }
  2820. is_active_trigger = {
  2821. ROOT = {
  2822. culture = nahuatl
  2823. }
  2824. }
  2825. trigger = {
  2826. TECH_CASTLE_CONSTRUCTION = 1
  2827. ROOT = {
  2828. culture = nahuatl
  2829. }
  2830. }
  2831. upgrades_from = ca_culture_nahuatl_1
  2832. gold_cost = 300
  2833. build_time = 1095
  2834. heavy_infantry = 40
  2835. heavy_infantry_morale = 0.15
  2836. ai_creation_factor = 101
  2837.  
  2838. extra_tech_building_start = 0.8
  2839. }
  2840. ca_culture_nahuatl_3 = {
  2841. desc = ca_culture_nahuatl_1_desc
  2842. potential = {
  2843. OR = {
  2844. culture = nahuatl
  2845. has_building = ca_culture_nahuatl_1
  2846. has_building = ca_culture_nahuatl_2
  2847. has_building = ca_culture_nahuatl_3
  2848. }
  2849. }
  2850. is_active_trigger = {
  2851. ROOT = {
  2852. culture = nahuatl
  2853. }
  2854. }
  2855. trigger = {
  2856. TECH_CASTLE_CONSTRUCTION = 2
  2857. ROOT = {
  2858. culture = nahuatl
  2859. }
  2860. }
  2861. upgrades_from = ca_culture_nahuatl_2
  2862. gold_cost = 400
  2863. build_time = 2190
  2864. heavy_infantry = 50
  2865. heavy_infantry_morale = 0.15
  2866. ai_creation_factor = 101
  2867.  
  2868. extra_tech_building_start = 0.8
  2869. }
  2870. ca_culture_nahuatl_4 = {
  2871. desc = ca_culture_nahuatl_1_desc
  2872. potential = {
  2873. OR = {
  2874. culture = nahuatl
  2875. has_building = ca_culture_nahuatl_1
  2876. has_building = ca_culture_nahuatl_2
  2877. has_building = ca_culture_nahuatl_3
  2878. has_building = ca_culture_nahuatl_4
  2879. }
  2880. }
  2881. is_active_trigger = {
  2882. ROOT = {
  2883. culture = nahuatl
  2884. }
  2885. }
  2886. trigger = {
  2887. TECH_CASTLE_CONSTRUCTION = 4
  2888. ROOT = {
  2889. culture = nahuatl
  2890. }
  2891. }
  2892. upgrades_from = ca_culture_nahuatl_3
  2893. gold_cost = 500
  2894. build_time = 2190
  2895. heavy_infantry = 60
  2896. heavy_infantry_morale = 0.15
  2897. ai_creation_factor = 101
  2898.  
  2899. extra_tech_building_start = 0.8
  2900. }
  2901. # Jewish Heavy Infantry
  2902. ca_culture_jewish_1 = {
  2903. desc = ca_culture_jewish_1_desc
  2904. potential = {
  2905. OR = {
  2906. culture_group = israelite
  2907. has_building = ca_culture_jewish_1
  2908. }
  2909. }
  2910. is_active_trigger = {
  2911. ROOT = {
  2912. culture_group = israelite
  2913. }
  2914. }
  2915. trigger = {
  2916. TECH_CASTLE_CONSTRUCTION = 0
  2917. ROOT = {
  2918. culture_group = israelite
  2919. }
  2920. }
  2921. prerequisites = { ca_wall_2 }
  2922. gold_cost = 200
  2923. build_time = 730
  2924. heavy_infantry = 30
  2925. heavy_infantry_morale = 0.15
  2926. ai_creation_factor = 101
  2927.  
  2928. extra_tech_building_start = 0.8
  2929. }
  2930. ca_culture_jewish_2 = {
  2931. desc = ca_culture_jewish_1_desc
  2932. potential = {
  2933. OR = {
  2934. culture_group = israelite
  2935. has_building = ca_culture_jewish_1
  2936. has_building = ca_culture_jewish_2
  2937. }
  2938. }
  2939. is_active_trigger = {
  2940. ROOT = {
  2941. culture_group = israelite
  2942. }
  2943. }
  2944. trigger = {
  2945. TECH_CASTLE_CONSTRUCTION = 1
  2946. ROOT = {
  2947. culture_group = israelite
  2948. }
  2949. }
  2950. upgrades_from = ca_culture_jewish_1
  2951. gold_cost = 300
  2952. build_time = 1095
  2953. heavy_infantry = 40
  2954. heavy_infantry_morale = 0.15
  2955. ai_creation_factor = 101
  2956.  
  2957. extra_tech_building_start = 0.8
  2958. }
  2959. ca_culture_jewish_3 = {
  2960. desc = ca_culture_jewish_1_desc
  2961. potential = {
  2962. OR = {
  2963. culture_group = israelite
  2964. has_building = ca_culture_jewish_1
  2965. has_building = ca_culture_jewish_2
  2966. has_building = ca_culture_jewish_3
  2967. }
  2968. }
  2969. is_active_trigger = {
  2970. ROOT = {
  2971. culture_group = israelite
  2972. }
  2973. }
  2974. trigger = {
  2975. TECH_CASTLE_CONSTRUCTION = 2
  2976. ROOT = {
  2977. culture_group = israelite
  2978. }
  2979. }
  2980. upgrades_from = ca_culture_jewish_2
  2981. gold_cost = 400
  2982. build_time = 2190
  2983. heavy_infantry = 50
  2984. heavy_infantry_morale = 0.15
  2985. ai_creation_factor = 101
  2986.  
  2987. extra_tech_building_start = 0.8
  2988. }
  2989. ca_culture_jewish_4 = {
  2990. desc = ca_culture_jewish_1_desc
  2991. potential = {
  2992. OR = {
  2993. culture_group = israelite
  2994. has_building = ca_culture_jewish_1
  2995. has_building = ca_culture_jewish_2
  2996. has_building = ca_culture_jewish_3
  2997. has_building = ca_culture_jewish_4
  2998. }
  2999. }
  3000. is_active_trigger = {
  3001. ROOT = {
  3002. culture_group = israelite
  3003. }
  3004. }
  3005. trigger = {
  3006. TECH_CASTLE_CONSTRUCTION = 4
  3007. ROOT = {
  3008. culture_group = israelite
  3009. }
  3010. }
  3011. upgrades_from = ca_culture_jewish_3
  3012. gold_cost = 500
  3013. build_time = 2190
  3014. heavy_infantry = 60
  3015. heavy_infantry_morale = 0.15
  3016. ai_creation_factor = 101
  3017.  
  3018. extra_tech_building_start = 0.8
  3019. }
  3020. # Indian war elephant pens
  3021. ca_culture_indian_1 = {
  3022. desc = ca_culture_indian_1_desc
  3023. potential = {
  3024. OR = {
  3025. culture_group = indo_aryan_group
  3026. culture_group = dravidian_group
  3027. has_building = ca_culture_indian_1
  3028. }
  3029. }
  3030. is_active_trigger = {
  3031. ROOT = {
  3032. OR = {
  3033. culture_group = indo_aryan_group
  3034. culture_group = dravidian_group
  3035. }
  3036. }
  3037. }
  3038. trigger = {
  3039. TECH_CASTLE_CONSTRUCTION = 0
  3040. ROOT = {
  3041. OR = {
  3042. culture_group = indo_aryan_group
  3043. culture_group = dravidian_group
  3044. }
  3045. }
  3046. }
  3047. prerequisites = { ca_wall_2 }
  3048. gold_cost = 200
  3049. build_time = 730
  3050. war_elephants = 6
  3051. war_elephants_offensive = 0.15
  3052. ai_creation_factor = 101
  3053.  
  3054. extra_tech_building_start = 0.8
  3055. }
  3056. ca_culture_indian_2 = {
  3057. desc = ca_culture_indian_2_desc
  3058. potential = {
  3059. OR = {
  3060. culture_group = indo_aryan_group
  3061. culture_group = dravidian_group
  3062. has_building = ca_culture_indian_1
  3063. has_building = ca_culture_indian_2
  3064. }
  3065. }
  3066. is_active_trigger = {
  3067. ROOT = {
  3068. OR = {
  3069. culture_group = indo_aryan_group
  3070. culture_group = dravidian_group
  3071. }
  3072. }
  3073. }
  3074. trigger = {
  3075. TECH_CASTLE_CONSTRUCTION = 1
  3076. ROOT = {
  3077. OR = {
  3078. culture_group = indo_aryan_group
  3079. culture_group = dravidian_group
  3080. }
  3081. }
  3082. }
  3083. upgrades_from = ca_culture_indian_1
  3084. gold_cost = 300
  3085. build_time = 1095
  3086. war_elephants = 10
  3087. war_elephants_offensive = 0.05
  3088. war_elephants_defensive = 0.10
  3089. ai_creation_factor = 101
  3090.  
