hagia_sophia = {
	# province it starts in
	start = 151
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 537.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {		
			AND = {
				religion = orthodox
				has_owner_religion = yes
			}
			AND = {
				religion = coptic
				has_owner_religion = yes
			}			
			AND = {
				religion_group = muslim
				has_owner_religion = yes
			}
			AND = {
				religion = catholic
				has_owner_religion = yes
			}
		}			
	}

	#what to do when it's built
	on_built = {
		if = {
			limit = { 
				has_global_flag = hagia_sophia_now_mosque 
			}
			show_ambient_object = hagia_sophia_minarets
		}
		else = {
			show_ambient_object = hagia_sophia
		}
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = hagia_sophia_minarets
		hide_ambient_object = hagia_sophia
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = orthodox
				has_owner_religion = yes
			}
			AND = {
				religion = coptic
				has_owner_religion = yes
			}			
			AND= {
				religion_group = muslim
				has_owner_religion = yes
			}
			AND = {
				religion = catholic
				has_owner_religion = yes
			}
		}		
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = orthodox
				has_owner_religion = yes
			}
			AND = {
				religion = coptic
				has_owner_religion = yes
			}			
			AND= {
				religion_group = muslim
				has_owner_religion = yes
			}
			AND = {
				religion = catholic
				has_owner_religion = yes
			}
		}		
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			tolerance_own = 0.25
			tolerance_heretic = 0.25
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			tolerance_own = 0.5
			tolerance_heretic = 0.5
			monthly_piety = 0.001
			yearly_patriarch_authority = 0.002
			papal_influence = 0.5
			church_loyalty_modifier = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			tolerance_own = 1
			tolerance_heretic = 1
			monthly_piety = 0.002
			yearly_patriarch_authority = 0.005
			papal_influence = 1
			church_loyalty_modifier = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 10
				}
			}
		}
	}
}

stonehenge = {
	# province it starts in
	start = 234
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -2500.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = yes
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 2
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				culture = english
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = stonehenge
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = stonehenge
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				culture = english
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}	
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				culture = english
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			tolerance_heretic = 0.5
			tolerance_heathen = 0.5	
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			tolerance_heretic = 0.5
			tolerance_heathen = 0.5	
			stability_cost_modifier = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			tolerance_heretic = 1
			tolerance_heathen = 1						
			stability_cost_modifier = -0.25
			global_missionary_strength = 0.01
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

tower_of_london = {
	# province it starts in
	start = 236
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1078.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 7
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = {
				culture = normand
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				culture_group = british
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = tower_of_london
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = tower_of_london
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				culture = normand
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				culture_group = british
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				culture = normand
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				culture_group = british
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			army_tradition = 0.25
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			army_tradition = 0.25
			prestige = 0.25
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			army_tradition = 0.5
			prestige = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

buddha_statues = {
	# province it starts in
	start = 2225
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 570.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = yes
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = buddha_small
		show_ambient_object = buddha_big
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = buddha_small
		hide_ambient_object = buddha_big
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -0.1
			global_missionary_strength = 0.01
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -0.10
			global_missionary_strength = 0.01
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -0.25
			global_missionary_strength = 0.01
			missionaries = 1
			idea_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

parthenon = {
	# province it starts in
	start = 146
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -432.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 6
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				culture = greek
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				culture = athenian
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}	
	}

	#what to do when it's built
	on_built = {
		if = {
			limit = { 
				has_global_flag = parthenon_now_mosque 
			}
			show_ambient_object = parthenon_minaret
		}
		else = {
			show_ambient_object = parthenon
		}
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = parthenon_minaret
		hide_ambient_object = parthenon
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				culture = greek
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				culture = athenian
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				culture = greek
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				culture = athenian
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -3
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -0.10
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -3
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -0.1
			advisor_pool = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -3
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -0.2
			advisor_pool = 1
			yearly_corruption = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

forbidden_city = {
	# province it starts in
	start = 1816
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1406.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		owner = {
			has_reform = celestial_empire
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = forbidden_city
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = forbidden_city
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		owner = {
			has_reform = celestial_empire
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		owner = {
			has_reform = celestial_empire
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_absolutism = 0.25
			imperial_mandate = 0.03
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_absolutism = 0.5
			imperial_mandate = 0.03
			prestige_decay = -0.01
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_absolutism = 0.5
			imperial_mandate = 0.05
			prestige_decay = -0.02
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

