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

# 
# cost = x #==> cost in $ to build (subject to other modifiers)
# time = x #==> number of months to build.
# officials = x #==> number of magistrates to build (default 1)
# previous = x # a building that is the prerequisite of this building
# modifier = m # a modifier on the province that the building gives
# trigger = t # an and trigger that needs to be fullfilled to build and keep the building
# one_per_country = yes/no # if yes, only one of these can exist in a country
# manufactory = { trade_good trade_good } # list of trade goods that get a production bonus
# destroy_on_conquest = yes/no # destroy this building if conquered
# onmap = yes/no # show as a sprite on the map
# category = x # the category used for labels and such

# religion
schrein = {
	cost = 30
	time = 12
	modifier = {
		stability_cost = -2
    local_missionary_placement_chance = 0.01	
  }
	destroy_on_conquest = yes
	spare_on_core = yes
	category = 1
}

tempel = {
	previous = schrein
	cost = 60
	time = 12
	modifier = {
		local_revolt_risk = -1
		local_missionary_placement_chance = 0.01
		population_growth = 0.01
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

kloster = {
	previous = tempel
	cost = 50
	time = 12
	modifier = {
    local_missionary_placement_chance = 0.01
		local_missionary_cost = -0.1
		local_production_efficiency = 0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

haupttempel = {
	previous = kloster
	cost = 100
	time = 12
	modifier = {
		local_missionary_placement_chance = 0.01
		trade_income = 1
		population_growth = 0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

praetorenpalast = {
	previous = haupttempel
	cost = 200
	time = 24
	modifier = {
		missionary_chance = 0.01
		local_defensiveness = 0.1
		stability_cost = -5
		local_trade_income_modifier = -0.1
	}
	destroy_on_conquest = yes
	category = 1
}

# herrschaft
motte = {
	cost = 40
	time = 12
	modifier = {
		local_defensiveness = 0.05
		direct_tax_percentage = 0.1
	}
	destroy_on_conquest = yes
	category = 2
	spare_on_core = yes
}

burg = {
	previous = motte
	cost = 80
	time = 12
	modifier = {
		regiment_recruit_speed = -0.1
		local_defensiveness = 0.15
		local_revolt_risk = -0.5
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

palas = {
	previous = burg
	cost = 100
	time = 12
	modifier = {
		direct_tax_percentage = 0.2
    local_defensiveness = 0.1
		local_spy_defense = 0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

vorburg = {
	previous = palas
	cost = 120
	time = 18
	modifier = {
		local_manpower_modifier = 0.2
		local_defensiveness = 0.15
		land_forcelimit = 1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

schloss = {
	previous = vorburg
	cost = 160
	time = 24
	modifier = {
		tax_income = -1
    prestige = 0.1
		trade_income = 2
		direct_tax_percentage = 0.2
	}
	destroy_on_conquest = yes
	category = 2
}

# verwaltung
dorfschulze = {
	cost = 40
	time = 12
	modifier = {
		local_spy_defence = 0.1
		local_tax_modifier = 0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
 	category = 3
}

gericht = {
 	previous = dorfschulze
	cost = 70
	time = 12
	modifier = {
	  stability_cost = -4
		minimum_revolt_risk = -0.5
		local_spy_defence = 0.1
	}
	destroy_on_conquest = yes
 	spare_on_core = yes
}

rathaus = {
	previous = gericht
	cost = 100
	time = 12
	modifier = {
		local_tax_modifier = 0.15
		local_trade_income_modifier = 0.15
		stability_cost = -4
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

magistratur = {
 	previous = rathaus
	cost = 150
	time = 12
	modifier = {
		direct_tax_percentage = 0.2
    local_spy_defence = 0.1
		inflation_reduction_local = 0.01
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

gouverneurspalast = {
 	previous = magistratur
	cost = 180
	time = 18
	modifier = {
		overseas_income = 0.01
		local_tax_modifier = 0.2
		local_tariffs = 0.1
		local_production_efficiency = -0.1
	}
	destroy_on_conquest = yes
	category = 3
}

# volk
jahrmarkt = {	
	cost = 40
	time = 12
	modifier = {
		local_production_efficiency = 0.1
    minimum_revolt_risk = -1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
	category = 4
}

turnierplatz = {
	previous = jahrmarkt
	cost = 60
	time = 12
	modifier = {
		stability_cost = -4
		regiment_recruit_speed = -0.1
		local_manpower_modifier = 0.15
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

theater = {
	previous = turnierplatz
	cost = 90
	time = 12
	modifier = {
		local_revolt_risk = -1
		population_growth = 0.01
		minimum_revolt_risk = -1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

stadion = {
	previous = theater
	cost = 145
	time = 12
	modifier = {
	  stability_cost = -8
		local_tax_modifier = 0.1
		minimum_revolt_risk = -1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

palast_der_sinne = {
	previous = stadion
	cost = 200
	time = 24
	modifier = {
	  stability_investment = 4
	  trade_income = 2
		local_revolt_risk = -1
		local_spy_defence = -0.25
	}
	destroy_on_conquest = yes
	category = 4
}