  3091. extra_tech_building_start = 0.8
  3092. }
  3093. ca_culture_indian_3 = {
  3094. desc = ca_culture_indian_3_desc
  3095. potential = {
  3096. OR = {
  3097. culture_group = indo_aryan_group
  3098. culture_group = dravidian_group
  3099. has_building = ca_culture_indian_1
  3100. has_building = ca_culture_indian_2
  3101. has_building = ca_culture_indian_3
  3102. }
  3103. }
  3104. is_active_trigger = {
  3105. ROOT = {
  3106. OR = {
  3107. culture_group = indo_aryan_group
  3108. culture_group = dravidian_group
  3109. }
  3110. }
  3111. }
  3112. trigger = {
  3113. TECH_CASTLE_CONSTRUCTION = 2
  3114. ROOT = {
  3115. OR = {
  3116. culture_group = indo_aryan_group
  3117. culture_group = dravidian_group
  3118. }
  3119. }
  3120. }
  3121. upgrades_from = ca_culture_indian_2
  3122. gold_cost = 400
  3123. build_time = 2190
  3124. war_elephants = 22
  3125. war_elephants_offensive = 0.05
  3126. war_elephants_defensive = 0.10
  3127. ai_creation_factor = 101
  3128.  
  3129. extra_tech_building_start = 0.8
  3130. }
  3131. ca_culture_indian_4 = {
  3132. desc = ca_culture_indian_4_desc
  3133. potential = {
  3134. OR = {
  3135. culture_group = indo_aryan_group
  3136. culture_group = dravidian_group
  3137. has_building = ca_culture_indian_1
  3138. has_building = ca_culture_indian_2
  3139. has_building = ca_culture_indian_3
  3140. has_building = ca_culture_indian_4
  3141. }
  3142. }
  3143. is_active_trigger = {
  3144. ROOT = {
  3145. OR = {
  3146. culture_group = indo_aryan_group
  3147. culture_group = dravidian_group
  3148. }
  3149. }
  3150. }
  3151. trigger = {
  3152. TECH_CASTLE_CONSTRUCTION = 4
  3153. ROOT = {
  3154. OR = {
  3155. culture_group = indo_aryan_group
  3156. culture_group = dravidian_group
  3157. }
  3158. }
  3159. }
  3160. upgrades_from = ca_culture_indian_3
  3161. gold_cost = 500
  3162. build_time = 2190
  3163. war_elephants = 22
  3164. war_elephants_offensive = 0.05
  3165. war_elephants_defensive = 0.10
  3166. ai_creation_factor = 101
  3167.  
  3168. extra_tech_building_start = 0.8
  3169. }
  3170.  
  3171. # Nubian warrior barracks
  3172. ca_culture_nubian_1 = {
  3173. desc = ca_culture_nubian_1_desc
  3174. potential = {
  3175. OR = {
  3176. culture = nubian
  3177. has_building = ca_culture_nubian_1
  3178. }
  3179. }
  3180. is_active_trigger = {
  3181. ROOT = {
  3182. culture = nubian
  3183. }
  3184. }
  3185. trigger = {
  3186. TECH_CASTLE_CONSTRUCTION = 0
  3187. ROOT = {
  3188. culture = nubian
  3189. }
  3190. }
  3191. prerequisites = { ca_wall_2 }
  3192. gold_cost = 200
  3193. build_time = 730
  3194. heavy_infantry = 10
  3195. light_infantry = 20
  3196. archers = 20
  3197. archers_defensive = 0.15
  3198. ai_creation_factor = 101
  3199.  
  3200. extra_tech_building_start = 0.8
  3201. }
  3202. ca_culture_nubian_2 = {
  3203. desc = ca_culture_nubian_1_desc
  3204. potential = {
  3205. OR = {
  3206. culture = nubian
  3207. has_building = ca_culture_nubian_1
  3208. has_building = ca_culture_nubian_2
  3209. }
  3210. }
  3211. is_active_trigger = {
  3212. ROOT = {
  3213. culture = nubian
  3214. }
  3215. }
  3216. trigger = {
  3217. TECH_CASTLE_CONSTRUCTION = 1
  3218. ROOT = {
  3219. culture = nubian
  3220. }
  3221. }
  3222. upgrades_from = ca_culture_nubian_1
  3223. gold_cost = 300
  3224. build_time = 1095
  3225. heavy_infantry = 15
  3226. light_infantry = 25
  3227. archers = 25
  3228. archers_defensive = 0.15
  3229. ai_creation_factor = 101
  3230.  
  3231. extra_tech_building_start = 0.8
  3232. }
  3233. ca_culture_nubian_3 = {
  3234. desc = ca_culture_nubian_1_desc
  3235. potential = {
  3236. OR = {
  3237. culture = nubian
  3238. has_building = ca_culture_nubian_1
  3239. has_building = ca_culture_nubian_2
  3240. has_building = ca_culture_nubian_3
  3241. }
  3242. }
  3243. is_active_trigger = {
  3244. ROOT = {
  3245. culture = nubian
  3246. }
  3247. }
  3248. trigger = {
  3249. TECH_CASTLE_CONSTRUCTION = 2
  3250. ROOT = {
  3251. culture = nubian
  3252. }
  3253. }
  3254. upgrades_from = ca_culture_nubian_2
  3255. gold_cost = 400
  3256. build_time = 2190
  3257. heavy_infantry = 15
  3258. light_infantry = 30
  3259. archers = 30
  3260. archers_defensive = 0.15
  3261. ai_creation_factor = 101
  3262.  
  3263. extra_tech_building_start = 0.8
  3264. }
  3265. ca_culture_nubian_4 = {
  3266. desc = ca_culture_nubian_1_desc
  3267. potential = {
  3268. OR = {
  3269. culture = nubian
  3270. has_building = ca_culture_nubian_1
  3271. has_building = ca_culture_nubian_2
  3272. has_building = ca_culture_nubian_3
  3273. has_building = ca_culture_nubian_4
  3274. }
  3275. }
  3276. is_active_trigger = {
  3277. ROOT = {
  3278. culture = nubian
  3279. }
  3280. }
  3281. trigger = {
  3282. TECH_CASTLE_CONSTRUCTION = 4
  3283. ROOT = {
  3284. culture = nubian
  3285. }
  3286. }
  3287. upgrades_from = ca_culture_nubian_3
  3288. gold_cost = 500
  3289. build_time = 2190
  3290. heavy_infantry = 20
  3291. light_infantry = 40
  3292. archers = 40
  3293. archers_defensive = 0.15
  3294. ai_creation_factor = 101
  3295.  
  3296. extra_tech_building_start = 0.8
  3297. }
  3298.  
  3299. # Germanic Heavy Infantry Barracks
  3300. ca_culture_germanic_1 = {
  3301. desc = ca_culture_germanic_1_desc
  3302. potential = {
  3303. OR = {
  3304. culture = lombard
  3305. culture = old_frankish
  3306. has_building = ca_culture_germanic_1
  3307. }
  3308. }
  3309. is_active_trigger = {
  3310. ROOT = {
  3311. OR = {
  3312. culture = lombard
  3313. culture = old_frankish
  3314. }
  3315. }
  3316. }
  3317. trigger = {
  3318. TECH_CASTLE_CONSTRUCTION = 0
  3319. ROOT = {
  3320. OR = {
  3321. culture = lombard
  3322. culture = old_frankish
  3323. }
  3324. }
  3325. }
  3326. prerequisites = { ca_wall_2 }
  3327. gold_cost = 200
  3328. build_time = 730
  3329. heavy_infantry = 30
  3330. heavy_infantry_offensive = 0.15
  3331. ai_creation_factor = 101
  3332.  
  3333. extra_tech_building_start = 0.8
  3334. }
  3335. ca_culture_germanic_2 = {
  3336. desc = ca_culture_germanic_1_desc
  3337. potential = {
  3338. OR = {
  3339. culture = lombard
  3340. culture = old_frankish
  3341. has_building = ca_culture_germanic_1
  3342. has_building = ca_culture_germanic_2
  3343. }
  3344. }
  3345. is_active_trigger = {
  3346. ROOT = {
  3347. OR = {
  3348. culture = lombard
  3349. culture = old_frankish
  3350. }
  3351. }
  3352. }
  3353. trigger = {
  3354. TECH_CASTLE_CONSTRUCTION = 1
  3355. ROOT = {
  3356. OR = {
  3357. culture = lombard
  3358. culture = old_frankish
  3359. }
  3360. }
  3361. }
  3362. upgrades_from = ca_culture_germanic_1
  3363. gold_cost = 300
  3364. build_time = 1095
  3365. heavy_infantry = 40
  3366. heavy_infantry_offensive = 0.15
  3367. ai_creation_factor = 101
  3368.  