angkor_wat = {
	# province it starts in
	start = 609
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1120.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = dharmic
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = angkor_wat
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = angkor_wat
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = dharmic
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = dharmic
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.05  #(buddhist)
			technology_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.1  #(buddhist)
			technology_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.15  #(buddhist)
			technology_cost = -0.10
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

petra = {
	# province it starts in
	start = 2327
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -2500.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = {
				culture = al_suryah_arabic
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				culture = bedouin_arabic
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = petra
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = petra
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				culture = al_suryah_arabic
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				culture = bedouin_arabic
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				culture = al_suryah_arabic
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				culture = bedouin_arabic
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 1
			envoy_travel_time = -0.20
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 1
			envoy_travel_time = -0.25
			fabricate_claims_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 2
			envoy_travel_time = -0.33
			diplomatic_upkeep = 1
			fabricate_claims_cost = -0.2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

cologne_cathedral = {
	# province it starts in
	start = 85
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1248.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 10
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = cologne_cathedral
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = cologne_cathedral
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			papal_influence = 0.5
			monthly_fervor_increase = 0.25
			church_power_modifier = 0.05
			enforce_religion_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			papal_influence = 1
			monthly_fervor_increase = 0.5
			church_power_modifier = 0.1
			enforce_religion_cost = -0.25
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			papal_influence = 2
			monthly_fervor_increase = 1
			church_power_modifier = 0.15
			enforce_religion_cost = -0.33
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

kremlin = {
	# province it starts in
	start = 295
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1339.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = east_slavic
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = kremlin
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = kremlin
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = east_slavic
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = east_slavic
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.15
			local_manpower_modifier = 0.25
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.25
			local_manpower_modifier = 0.5
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.33
			local_manpower_modifier = 1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.15
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_regiment_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

machu_picchu = {
	# province it starts in
	start = 807
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1339.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = andean_group
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = machu_picchu
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = machu_picchu
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = andean_group
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = andean_group
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			idea_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			idea_cost = -0.1
			reform_progress_growth = 0.1			
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			idea_cost = -0.15
			reform_progress_growth = 0.1
			mercantilism_cost = -0.15
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

chichen_itza = {
	# province it starts in
	start = 846
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 600.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = maya
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = chichen_itza
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = chichen_itza
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = maya
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = maya
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			manpower_recovery_speed = 0.1
			global_regiment_recruit_speed = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 5
				}
			}
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			manpower_recovery_speed = 0.15
			global_regiment_recruit_speed = -0.3
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 10
				}
			}
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			manpower_recovery_speed = 0.2
			global_regiment_recruit_speed = -0.5
			infantry_cost = -0.10
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 15
				}
			}
		}
	}
}

himeji_castle = {
	# province it starts in
	start = 1019
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1346.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {		
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = himeji_castle
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = himeji_castle
	}

	#can our country use it?
	can_use_modifiers_trigger = {
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.15			
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.25				
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5		
			spy_offence = 0.1
			global_spy_defence = 0.2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.25					
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.5			
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5	
			spy_offence = 0.15
			global_spy_defence = 0.25
		}

		#what effects happen when this tier is achieved
		on_upgraded = {			
		}
	}
}

moai = {
	# province it starts in
	start = 1988
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1400.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = yes
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture = polynesian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = moai
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = moai
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		culture = polynesian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture = polynesian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			religious_unity = 0.05
			tolerance_own = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			religious_unity = 0.10
			tolerance_own = 1
			nobles_loyalty_modifier = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 5
				}
			}
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			religious_unity = 0.25
			tolerance_own = 1
			tolerance_heretic = 1
			nobles_loyalty_modifier = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

stpeters_cathedral = {
	# province it starts in
	start = 118
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 325.01.01 #1447
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion = catholic
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = stpeters_cathedral
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = stpeters_cathedral
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion = catholic
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion = catholic
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			appoint_cardinal_cost = -0.05
			curia_powers_cost = -0.05			
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			appoint_cardinal_cost = -0.1
			curia_powers_cost = -0.1
			idea_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			appoint_cardinal_cost = -0.2
			curia_powers_cost = -0.1
			idea_cost = -0.1
			church_influence_modifier = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 20
				}
			}
		}
	}
}