# verkehr
karawanserei = {
	cost = 50
	time = 12
	modifier = {
		trade_income = 1
		local_tariffs = 0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
	category = 5
}

karrenwege = {
	previous = karawanserei
	cost = 75
	time = 12
	modifier = {
    local_trade_income_modifier = 0.10
    supply_limit = 0.1
    local_movement_speed = 0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

pflasterstrassen = {
	previous = karrenwege
	cost = 100
	time = 12
	modifier = {
		local_trade_income_modifier = 0.10
		local_movement_speed = 0.1
		local_tariffs = 0.1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

reichsstrasse = {
	previous = pflasterstrassen
	cost = 150
	time = 12
	modifier = {
		tax_income = 2
		local_movement_speed = 0.1
		local_trade_income_modifier = 0.15
	}
	destroy_on_conquest = yes
	spare_on_core = yes
}

kanal = {
	previous = reichsstrasse
	cost = 200
	time = 24
	modifier = {
		modifier_province_owner_trade_chance = 0.1
		local_production_efficiency = 0.2
		supply_limit = 0.2
		direct_tax_percentage = -0.1
	}
	destroy_on_conquest = yes
	category = 5
}

# produktion
schmiede = {
	cost = 50
	time = 12
	modifier = {
		local_production_efficiency = 0.1
		local_regiment_cost = -0.1
	}
	destroy_on_conquest = no
	category = 6
}

windmuehle = {
	previous = schmiede
	cost = 75
	time = 12
	modifier = {
		local_manpower_modifier = 0.1
		local_production_efficiency = 0.1
		tax_income = 0.8
	}
	destroy_on_conquest = no
}

werkstatt = {
	previous = windmuehle
	cost = 100
	time = 12
	modifier = {
		local_production_efficiency = 0.15
		trade_income = 1
		local_regiment_cost = -0.1
	}
	destroy_on_conquest = no
}

bauhuette = {
	previous = werkstatt
	cost = 150
	time = 12
	modifier = {
		local_production_efficiency
		tax_income = 1.5
		trade_income = 0.5
	}
	destroy_on_conquest = no
}

manufaktur = {
	previous = bauhuette
	cost = 200
	time = 24
	modifier = {
		reinforce_speed = 0.01
		local_production_efficiency = 0.25
		regiment_recruit_speed = -0.1
	}
	destroy_on_conquest = yes
	category = 6
}

# handel
kornspeicher = {
	cost = 50
	time = 12
	modifier = {
		supply_limit = 0.2
		population_growth = 0.01
	}
	destroy_on_conquest = no
	category = 7
}

markt = {
	previous = kornspeicher
	cost = 70
	time = 12
	modifier = {
    local_trade_income_modifier = 0.1
    local_tariffs = 0.1
    local_cot_gravity = 1
	}
	destroy_on_conquest = no
}

kontor = {
	previous = markt
	cost = 90
	time = 12
	modifier = {
		local_tariffs = 0.2
		local_trade_income_modifier = 0.1
		supply_limit = 0.3
	}
	destroy_on_conquest = no
}

bank = {
	previous = kontor
	cost = 150
	time = 12
	modifier = {
		local_tax_modifier = 0.2
		local_trade_income_modifier = 0.2
		naval_forcelimit = 1
	}
	destroy_on_conquest = no
}

boerse = {
	previous = bank
	cost = 200
	time = 24
	modifier = {
		global_cot_gravity = 0.5
		local_trade_income_modifier = 0.25
		tax_income = 2
		inflation_reduction_local = -0.01
	}
	destroy_on_conquest = yes
	category = 7
}

# seefahrt
bootsbauer = {
	cost = 50
	time = 12
	modifier = {
    local_production_efficiency = 0.1
    ship_recruit_speed = -0.15
	}
	destroy_on_conquest = no
	category = 4
}

kaimauer = {
	previous = bootsbauer
	cost = 75
	time = 12
	modifier = {
    local_ship_repair = 0.1
    trade_income = 1
    naval_forcelimit = 1
	}
	destroy_on_conquest = no
}

mole = {
	previous = kaimauer
	cost = 100
	time = 12
	modifier = {
    ship_recruit_speed = -0.15
    tax_income = 1.5
    local_ship_repair = 0.15
	}
	destroy_on_conquest = no
}

werft = {
	previous = mole
	cost = 150
	time = 12
	modifier = {
    ship_recruit_speed = -0.25
    local_ship_cost = -0.1
    local_production_efficiency = 0.2
	}
	destroy_on_conquest = no
}

trockendock = {
	previous = werft
	cost = 200
	time = 24
	modifier = {
    big_ship_cost = -0.01
    local_ship_cost = -0.15
    local_ship_repair = 0.25
    local_manpower_modifier = -0.1
	}
	destroy_on_conquest = yes
	category = 8
}