  3369. extra_tech_building_start = 0.8
  3370. }
  3371. ca_culture_germanic_3 = {
  3372. desc = ca_culture_germanic_1_desc
  3373. potential = {
  3374. OR = {
  3375. culture = lombard
  3376. culture = old_frankish
  3377. has_building = ca_culture_germanic_1
  3378. has_building = ca_culture_germanic_2
  3379. has_building = ca_culture_germanic_3
  3380. }
  3381. }
  3382. is_active_trigger = {
  3383. ROOT = {
  3384. OR = {
  3385. culture = lombard
  3386. culture = old_frankish
  3387. }
  3388. }
  3389. }
  3390. trigger = {
  3391. TECH_CASTLE_CONSTRUCTION = 2
  3392. ROOT = {
  3393. OR = {
  3394. culture = lombard
  3395. culture = old_frankish
  3396. }
  3397. }
  3398. }
  3399. upgrades_from = ca_culture_germanic_2
  3400. gold_cost = 400
  3401. build_time = 2190
  3402. heavy_infantry = 50
  3403. heavy_infantry_offensive = 0.15
  3404. ai_creation_factor = 101
  3405.  
  3406. extra_tech_building_start = 0.8
  3407. }
  3408. ca_culture_germanic_4 = {
  3409. desc = ca_culture_germanic_1_desc
  3410. potential = {
  3411. OR = {
  3412. culture = lombard
  3413. culture = old_frankish
  3414. has_building = ca_culture_germanic_1
  3415. has_building = ca_culture_germanic_2
  3416. has_building = ca_culture_germanic_3
  3417. has_building = ca_culture_germanic_4
  3418. }
  3419. }
  3420. is_active_trigger = {
  3421. ROOT = {
  3422. OR = {
  3423. culture = lombard
  3424. culture = old_frankish
  3425. }
  3426. }
  3427. }
  3428. trigger = {
  3429. TECH_CASTLE_CONSTRUCTION = 4
  3430. ROOT = {
  3431. OR = {
  3432. culture = lombard
  3433. culture = old_frankish
  3434. }
  3435. }
  3436. }
  3437. upgrades_from = ca_culture_germanic_3
  3438. gold_cost = 500
  3439. build_time = 2190
  3440. heavy_infantry = 60
  3441. heavy_infantry_offensive = 0.15
  3442. ai_creation_factor = 101
  3443.  
  3444. extra_tech_building_start = 0.8
  3445. }
  3446.  
  3447. # Pictish Hall of War
  3448. ca_culture_pictish_1 = {
  3449. desc = ca_culture_pictish_1_desc
  3450. potential = {
  3451. OR = {
  3452. culture = pictish
  3453. has_building = ca_culture_pictish_1
  3454. }
  3455. }
  3456. is_active_trigger = {
  3457. ROOT = {
  3458. culture = pictish
  3459. }
  3460. }
  3461. trigger = {
  3462. TECH_CASTLE_CONSTRUCTION = 0
  3463. ROOT = {
  3464. culture = pictish
  3465. }
  3466. }
  3467. prerequisites = { ca_wall_2 }
  3468. gold_cost = 200
  3469. build_time = 730
  3470. light_infantry = 30
  3471. heavy_infantry = 15
  3472. light_infantry_morale = 0.15
  3473. ai_creation_factor = 101
  3474.  
  3475. extra_tech_building_start = 0.8
  3476. }
  3477. ca_culture_pictish_2 = {
  3478. desc = ca_culture_pictish_1_desc
  3479. potential = {
  3480. OR = {
  3481. culture = pictish
  3482. has_building = ca_culture_pictish_1
  3483. has_building = ca_culture_pictish_2
  3484. }
  3485. }
  3486. is_active_trigger = {
  3487. ROOT = {
  3488. culture = pictish
  3489. }
  3490. }
  3491. trigger = {
  3492. TECH_CASTLE_CONSTRUCTION = 1
  3493. ROOT = {
  3494. culture = pictish
  3495. }
  3496. }
  3497. upgrades_from = ca_culture_pictish_1
  3498. gold_cost = 300
  3499. build_time = 1095
  3500. light_infantry = 40
  3501. heavy_infantry = 20
  3502. light_infantry_morale = 0.15
  3503. ai_creation_factor = 101
  3504.  
  3505. extra_tech_building_start = 0.8
  3506. }
  3507. ca_culture_pictish_3 = {
  3508. desc = ca_culture_pictish_1_desc
  3509. potential = {
  3510. OR = {
  3511. culture = pictish
  3512. has_building = ca_culture_pictish_1
  3513. has_building = ca_culture_pictish_2
  3514. has_building = ca_culture_pictish_3
  3515. }
  3516. }
  3517. is_active_trigger = {
  3518. ROOT = {
  3519. culture = pictish
  3520. }
  3521. }
  3522. trigger = {
  3523. TECH_CASTLE_CONSTRUCTION = 2
  3524. ROOT = {
  3525. culture = pictish
  3526. }
  3527. }
  3528. upgrades_from = ca_culture_pictish_2
  3529. gold_cost = 400
  3530. build_time = 2190
  3531. light_infantry = 50
  3532. heavy_infantry = 25
  3533. light_infantry_morale = 0.15
  3534. ai_creation_factor = 101
  3535.  
  3536. extra_tech_building_start = 0.8
  3537. }
  3538. ca_culture_pictish_4 = {
  3539. desc = ca_culture_pictish_1_desc
  3540. potential = {
  3541. OR = {
  3542. culture = pictish
  3543. has_building = ca_culture_pictish_1
  3544. has_building = ca_culture_pictish_2
  3545. has_building = ca_culture_pictish_3
  3546. has_building = ca_culture_pictish_4
  3547. }
  3548. }
  3549. is_active_trigger = {
  3550. ROOT = {
  3551. culture = pictish
  3552. }
  3553. }
  3554. trigger = {
  3555. TECH_CASTLE_CONSTRUCTION = 4
  3556. ROOT = {
  3557. culture = pictish
  3558. }
  3559. }
  3560. upgrades_from = ca_culture_pictish_3
  3561. gold_cost = 500
  3562. build_time = 2190
  3563. light_infantry = 60
  3564. heavy_infantry = 30
  3565. light_infantry_morale = 0.15
  3566. ai_creation_factor = 101
  3567.  
  3568. extra_tech_building_start = 0.8
  3569. }
  3570.  
  3571. # Suebi free warriors
  3572. ca_culture_suebi_1 = {
  3573. desc = ca_culture_suebi_1_desc
  3574. potential = {
  3575. OR = {
  3576. culture = suebi
  3577. has_building = ca_culture_suebi_1
  3578. }
  3579. }
  3580. is_active_trigger = {
  3581. ROOT = {
  3582. culture = suebi
  3583. }
  3584. }
  3585. trigger = {
  3586. TECH_CASTLE_CONSTRUCTION = 0
  3587. ROOT = {
  3588. culture = suebi
  3589. }
  3590. }
  3591. prerequisites = { ca_wall_2 }
  3592. gold_cost = 200
  3593. build_time = 730
  3594. pikemen = 15
  3595. light_infantry = 30
  3596. light_infantry_morale = 0.075
  3597. pikemen_morale = 0.075
  3598. ai_creation_factor = 101
  3599.  
  3600. extra_tech_building_start = 0.8
  3601. }
  3602. ca_culture_suebi_2 = {
  3603. desc = ca_culture_suebi_1_desc
  3604. potential = {
  3605. OR = {
  3606. culture = suebi
  3607. has_building = ca_culture_suebi_1
  3608. has_building = ca_culture_suebi_2
  3609. }
  3610. }
  3611. is_active_trigger = {
  3612. ROOT = {
  3613. culture = suebi
  3614. }
  3615. }
  3616. trigger = {
  3617. TECH_CASTLE_CONSTRUCTION = 1
  3618. ROOT = {
  3619. culture = suebi
  3620. }
  3621. }
  3622. upgrades_from = ca_culture_suebi_1
  3623. gold_cost = 300
  3624. build_time = 1095
  3625. pikemen = 20
  3626. light_infantry = 40
  3627. light_infantry_morale = 0.075
  3628. pikemen_morale = 0.075
  3629. ai_creation_factor = 101
  3630.  
