# 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.
# 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
# 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
#
# to script ai logic..  scope is province..
#	ai_will_do = {
#		factor = 1
#		modifier = {
#			factor = 0
#			NOT = { owner = { tag = SWE } }
#		}
#	}
#	
#HARBOR
dock = {
	cost = 500
	time = 12
	trigger = {
		port = yes
	}
	modifier = {
		harbor_level = 1
	
	}
	destroy_on_conquest = yes
	spare_on_core = yes
 	category = 3
}
minorport = {
	previous = dock
	cost = 500
	time = 12
	trigger = {
		port = yes
	}
	modifier = {
		harbor_level = 1
	
	}
	destroy_on_conquest = yes
	spare_on_core = yes
 	category = 3
}
majorport = {
	previous = minorport
	cost = 500
	time = 12
	trigger = {
		port = yes
	}
	modifier = {
		harbor_level = 1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
 	category = 3
}

#DEPOT
depot1 = {
	cost = 50
	time = 6
	modifier = {
		depot_level = 1
	}
	destroy_on_conquest = yes
	spare_on_core = yes
	category = 6
}
#FORTRESS
fort1 = {
	cost = 2500
	time = 12
	modifier = {
		fort_level = 1
	}
	destroy_on_conquest = no
	category = 4
	
}

fort2 = {
	previous = fort1
	cost = 5000
	time = 12
	modifier = {
		fort_level = 1
	}
	destroy_on_conquest = no
}

fort3 = {
	previous = fort2
	cost = 10000
	time = 12
	modifier = {
		fort_level = 1
	}
	destroy_on_conquest = no
}

#DEVELOPMENT
development1 = {
	cost = 250
	time = 12
	modifier = {
		development_level = 1
	}
	destroy_on_conquest = no
	category = 1
	
}

development2 = {
	previous = development1
	cost = 500
	time = 12
	modifier = {
		development_level = 1
	}
	destroy_on_conquest = no
}

development3 = {
	previous = development2
	cost = 1000
	time = 12
	modifier = {
		development_level = 1
	}
	destroy_on_conquest = no
}

#TRANSPORT
transport1 = {
	cost = 250
	time = 6
	modifier = {
		transport_level = 1
	}
	destroy_on_conquest = no
	category = 2
	
}

transport2 = {
	previous = transport1
	cost = 500
	time = 12
	modifier = {
		transport_level = 1
	}
	destroy_on_conquest = no
}

transport3 = {
	previous = transport2
	cost = 750
	time = 18
	modifier = {
		transport_level = 1
	}
	destroy_on_conquest = no
}