# verteidigung
palisade = {
	cost = 50
	time = 12
	modifier = {
		fort_level = 1
		local_manpower = -0.05
	}
	destroy_on_conquest = no
	category = 9
}

steinmauer = {
	previous = palisade
	cost = 75
	time = 12
	modifier = {
		fort_level = 1
		garrison_growth = 0.1
		land_forcelimit = 1
	}
	destroy_on_conquest = no
}

kaserne = {
	previous = steinmauer
	cost = 100
	time = 12
	modifier = {
		garrison_growth = 0.15
		local_manpower_modifier = 0.2
		regiment_recruit_speed = -0.15
	}
	destroy_on_conquest = no
}

wehrgang = {
	previous = kaserne
	cost = 120
	time = 12
	modifier = {
		fort_level = 1
		supply_limit = 0.1
		garrison_growth = 0.2
	}
	destroy_on_conquest = no
}

zitadelle = {
	previous = wehrgang
	cost = 200
	time = 24
	modifier = {
		fort_level = 1
		defensiveness = 0.05
		local_spy_defence = 0.1
		local_manpower = -0.1
	}
	destroy_on_conquest = yes
	category = 9
}


# One per country
reichskanzlei = {
	cost = 1000
	time = 12
	trigger = {
		OR = {
			is_capital = yes
			base_tax = 10
		}
	}
	modifier = {
		inflation_reduction = 0.05
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

kriminalkammer = {
	cost = 500
	time = 12
	trigger = {
		any_neighbor_province = {
			NOT = { owned_by = THIS }
		}
		NOT = { is_core = THIS }

	}
	
	modifier = {
		diplomats = 1
		badboy = -0.4
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

triumphbogen = {
	cost = 1000
	time = 12
	modifier = {
		cultural_tradition = 0.01
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

heilige_stadt = {
	cost = 500
	time = 12
	trigger = {
		is_core = THIS
		any_neighbor_province = {
			NOT = { owned_by = THIS }
		}		
	}
	modifier = {
		local_defensiveness = 2.0
		local_manpower = 0.5
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

kgia = {
#geheimdienst
	cost = 1000
	time = 12
	trigger = {
			is_core = THIS
			trade_goods = grain
		}
	modifier = {
		land_forcelimit_modifier = 0.20
		land_maintenance_modifier = -0.20
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

kaiserpalast = {
	cost = 1000
	time = 12
	trigger = {
		government = monarchy
		is_capital = yes
	}
	modifier = {
		legitimacy = 0.01
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

kriegsschule = {
	cost = 1000
	time = 12
	modifier = {
		army_tradition = 0.01
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

admiralitaet = {
	cost = 1000
	time = 12
	trigger = {
		port = yes
	}
	modifier = {
		navy_tradition = 0.01
	}
	destroy_on_conquest = yes
	one_per_country = yes
	category = 8
}

# Akademien
magierakademie = {
	cost = 1000
	time = 60
	manufactory = {
		wine
		sugar
	}
	modifier = {
		trade_tech_investment = 5
		population_growth = 0.01
	}
	onmap = yes
	category = 7
}

marineakademie = {
	cost = 1000
	time = 60
	modifier = {
		naval_tech_investment = 5
		population_growth = 0.01
	}
	manufactory = {
		naval_supplies
	}
	onmap = yes
	category = 7
}

kriegerakademie = {
	cost = 1000
	time = 60
	modifier = {
		land_tech_investment = 5
		population_growth = 0.01
	}
	manufactory = {
		copper
		iron
	}
	onmap = yes	
	category = 7
}

alchimistenschule = {
	cost = 1000
	time = 60
	modifier = {
		production_tech_investment = 5
		population_growth = 0.01
	}
	manufactory = {
		wool
		cloth
	}
	onmap = yes
	category = 7
}

kunstakademie = {
	cost = 1000
	time = 60
	modifier = {
		stability_investment = 5
		population_growth = 0.01
		cultural_tradition = 0.01
	}
	manufactory = {
	}
	onmap = yes
	category = 7
}

universitaet = {
	cost = 1000
	time = 60
	modifier = {
		government_tech_investment = 5
		population_growth = 0.01
	}
	manufactory = {
	}
	onmap = yes
	category = 7
}