  3631. extra_tech_building_start = 0.8
  3632. }
  3633. ca_culture_suebi_3 = {
  3634. desc = ca_culture_suebi_1_desc
  3635. potential = {
  3636. OR = {
  3637. culture = suebi
  3638. has_building = ca_culture_suebi_1
  3639. has_building = ca_culture_suebi_2
  3640. has_building = ca_culture_suebi_3
  3641. }
  3642. }
  3643. is_active_trigger = {
  3644. ROOT = {
  3645. culture = suebi
  3646. }
  3647. }
  3648. trigger = {
  3649. TECH_CASTLE_CONSTRUCTION = 2
  3650. ROOT = {
  3651. culture = suebi
  3652. }
  3653. }
  3654. upgrades_from = ca_culture_suebi_2
  3655. gold_cost = 400
  3656. build_time = 2190
  3657. pikemen = 25
  3658. light_infantry = 50
  3659. light_infantry_morale = 0.075
  3660. pikemen_morale = 0.075
  3661. ai_creation_factor = 101
  3662.  
  3663. extra_tech_building_start = 0.8
  3664. }
  3665. ca_culture_suebi_4 = {
  3666. desc = ca_culture_suebi_1_desc
  3667. potential = {
  3668. OR = {
  3669. culture = suebi
  3670. has_building = ca_culture_suebi_1
  3671. has_building = ca_culture_suebi_2
  3672. has_building = ca_culture_suebi_3
  3673. has_building = ca_culture_suebi_4
  3674. }
  3675. }
  3676. is_active_trigger = {
  3677. ROOT = {
  3678. culture = suebi
  3679. }
  3680. }
  3681. trigger = {
  3682. TECH_CASTLE_CONSTRUCTION = 4
  3683. ROOT = {
  3684. culture = suebi
  3685. }
  3686. }
  3687. upgrades_from = ca_culture_suebi_3
  3688. gold_cost = 500
  3689. build_time = 2190
  3690. pikemen = 30
  3691. light_infantry = 60
  3692. light_infantry_morale = 0.075
  3693. pikemen_morale = 0.075
  3694. ai_creation_factor = 101
  3695.  
  3696. extra_tech_building_start = 0.8
  3697. }
  3698.  
  3699. # Moorish Cavalry Barracks
  3700. ca_culture_moors_1 = {
  3701. desc = ca_culture_moors_1_desc
  3702. potential = {
  3703. OR = {
  3704. culture = andalusian_arabic
  3705. culture = maghreb_arabic
  3706. has_building = ca_culture_moors_1
  3707. }
  3708. }
  3709. is_active_trigger = {
  3710. ROOT = {
  3711. OR = {
  3712. culture = andalusian_arabic
  3713. culture = maghreb_arabic
  3714. }
  3715. }
  3716. }
  3717. trigger = {
  3718. TECH_CASTLE_CONSTRUCTION = 0
  3719. ROOT = {
  3720. OR = {
  3721. culture = andalusian_arabic
  3722. culture = maghreb_arabic
  3723. }
  3724. }
  3725. }
  3726. prerequisites = { ca_wall_2 }
  3727. gold_cost = 200
  3728. build_time = 730
  3729. light_cavalry = 15
  3730. horse_archers = 15
  3731. light_cavalry_offensive = 0.1
  3732. light_cavalry_defensive = 0.1
  3733. light_cavalry_morale = 0.1
  3734. ai_creation_factor = 101
  3735.  
  3736. extra_tech_building_start = 0.8
  3737. }
  3738. ca_culture_moors_2 = {
  3739. desc = ca_culture_moors_1_desc
  3740. potential = {
  3741. OR = {
  3742. culture = andalusian_arabic
  3743. culture = maghreb_arabic
  3744. has_building = ca_culture_moors_1
  3745. has_building = ca_culture_moors_2
  3746. }
  3747. }
  3748. is_active_trigger = {
  3749. ROOT = {
  3750. OR = {
  3751. culture = andalusian_arabic
  3752. culture = maghreb_arabic
  3753. }
  3754. }
  3755. }
  3756. trigger = {
  3757. TECH_CASTLE_CONSTRUCTION = 1
  3758. ROOT = {
  3759. OR = {
  3760. culture = andalusian_arabic
  3761. culture = maghreb_arabic
  3762. }
  3763. }
  3764. }
  3765. upgrades_from = ca_culture_moors_1
  3766. gold_cost = 300
  3767. build_time = 1095
  3768. light_cavalry = 20
  3769. horse_archers = 20
  3770. light_cavalry_offensive = 0.1
  3771. light_cavalry_defensive = 0.1
  3772. light_cavalry_morale = 0.1
  3773. ai_creation_factor = 100
  3774.  
  3775. extra_tech_building_start = 0.8
  3776. }
  3777. ca_culture_moors_3 = {
  3778. desc = ca_culture_moors_1_desc
  3779. potential = {
  3780. OR = {
  3781. culture = andalusian_arabic
  3782. culture = maghreb_arabic
  3783. has_building = ca_culture_moors_1
  3784. has_building = ca_culture_moors_2
  3785. has_building = ca_culture_moors_3
  3786. }
  3787. }
  3788. is_active_trigger = {
  3789. ROOT = {
  3790. OR = {
  3791. culture = andalusian_arabic
  3792. culture = maghreb_arabic
  3793. }
  3794. }
  3795. }
  3796. trigger = {
  3797. TECH_CASTLE_CONSTRUCTION = 2
  3798. ROOT = {
  3799. OR = {
  3800. culture = andalusian_arabic
  3801. culture = maghreb_arabic
  3802. }
  3803. }
  3804. }
  3805. upgrades_from = ca_culture_moors_2
  3806. gold_cost = 400
  3807. build_time = 2190
  3808. light_cavalry = 25
  3809. horse_archers = 25
  3810. light_cavalry_offensive = 0.1
  3811. light_cavalry_defensive = 0.1
  3812. light_cavalry_morale = 0.1
  3813. ai_creation_factor = 99
  3814.  
  3815. extra_tech_building_start = 0.8
  3816. }
  3817. ca_culture_moors_4 = {
  3818. desc = ca_culture_moors_1_desc
  3819. potential = {
  3820. OR = {
  3821. culture = andalusian_arabic
  3822. culture = maghreb_arabic
  3823. has_building = ca_culture_moors_1
  3824. has_building = ca_culture_moors_2
  3825. has_building = ca_culture_moors_3
  3826. has_building = ca_culture_moors_4
  3827. }
  3828. }
  3829. is_active_trigger = {
  3830. ROOT = {
  3831. OR = {
  3832. culture = andalusian_arabic
  3833. culture = maghreb_arabic
  3834. }
  3835. }
  3836. }
  3837. trigger = {
  3838. TECH_CASTLE_CONSTRUCTION = 4
  3839. ROOT = {
  3840. OR = {
  3841. culture = andalusian_arabic
  3842. culture = maghreb_arabic
  3843. }
  3844. }
  3845. }
  3846. upgrades_from = ca_culture_moors_3
  3847. gold_cost = 500
  3848. build_time = 2190
  3849. light_cavalry = 30
  3850. horse_archers = 30
  3851. light_cavalry_offensive = 0.1
  3852. light_cavalry_defensive = 0.1
  3853. light_cavalry_morale = 0.1
  3854. ai_creation_factor = 98
  3855.  
  3856. extra_tech_building_start = 0.8
  3857. }
  3858.  
  3859. #Han Crossbow Range
  3860. ca_culture_chinese_han_1 = {
  3861. desc = ca_culture_chinese_han_1_desc
  3862. potential = {
  3863. OR = {
  3864. culture = han
  3865. has_building = ca_culture_chinese_han_1
  3866. }
  3867. }
  3868. is_active_trigger = {
  3869. ROOT = {
  3870. culture = han
  3871. }
  3872. }
  3873. trigger = {
  3874. TECH_CASTLE_CONSTRUCTION = 0
  3875. ROOT = {
  3876. culture = han
  3877. }
  3878. }
  3879. prerequisites = { ca_wall_2 }
  3880. gold_cost = 200
  3881. build_time = 730
  3882. archers_offensive = 0.15
  3883. archers = 80
  3884. ai_creation_factor = 101
  3885.  
  3886. extra_tech_building_start = 0.8
  3887. }
  3888. ca_culture_chinese_han_2 = {
  3889. desc = ca_culture_chinese_han_1_desc
  3890. potential = {
  3891. OR = {
  3892. culture = han
  3893. has_building = ca_culture_chinese_han_1
  3894. has_building = ca_culture_chinese_han_2
  3895. }
  3896. }
  3897. is_active_trigger = {
  3898. ROOT = {
  3899. culture = han
  3900. }
  3901. }
  3902. trigger = {
  3903. TECH_CASTLE_CONSTRUCTION = 1
  3904. ROOT = {
  3905. culture = han
  3906. }
  3907. }
  3908. upgrades_from = ca_culture_chinese_han_1
  3909. gold_cost = 300
  3910. build_time = 1095
  3911. archers_offensive = 0.15
  3912. archers = 100
  3913. ai_creation_factor = 100
  3914.  