mount_fuji = {
	# province it starts in
	start = 1029
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 806.01.01 #when the Fujisan Hongū Sengen Taisha shrine was built
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {		
			AND = {
				religion = shinto
				has_owner_religion = yes
			}
			AND = {
				religion = mahayana
				has_owner_religion = yes
			}
		}	
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = mount_fuji
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = mount_fuji
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = shinto
				has_owner_religion = yes
			}
			AND = {
				religion = mahayana
				has_owner_religion = yes
			}
		}	
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = shinto
				has_owner_religion = yes
			}
			AND = {
				religion = mahayana
				has_owner_religion = yes
			}
		}	
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_development_cost = -0.1
			local_monthly_devastation = -0.05
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_development_cost = -0.15
			local_monthly_devastation = -0.05
			local_tax_modifier = 0.15
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_development_cost = -0.2
			local_monthly_devastation = -0.1
			local_tax_modifier = 0.2
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_monthly_devastation = -0.05
			local_tax_modifier = 0.05
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.1  #(buddhist)
			prestige = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

tenochtitlan = {
	# province it starts in
	start = 852
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1325.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = central_american
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = tenochtitlan
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = tenochtitlan
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = central_american
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = central_american
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			allowed_num_of_buildings = 1
			local_build_cost = -0.1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_doom_reduction = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			allowed_num_of_buildings = 1
			local_build_cost = -0.15
			local_development_cost = -0.1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_doom_reduction = 2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			allowed_num_of_buildings = 2
			local_build_cost = -0.15
			local_development_cost = -0.2
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_development_cost = -0.05
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_doom_reduction = 3
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

notre_dame_cathedral = {
	# province it starts in
	start = 183
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1163.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = notre_dame_cathedral
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = notre_dame_cathedral
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			papal_influence = 0.5
			monthly_fervor_increase = 0.25
			church_power_modifier = 0.05
			tolerance_own = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			papal_influence = 1
			monthly_fervor_increase = 0.5
			church_power_modifier = 0.1
			tolerance_own = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			papal_influence = 2
			monthly_fervor_increase = 1
			church_power_modifier = 0.15
			tolerance_own = 2
			religious_unity = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

shwedagon_pagoda = {
	# province it starts in
	start = 4399
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1362.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = shwedagon_pagoda
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = shwedagon_pagoda
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			church_loyalty_modifier = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -2
			local_development_cost = -0.05
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {			
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			church_loyalty_modifier = 0.05
			yearly_karma_decay = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_development_cost = -0.1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.1
			church_loyalty_modifier = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

the_great_wall_of_china = {
	# province it starts in
	start = 698
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1368.01.01 #Ming dynasty
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = east_asian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = the_great_wall_of_china
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = the_great_wall_of_china
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = east_asian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = east_asian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			garrison_growth = 0.1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.15
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			garrison_growth = 0.1
			garrison_size = 0.15
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			hostile_attrition = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			garrison_growth = 0.1
			garrison_size = 0.25
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			hostile_attrition = 2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

ambras_castle = {
	# province it starts in
	start = 73
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1564.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = ambras_castle
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = ambras_castle
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.1
			drill_gain_modifier = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 5
				}
			}
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.25
			drill_gain_modifier = 0.3
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 10
				}
			}
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5
			drill_gain_modifier = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
			owner = {
				add_estate_loyalty = {
					estate = estate_nobles
					loyalty = 15
				}
			}
		}
	}
}

mesa_verde = {
	# province it starts in
	start = 875
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1190.01.01 #Cliff Palace
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion = totemism
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = mesa_verde
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = mesa_verde
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion = totemism
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion = totemism
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			technology_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -2
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {	
			idea_cost = -0.05
			technology_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -3
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			idea_cost = -0.1
			technology_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

taj_mahal = {
	# province it starts in
	start = 524
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1632 
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = taj_mahal 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = taj_mahal 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety = 0.001
			prestige_decay = -0.005
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -2
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {	
			monthly_piety = 0.002
			prestige_decay = -0.005
			monthly_splendor = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {			
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety = 0.003
			prestige_decay = -0.01
			monthly_splendor = 2
			power_projection_from_insults = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