  3915. extra_tech_building_start = 0.8
  3916. }
  3917. ca_culture_chinese_han_3 = {
  3918. desc = ca_culture_chinese_han_1_desc
  3919. potential = {
  3920. OR = {
  3921. culture = han
  3922. has_building = ca_culture_chinese_han_1
  3923. has_building = ca_culture_chinese_han_2
  3924. has_building = ca_culture_chinese_han_3
  3925. }
  3926. }
  3927. is_active_trigger = {
  3928. ROOT = {
  3929. culture = han
  3930. }
  3931. }
  3932. trigger = {
  3933. TECH_CASTLE_CONSTRUCTION = 2
  3934. ROOT = {
  3935. culture = han
  3936. }
  3937. }
  3938. upgrades_from = ca_culture_chinese_han_2
  3939. gold_cost = 400
  3940. build_time = 2190
  3941. archers_offensive = 0.15
  3942. archers = 120
  3943. ai_creation_factor = 99
  3944.  
  3945. extra_tech_building_start = 0.8
  3946. }
  3947. ca_culture_chinese_han_4 = {
  3948. desc = ca_culture_chinese_han_1_desc
  3949. potential = {
  3950. OR = {
  3951. culture = han
  3952. has_building = ca_culture_chinese_han_1
  3953. has_building = ca_culture_chinese_han_2
  3954. has_building = ca_culture_chinese_han_3
  3955. has_building = ca_culture_chinese_han_4
  3956. }
  3957. }
  3958. is_active_trigger = {
  3959. ROOT = {
  3960. culture = han
  3961. }
  3962. }
  3963. trigger = {
  3964. TECH_CASTLE_CONSTRUCTION = 4
  3965. ROOT = {
  3966. culture = han
  3967. }
  3968. }
  3969. upgrades_from = ca_culture_chinese_han_3
  3970. gold_cost = 500
  3971. build_time = 2190
  3972. archers_offensive = 0.15
  3973. archers = 150
  3974. ai_creation_factor = 98
  3975.  
  3976. extra_tech_building_start = 0.8
  3977. }
  3978.  
  3979. #Jurchen Cavalry Barracks
  3980. ca_culture_altaic_jurchen_1 = {
  3981. desc = ca_culture_altaic_jurchen_1_desc
  3982. potential = {
  3983. OR = {
  3984. culture = jurchen
  3985. has_building = ca_culture_altaic_jurchen_1
  3986. }
  3987. }
  3988. is_active_trigger = {
  3989. ROOT = {
  3990. culture = jurchen
  3991. }
  3992. }
  3993. trigger = {
  3994. TECH_CASTLE_CONSTRUCTION = 0
  3995. ROOT = {
  3996. culture = jurchen
  3997. }
  3998. }
  3999. prerequisites = { ca_wall_2 }
  4000. gold_cost = 200
  4001. build_time = 730
  4002. light_cavalry = 15
  4003. knights = 5
  4004. light_cavalry_offensive = 0.05
  4005. light_cavalry_defensive = 0.05
  4006. light_cavalry_morale = 0.05
  4007. ai_creation_factor = 101
  4008.  
  4009. extra_tech_building_start = 0.8
  4010. }
  4011. ca_culture_altaic_jurchen_2 = {
  4012. desc = ca_culture_altaic_jurchen_1_desc
  4013. potential = {
  4014. OR = {
  4015. culture = jurchen
  4016. has_building = ca_culture_altaic_jurchen_1
  4017. has_building = ca_culture_altaic_jurchen_2
  4018. }
  4019. }
  4020. is_active_trigger = {
  4021. ROOT = {
  4022. culture = jurchen
  4023. }
  4024. }
  4025. trigger = {
  4026. TECH_CASTLE_CONSTRUCTION = 1
  4027. ROOT = {
  4028. culture = jurchen
  4029. }
  4030. }
  4031. upgrades_from = ca_culture_altaic_jurchen_1
  4032. gold_cost = 300
  4033. build_time = 1095
  4034. light_cavalry = 20
  4035. knights = 5
  4036. light_cavalry_offensive = 0.05
  4037. light_cavalry_defensive = 0.05
  4038. light_cavalry_morale = 0.05
  4039. ai_creation_factor = 100
  4040.  
  4041. extra_tech_building_start = 0.8
  4042. }
  4043. ca_culture_altaic_jurchen_3 = {
  4044. desc = ca_culture_altaic_jurchen_1_desc
  4045. potential = {
  4046. OR = {
  4047. culture = jurchen
  4048. has_building = ca_culture_altaic_jurchen_1
  4049. has_building = ca_culture_altaic_jurchen_2
  4050. has_building = ca_culture_altaic_jurchen_3
  4051. }
  4052. }
  4053. is_active_trigger = {
  4054. ROOT = {
  4055. culture = jurchen
  4056. }
  4057. }
  4058. trigger = {
  4059. TECH_CASTLE_CONSTRUCTION = 2
  4060. ROOT = {
  4061. culture = jurchen
  4062. }
  4063. }
  4064. upgrades_from = ca_culture_altaic_jurchen_2
  4065. gold_cost = 400
  4066. build_time = 2190
  4067. light_cavalry = 25
  4068. knights = 5
  4069. light_cavalry_offensive = 0.05
  4070. light_cavalry_defensive = 0.05
  4071. light_cavalry_morale = 0.05
  4072. ai_creation_factor = 99
  4073.  
  4074. extra_tech_building_start = 0.8
  4075. }
  4076. ca_culture_altaic_jurchen_4 = {
  4077. desc = ca_culture_altaic_jurchen_1_desc
  4078. potential = {
  4079. OR = {
  4080. culture = jurchen
  4081. has_building = ca_culture_altaic_jurchen_1
  4082. has_building = ca_culture_altaic_jurchen_2
  4083. has_building = ca_culture_altaic_jurchen_3
  4084. has_building = ca_culture_altaic_jurchen_4
  4085. }
  4086. }
  4087. is_active_trigger = {
  4088. ROOT = {
  4089. culture = jurchen
  4090. }
  4091. }
  4092. trigger = {
  4093. TECH_CASTLE_CONSTRUCTION = 4
  4094. ROOT = {
  4095. culture = jurchen
  4096. }
  4097. }
  4098. upgrades_from = ca_culture_altaic_jurchen_3
  4099. gold_cost = 500
  4100. build_time = 2190
  4101. light_cavalry = 30
  4102. knights = 5
  4103. light_cavalry_offensive = 0.05
  4104. light_cavalry_defensive = 0.05
  4105. light_cavalry_morale = 0.05
  4106. ai_creation_factor = 98
  4107.  
  4108. extra_tech_building_start = 0.8
  4109. }
  4110.  
  4111. #Tibetan Culture Group
  4112. ca_culture_tibetan_1 = {
  4113. desc = ca_culture_tibetan_desc
  4114. potential = {
  4115. OR = {
  4116. culture_group = tibetan_group
  4117. has_building = ca_culture_tibetan_1
  4118. }
  4119. }
  4120. is_active_trigger = {
  4121. ROOT = {
  4122. culture_group = tibetan_group
  4123. }
  4124. }
  4125. trigger = {
  4126. TECH_CASTLE_CONSTRUCTION = 0
  4127. ROOT = {
  4128. culture_group = tibetan_group
  4129. }
  4130. }
  4131. #prerequisites = { ca_wall_2 }
  4132. gold_cost = 200
  4133. build_time = 730
  4134.  
  4135. light_cavalry = 10
  4136. light_infantry = 50
  4137. light_infantry_offensive = 0.05
  4138. light_infantry_defensive = 0.05
  4139. light_infantry_morale = 0.05
  4140.  
  4141. ai_creation_factor = 101
  4142.  
  4143. extra_tech_building_start = 0.8
  4144. }
  4145. ca_culture_tibetan_2 = {
  4146. desc = ca_culture_tibetan_desc
  4147. potential = {
  4148. OR = {
  4149. culture_group = tibetan_group
  4150. has_building = ca_culture_tibetan_1
  4151. has_building = ca_culture_tibetan_2
  4152. }
  4153. }
  4154. is_active_trigger = {
  4155. ROOT = {
  4156. culture_group = tibetan_group
  4157. }
  4158. }
  4159. trigger = {
  4160. TECH_CASTLE_CONSTRUCTION = 1
  4161. ROOT = {
  4162. culture_group = tibetan_group
  4163. }
  4164. }
  4165. upgrades_from = ca_culture_tibetan_1
  4166. gold_cost = 300
  4167. build_time = 1095
  4168.  
  4169. light_cavalry = 15
  4170. light_infantry = 65
  4171. light_infantry_offensive = 0.05
  4172. light_infantry_defensive = 0.05
  4173. light_infantry_morale = 0.05
  4174.  
  4175. ai_creation_factor = 100
  4176.  
  4177. extra_tech_building_start = 0.8
  4178. }
  4179. ca_culture_tibetan_3 = {
  4180. desc = ca_culture_tibetan_desc
  4181. potential = {
  4182. OR = {
  4183. culture_group = tibetan_group
  4184. has_building = ca_culture_tibetan_1
  4185. has_building = ca_culture_tibetan_2
  4186. has_building = ca_culture_tibetan_3
  4187. }
  4188. }
  4189. is_active_trigger = {
  4190. ROOT = {
  4191. culture_group = tibetan_group
  4192. }
  4193. }
  4194. trigger = {
  4195. TECH_CASTLE_CONSTRUCTION = 2
  4196. ROOT = {
  4197. culture_group = tibetan_group
  4198. }
  4199. }
  4200. upgrades_from = ca_culture_tibetan_2
  4201. gold_cost = 400
  4202. build_time = 2190
  4203.  
  4204. light_cavalry = 20
  4205. light_infantry = 80
  4206. light_infantry_offensive = 0.05
  4207. light_infantry_defensive = 0.05
  4208. light_infantry_morale = 0.05
  4209.  
  4210. ai_creation_factor = 99
  4211.  
  4212. extra_tech_building_start = 0.8
  4213. }
  4214. ca_culture_tibetan_4 = {
  4215. desc = ca_culture_tibetan_desc
  4216. potential = {
  4217. OR = {
  4218. culture_group = tibetan_group
  4219. has_building = ca_culture_tibetan_1
  4220. has_building = ca_culture_tibetan_2
  4221. has_building = ca_culture_tibetan_3
  4222. has_building = ca_culture_tibetan_4
  4223. }
  4224. }
  4225. is_active_trigger = {
  4226. ROOT = {
  4227. culture_group = tibetan_group
  4228. }
  4229. }
  4230. trigger = {
  4231. TECH_CASTLE_CONSTRUCTION = 4
  4232. ROOT = {
  4233. culture_group = tibetan_group
  4234. }
  4235. }
  4236. upgrades_from = ca_culture_tibetan_3
  4237. gold_cost = 500
  4238. build_time = 2190
  4239.  
  4240. light_cavalry = 25
  4241. light_infantry = 95
  4242. light_infantry_offensive = 0.05
  4243. light_infantry_defensive = 0.05
  4244. light_infantry_morale = 0.05
  4245.  
  4246. ai_creation_factor = 98
  4247.  
  4248. extra_tech_building_start = 0.8
  4249. }
  4250.  
  4251. #Roman Heavy Infantry camps
  4252. ca_culture_roman_1 = {
  4253. desc = ca_culture_roman_1_desc
  4254. potential = {
  4255. OR = {
  4256. culture = roman
  4257. has_building = ca_culture_roman_1
  4258. }
  4259. }
  4260. is_active_trigger = {
  4261. ROOT = {
  4262. culture = roman
  4263. }
  4264. }
  4265. trigger = {
  4266. TECH_CASTLE_CONSTRUCTION = 0
  4267. ROOT = {
  4268. culture = roman
  4269. }
  4270. }
  4271. prerequisites = { ca_wall_2 }
  4272. gold_cost = 200
  4273. build_time = 730
  4274. pikemen = 30
  4275. pikemen_defensive = 0.07
  4276. pikemen_offensive = 0.07
  4277. ai_creation_factor = 101
  4278.  
  4279. extra_tech_building_start = 0.8
  4280. }
  4281. ca_culture_roman_2 = {
  4282. desc = ca_culture_roman_1_desc
  4283. potential = {
  4284. OR = {
  4285. culture = roman
  4286. has_building = ca_culture_roman_1
  4287. has_building = ca_culture_roman_2
  4288. }
  4289. }
  4290. is_active_trigger = {
  4291. ROOT = {
  4292. culture = roman
  4293. }
  4294. }
  4295. trigger = {
  4296. TECH_CASTLE_CONSTRUCTION = 1
  4297. ROOT = {
  4298. culture = roman
  4299. }
  4300. }
  4301. upgrades_from = ca_culture_roman_1
  4302. gold_cost = 300
  4303. build_time = 1095
  4304. pikemen = 40
  4305. pikemen_defensive = 0.07
  4306. pikemen_offensive = 0.07
  4307. ai_creation_factor = 100
  4308.  
  4309. extra_tech_building_start = 0.8
  4310. }
  4311. ca_culture_roman_3 = {
  4312. desc = ca_culture_roman_1_desc
  4313. potential = {
  4314. OR = {
  4315. culture = roman
  4316. has_building = ca_culture_roman_1
  4317. has_building = ca_culture_roman_2
  4318. has_building = ca_culture_roman_3
  4319. }
  4320. }
  4321. is_active_trigger = {
  4322. ROOT = {
  4323. culture = roman
  4324. }
  4325. }
  4326. trigger = {
  4327. TECH_CASTLE_CONSTRUCTION = 2
  4328. ROOT = {
  4329. culture = roman
  4330. }
  4331. }
  4332. upgrades_from = ca_culture_roman_2
  4333. gold_cost = 400
  4334. build_time = 2190
  4335. pikemen = 50
  4336. pikemen_defensive = 0.07
  4337. pikemen_offensive = 0.07
  4338. ai_creation_factor = 99
  4339.  
  4340. extra_tech_building_start = 0.8
  4341. }
  4342. ca_culture_roman_4 = {
  4343. desc = ca_culture_roman_1_desc
  4344. potential = {
  4345. OR = {
  4346. culture = roman
  4347. has_building = ca_culture_roman_1
  4348. has_building = ca_culture_roman_2
  4349. has_building = ca_culture_roman_3
  4350. has_building = ca_culture_roman_4
  4351. }
  4352. }
  4353. is_active_trigger = {
  4354. ROOT = {
  4355. culture = roman
  4356. }
  4357. }
  4358. trigger = {
  4359. TECH_CASTLE_CONSTRUCTION = 4
  4360. ROOT = {
  4361. culture = roman
  4362. }
  4363. }
  4364. upgrades_from = ca_culture_roman_3
  4365. gold_cost = 500
  4366. build_time = 2190
  4367. pikemen = 60
  4368. pikemen_defensive = 0.07
  4369. pikemen_offensive = 0.07
  4370. ai_creation_factor = 98
  4371.  
  4372. extra_tech_building_start = 0.8
  4373. }
  4374.  
  4375. ca_government_monastery_1 = {
  4376. desc = ca_government_monastery_1_desc
  4377. potential = {
  4378. OR = {
  4379. FROM = { government = theocratic_feudal_government }
  4380. has_building = ca_government_monastery_1
  4381. }
  4382. }
  4383. is_active_trigger = {
  4384. owner = { government = theocratic_feudal_government }
  4385. }
  4386. trigger = {
  4387. TECH_TEMPLE_CONSTRUCTION = 0
  4388. FROM = { government = theocratic_feudal_government }
  4389. }
  4390. gold_cost = 150
  4391. build_time = 547
  4392. levy_size = 0.05
  4393. garrison_size = 0.05
  4394. tech_growth_modifier = 0.025
  4395. culture_techpoints = 0.01
  4396. ai_creation_factor = 96
  4397. add_number_to_name = no
  4398. liege_piety = 0.05
  4399.  
  4400. extra_tech_building_start = 0.2
  4401. }
  4402. ca_government_monastery_2 = {
  4403. desc = ca_government_monastery_1_desc
  4404. potential = {
  4405. OR = {
  4406. FROM = { government = theocratic_feudal_government }
  4407. has_building = ca_government_monastery_1
  4408. has_building = ca_government_monastery_2
  4409. }
  4410. }
  4411. is_active_trigger = {
  4412. owner = { government = theocratic_feudal_government }
  4413. }
  4414. trigger = {
  4415. TECH_TEMPLE_CONSTRUCTION = 1
  4416. FROM = { government = theocratic_feudal_government }
  4417. }
  4418. prerequisites = { ca_wall_1 }
  4419. upgrades_from = ca_government_monastery_1
  4420. gold_cost = 200
  4421. build_time = 730
  4422. levy_size = 0.05
  4423. garrison_size = 0.05
  4424. tech_growth_modifier = 0.05
  4425. culture_techpoints = 0.02
  4426. ai_creation_factor = 95
  4427. add_number_to_name = no
  4428. liege_piety = 0.05
  4429.  
  4430. extra_tech_building_start = 0.2
  4431. }
  4432. ca_government_monastery_3 = {
  4433. desc = ca_government_monastery_1_desc
  4434. potential = {
  4435. OR = {
  4436. FROM = { government = theocratic_feudal_government }
  4437. has_building = ca_government_monastery_1
  4438. has_building = ca_government_monastery_2
  4439. has_building = ca_government_monastery_3
  4440. }
  4441. }
  4442. is_active_trigger = {
  4443. owner = { government = theocratic_feudal_government }
  4444. }
  4445. trigger = {
  4446. TECH_TEMPLE_CONSTRUCTION = 2
  4447. FROM = { government = theocratic_feudal_government }
  4448. }
  4449. upgrades_from = ca_government_monastery_2
  4450. gold_cost = 300
  4451. build_time = 1095
  4452. levy_size = 0.05
  4453. garrison_size = 0.05
  4454. tech_growth_modifier = 0.075
  4455. culture_techpoints = 0.03
  4456. ai_creation_factor = 94
  4457. add_number_to_name = no
  4458. liege_piety = 0.05
  4459.  
  4460. extra_tech_building_start = 0.2
  4461. }
  4462. ca_government_monastery_4 = {
  4463. desc = ca_government_monastery_1_desc
  4464. potential = {
  4465. OR = {
  4466. FROM = { government = theocratic_feudal_government }
  4467. has_building = ca_government_monastery_1
  4468. has_building = ca_government_monastery_2
  4469. has_building = ca_government_monastery_3
  4470. has_building = ca_government_monastery_4
  4471. }
  4472. }
  4473. is_active_trigger = {
  4474. owner = { government = theocratic_feudal_government }
  4475. }
  4476. trigger = {
  4477. TECH_TEMPLE_CONSTRUCTION = 4
  4478. FROM = { government = theocratic_feudal_government }
  4479. }
  4480. upgrades_from = ca_government_monastery_3
  4481. gold_cost = 400
  4482. build_time = 1460
  4483. levy_size = 0.05
  4484. garrison_size = 0.05
  4485. tech_growth_modifier = 0.1
  4486. culture_techpoints = 0.04
  4487. ai_creation_factor = 93
  4488. add_number_to_name = no
  4489. liege_piety = 0.05
  4490.  
  4491. extra_tech_building_start = 0.2
  4492. }
  4493.  
  4494. # Coptic Spearmen
  4495. ca_culture_coptic_1 = {
  4496. desc = ca_culture_coptic_1_desc
  4497. potential = {
  4498. OR = {
  4499. culture = coptic
  4500. has_building = ca_culture_coptic_1
  4501. }
  4502. }
  4503. is_active_trigger = {
  4504. ROOT = {
  4505. culture = coptic
  4506. }
  4507. }
  4508. trigger = {
  4509. TECH_CASTLE_CONSTRUCTION = 0
  4510. ROOT = {
  4511. culture = coptic
  4512. }
  4513. }
  4514. prerequisites = { ca_wall_2 }
  4515. gold_cost = 200
  4516. build_time = 730
  4517. pikemen = 30
  4518. pikemen_defensive = 0.15
  4519. ai_creation_factor = 101
  4520.  
  4521. extra_tech_building_start = 0.8
  4522. }
  4523. ca_culture_coptic_2 = {
  4524. desc = ca_culture_coptic_1_desc
  4525. potential = {
  4526. OR = {
  4527. culture = coptic
  4528. has_building = ca_culture_coptic_1
  4529. has_building = ca_culture_coptic_2
  4530. }
  4531. }
  4532. is_active_trigger = {
  4533. ROOT = {
  4534. culture = coptic
  4535. }
  4536. }
  4537. trigger = {
  4538. TECH_CASTLE_CONSTRUCTION = 1
  4539. ROOT = {
  4540. culture = coptic
  4541. }
  4542. }
  4543. upgrades_from = ca_culture_coptic_1
  4544. gold_cost = 300
  4545. build_time = 1095
  4546. pikemen = 40
  4547. pikemen_defensive = 0.15
  4548. ai_creation_factor = 100
  4549.  
  4550. extra_tech_building_start = 0.8
  4551. }
  4552. ca_culture_coptic_3 = {
  4553. desc = ca_culture_coptic_1_desc
  4554. potential = {
  4555. OR = {
  4556. culture = coptic
  4557. has_building = ca_culture_coptic_1
  4558. has_building = ca_culture_coptic_2
  4559. has_building = ca_culture_coptic_3
  4560. }
  4561. }
  4562. is_active_trigger = {
  4563. ROOT = {
  4564. culture = coptic
  4565. }
  4566. }
  4567. trigger = {
  4568. TECH_CASTLE_CONSTRUCTION = 2
  4569. ROOT = {
  4570. culture = coptic
  4571. }
  4572. }
  4573. upgrades_from = ca_culture_coptic_2
  4574. gold_cost = 400
  4575. build_time = 2190
  4576. pikemen = 60
  4577. pikemen_defensive = 0.15
  4578. ai_creation_factor = 99
  4579.  
  4580. extra_tech_building_start = 0.8
  4581. }
  4582. ca_culture_coptic_4 = {
  4583. desc = ca_culture_coptic_1_desc
  4584. potential = {
  4585. OR = {
  4586. culture = coptic
  4587. has_building = ca_culture_coptic_1
  4588. has_building = ca_culture_coptic_2
  4589. has_building = ca_culture_coptic_3
  4590. has_building = ca_culture_coptic_4
  4591. }
  4592. }
  4593. is_active_trigger = {
  4594. ROOT = {
  4595. culture = coptic
  4596. }
  4597. }
  4598. trigger = {
  4599. TECH_CASTLE_CONSTRUCTION = 4
  4600. ROOT = {
  4601. culture = coptic
  4602. }
  4603. }
  4604. upgrades_from = ca_culture_coptic_3
  4605. gold_cost = 500
  4606. build_time = 2190
  4607. pikemen = 80
  4608. pikemen_defensive = 0.15
  4609. ai_creation_factor = 98
  4610.  
  4611. extra_tech_building_start = 0.8
  4612. }
  4613.  
  4614. # Animal Farm
  4615. ca_culture_animal_1 = {
  4616. desc = ca_culture_animal_desc
  4617. potential = {
  4618. OR = {
  4619. culture_group = horse_group
  4620. culture_group = cat_group
  4621. culture_group = bear_group
  4622. culture_group = hedgehog_group
  4623. culture_group = duck_group
  4624. culture_group = dog_group
  4625. culture_group = elephant_group
  4626. culture_group = dragon_group
  4627. has_building = ca_culture_animal_1
  4628. }
  4629. }
  4630. is_active_trigger = {
  4631. ROOT = {
  4632. OR = {
  4633. culture_group = horse_group
  4634. culture_group = cat_group
  4635. culture_group = bear_group
  4636. culture_group = hedgehog_group
  4637. culture_group = duck_group
  4638. culture_group = dog_group
  4639. culture_group = elephant_group
  4640. culture_group = dragon_group
  4641. }
  4642. }
  4643. }
  4644. trigger = {
  4645. TECH_CASTLE_CONSTRUCTION = 0
  4646. ROOT = {
  4647. OR = {
  4648. culture_group = horse_group
  4649. culture_group = cat_group
  4650. culture_group = bear_group
  4651. culture_group = hedgehog_group
  4652. culture_group = duck_group
  4653. culture_group = dog_group
  4654. culture_group = elephant_group
  4655. culture_group = dragon_group
  4656. }
  4657. }
  4658. }
  4659. prerequisites = { ca_wall_2 }
  4660. gold_cost = 200
  4661. build_time = 730
  4662. heavy_infantry = 30
  4663. heavy_infantry_defensive = 0.15
  4664. ai_creation_factor = 101
  4665.  
  4666. extra_tech_building_start = 0.8
  4667. }
  4668. ca_culture_animal_2 = {
  4669. desc = ca_culture_animal_desc
  4670. potential = {
  4671. OR = {
  4672. culture_group = horse_group
  4673. culture_group = cat_group
  4674. culture_group = bear_group
  4675. culture_group = hedgehog_group
  4676. culture_group = duck_group
  4677. culture_group = dog_group
  4678. culture_group = elephant_group
  4679. culture_group = dragon_group
  4680. has_building = ca_culture_animal_1
  4681. has_building = ca_culture_animal_2
  4682. }
  4683. }
  4684. is_active_trigger = {
  4685. ROOT = {
  4686. OR = {
  4687. culture_group = horse_group
  4688. culture_group = cat_group
  4689. culture_group = bear_group
  4690. culture_group = hedgehog_group
  4691. culture_group = duck_group
  4692. culture_group = dog_group
  4693. culture_group = elephant_group
  4694. culture_group = dragon_group
  4695. }
  4696. }
  4697. }
  4698. trigger = {
  4699. TECH_CASTLE_CONSTRUCTION = 1
  4700. ROOT = {
  4701. OR = {
  4702. culture_group = horse_group
  4703. culture_group = cat_group
  4704. culture_group = bear_group
  4705. culture_group = hedgehog_group
  4706. culture_group = duck_group
  4707. culture_group = dog_group
  4708. culture_group = elephant_group
  4709. culture_group = dragon_group
  4710. }
  4711. }
  4712. }
  4713. upgrades_from = ca_culture_animal_1
  4714. gold_cost = 300
  4715. build_time = 1095
  4716. heavy_infantry = 40
  4717. heavy_infantry_defensive = 0.15
  4718. ai_creation_factor = 101
  4719.  
  4720. extra_tech_building_start = 0.8
  4721. }
  4722. ca_culture_animal_3 = {
  4723. desc = ca_culture_animal_desc
  4724. potential = {
  4725. OR = {
  4726. culture_group = horse_group
  4727. culture_group = cat_group
  4728. culture_group = bear_group
  4729. culture_group = hedgehog_group
  4730. culture_group = duck_group
  4731. culture_group = dog_group
  4732. culture_group = elephant_group
  4733. culture_group = dragon_group
  4734. has_building = ca_culture_animal_1
  4735. has_building = ca_culture_animal_2
  4736. has_building = ca_culture_animal_3
  4737. }
  4738. }
  4739. is_active_trigger = {
  4740. ROOT = {
  4741. OR = {
  4742. culture_group = horse_group
  4743. culture_group = cat_group
  4744. culture_group = bear_group
  4745. culture_group = hedgehog_group
  4746. culture_group = duck_group
  4747. culture_group = dog_group
  4748. culture_group = elephant_group
  4749. culture_group = dragon_group
  4750. }
  4751. }
  4752. }
  4753. trigger = {
  4754. TECH_CASTLE_CONSTRUCTION = 2
  4755. ROOT = {
  4756. OR = {
  4757. culture_group = horse_group
  4758. culture_group = cat_group
  4759. culture_group = bear_group
  4760. culture_group = hedgehog_group
  4761. culture_group = duck_group
  4762. culture_group = dog_group
  4763. culture_group = elephant_group
  4764. culture_group = dragon_group
  4765. }
  4766. }
  4767. }
  4768. upgrades_from = ca_culture_animal_2
  4769. gold_cost = 400
  4770. build_time = 2190
  4771. heavy_infantry = 50
  4772. heavy_infantry_defensive = 0.15
  4773. ai_creation_factor = 101
  4774.  
  4775. extra_tech_building_start = 0.8
  4776. }
  4777. ca_culture_animal_4 = {
  4778. desc = ca_culture_animal_desc
  4779. potential = {
  4780. OR = {
  4781. culture_group = horse_group
  4782. culture_group = cat_group
  4783. culture_group = bear_group
  4784. culture_group = hedgehog_group
  4785. culture_group = duck_group
  4786. culture_group = dog_group
  4787. culture_group = elephant_group
  4788. culture_group = dragon_group
  4789. has_building = ca_culture_animal_1
  4790. has_building = ca_culture_animal_2
  4791. has_building = ca_culture_animal_3
  4792. has_building = ca_culture_animal_4
  4793. }
  4794. }
  4795. is_active_trigger = {
  4796. ROOT = {
  4797. OR = {
  4798. culture_group = horse_group
  4799. culture_group = cat_group
  4800. culture_group = bear_group
  4801. culture_group = hedgehog_group
  4802. culture_group = duck_group
  4803. culture_group = dog_group
  4804. culture_group = elephant_group
  4805. culture_group = dragon_group
  4806. }
  4807. }
  4808. }
  4809. trigger = {
  4810. TECH_CASTLE_CONSTRUCTION = 4
  4811. ROOT = {
  4812. OR = {
  4813. culture_group = horse_group
  4814. culture_group = cat_group
  4815. culture_group = bear_group
  4816. culture_group = hedgehog_group
  4817. culture_group = duck_group
  4818. culture_group = dog_group
  4819. culture_group = elephant_group
  4820. culture_group = dragon_group
  4821. }
  4822. }
  4823. }
  4824. upgrades_from = ca_culture_animal_3
  4825. gold_cost = 500
  4826. build_time = 2190
  4827. heavy_infantry = 60
  4828. heavy_infantry_defensive = 0.15
  4829. ai_creation_factor = 101
  4830.  
  4831. extra_tech_building_start = 0.8
  4832. }
  4833.  
  4834. # Arberian cavalry
  4835. ca_culture_arberian_1 = {
  4836. desc = ca_culture_arberian_1_desc
  4837. potential = {
  4838. OR = {
  4839. culture = arberian
  4840. has_building = ca_culture_arberian_1
  4841. }
  4842. }
  4843. is_active_trigger = {
  4844. ROOT = {
  4845. culture = arberian
  4846. }
  4847. }
  4848. trigger = {
  4849. TECH_CASTLE_CONSTRUCTION = 0
  4850. ROOT = {
  4851. culture = arberian
  4852. }
  4853. }
  4854. prerequisites = { ca_wall_2 }
  4855. gold_cost = 200
  4856. build_time = 730
  4857. light_cavalry = 30
  4858. light_cavalry_defensive = 0.10
  4859. light_cavalry_offensive = 0.10
  4860. ai_creation_factor = 101
  4861.  
  4862. extra_tech_building_start = 0.8
  4863. }
  4864. ca_culture_arberian_2 = {
  4865. desc = ca_culture_arberian_1_desc
  4866. potential = {
  4867. OR = {
  4868. culture = arberian
  4869. has_building = ca_culture_arberian_1
  4870. has_building = ca_culture_arberian_2
  4871. }
  4872. }
  4873. is_active_trigger = {
  4874. ROOT = {
  4875. culture = arberian
  4876. }
  4877. }
  4878. trigger = {
  4879. TECH_CASTLE_CONSTRUCTION = 1
  4880. ROOT = {
  4881. culture = arberian
  4882. }
  4883. }
  4884. upgrades_from = ca_culture_arberian_1
  4885. gold_cost = 300
  4886. build_time = 1095
  4887. light_cavalry = 40
  4888. light_cavalry_defensive = 0.10
  4889. light_cavalry_offensive = 0.10
  4890. ai_creation_factor = 100
  4891.  
  4892. extra_tech_building_start = 0.8
  4893. }
  4894. ca_culture_arberian_3 = {
  4895. desc = ca_culture_arberian_1_desc
  4896. potential = {
  4897. OR = {
  4898. culture = arberian
  4899. has_building = ca_culture_arberian_1
  4900. has_building = ca_culture_arberian_2
  4901. has_building = ca_culture_arberian_3
  4902. }
  4903. }
  4904. is_active_trigger = {
  4905. ROOT = {
  4906. culture = arberian
  4907. }
  4908. }
  4909. trigger = {
  4910. TECH_CASTLE_CONSTRUCTION = 2
  4911. ROOT = {
  4912. culture = arberian
  4913. }
  4914. }
  4915. upgrades_from = ca_culture_arberian_2
  4916. gold_cost = 400
  4917. build_time = 2190
  4918. light_cavalry = 50
  4919. light_cavalry_defensive = 0.10
  4920. light_cavalry_offensive = 0.10
  4921. ai_creation_factor = 99
  4922.  
  4923. extra_tech_building_start = 0.8
  4924. }
  4925. ca_culture_arberian_4 = {
  4926. desc = ca_culture_arberian_1_desc
  4927. potential = {
  4928. OR = {
  4929. culture = arberian
  4930. has_building = ca_culture_arberian_1
  4931. has_building = ca_culture_arberian_2
  4932. has_building = ca_culture_arberian_3
  4933. has_building = ca_culture_arberian_4
  4934. }
  4935. }
  4936. is_active_trigger = {
  4937. ROOT = {
  4938. culture = arberian
  4939. }
  4940. }
  4941. trigger = {
  4942. TECH_CASTLE_CONSTRUCTION = 4
  4943. ROOT = {
  4944. culture = arberian
  4945. }
  4946. }
  4947. upgrades_from = ca_culture_arberian_3
  4948. gold_cost = 500
  4949. build_time = 2190
  4950. light_cavalry = 60
  4951. light_cavalry_defensive = 0.10
  4952. light_cavalry_offensive = 0.10
  4953. ai_creation_factor = 98
  4954.  
  4955. extra_tech_building_start = 0.8
  4956. }
  4957. }
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