alhambra = {
	# province it starts in
	start = 223
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1333.01.01 #Yusuf I
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = alhambra 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = alhambra 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			vassal_income = 0.1
			reduced_liberty_desire = 5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			vassal_income = 0.1
			reduced_liberty_desire = 5
			diplomatic_reputation = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			administrative_efficiency = 0.05
			vassal_income = 0.1
			reduced_liberty_desire = 10
			diplomatic_reputation = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

the_grand_palace = {
	# province it starts in
	start = 4831
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1782
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = the_grand_palace 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = the_grand_palace 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_absolutism = 0.25
			governing_capacity_modifier = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_absolutism = 0.5
			governing_capacity_modifier = 0.1
			vassal_forcelimit_bonus = 0.30
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_absolutism = 1
			governing_capacity_modifier = 0.15
			vassal_forcelimit_bonus = 0.5
			ae_impact = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

bagan_temples = {
	# province it starts in
	start = 2399
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1105.01.01 #Ananda Temple
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = bagan_temples 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = bagan_temples 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_missionary_strength = 0.01
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.05
			global_missionary_strength = 0.01
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_missionary_strength = 0.02
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.1
			global_missionary_strength = 0.01
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_missionary_strength = 0.03
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_karma_decay = 0.15
			global_missionary_strength = 0.02
			missionaries = 2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

ait_benhaddou = {
	# province it starts in
	start = 4568
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1050.01.01 #Almoravid Period
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = ait_benhaddou 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = ait_benhaddou 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.15
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			caravan_power = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			caravan_power = 0.2
			trade_efficiency = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			caravan_power = 0.33
			trade_efficiency = 0.10
			global_trade_power = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

registan_square = {
	# province it starts in
	start = 454
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1417.01.01 #Ulugh Beg Madrasah
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = registan_square 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = registan_square 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety = 0.001
			stability_cost_modifier = -0.1
			enforce_religion_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety = 0.002
			stability_cost_modifier = -0.15
			enforce_religion_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety = 0.003
			stability_cost_modifier = -0.25
			enforce_religion_cost = -0.15
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

golden_temple = {
	# province it starts in
	start = 2075
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1574
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = golden_temple 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = golden_temple 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.025
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {			
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.05
			min_autonomy_in_territories = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {			
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.1
			min_autonomy_in_territories = -0.15
			
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

jokhang_temple = {
	# province it starts in
	start = 677
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 647.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = jokhang_temple 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = jokhang_temple 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		} 
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		} 
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			religious_unity = 0.05
			missionary_maintenance_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			religious_unity = 0.10
			global_missionary_strength = 0.01
			missionary_maintenance_cost = -0.2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			religious_unity = 0.25
			global_missionary_strength = 0.02
			missionary_maintenance_cost = -0.3
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

borobudur_temple = {
	# province it starts in
	start = 2690
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 750.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				culture_group = malay
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}		
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = borobudur_temple 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = borobudur_temple 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				culture_group = malay
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				culture_group = malay
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_autonomy = -0.01
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_autonomy = -0.025
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -0.1
			global_unrest = -1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {			
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			culture_conversion_cost = -0.25
			global_unrest = -2
			num_accepted_cultures = 1
			global_autonomy = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

temple_of_confucius = {
	# province it starts in
	start = 2140
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1302.01.01 #Yuan Dynasty restoration
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion = confucianism
		has_owner_religion = yes		
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = temple_of_confucius 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = temple_of_confucius 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion = confucianism
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion = confucianism
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_harmony = 0.25
			prestige = 0.25
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_harmony = 0.33
			religious_unity = 0.25
			prestige = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_harmony = 0.5
			religious_unity = 0.5
			prestige = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 15
				}
			}
		}
	}
}

murud_janjira = {
	# province it starts in
	start = 2089
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1676
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = murud_janjira 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = murud_janjira 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			naval_forcelimit_modifier = 0.1
			naval_maintenance_modifier = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			naval_forcelimit_modifier = 0.2
			naval_maintenance_modifier = -0.15
			navy_tradition = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			naval_forcelimit_modifier = 0.3
			naval_maintenance_modifier = -0.2
			navy_tradition = 1
			admiral_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

pura_besakih = {
	# province it starts in
	start = 631
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1284.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = pura_besakih 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = pura_besakih 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			brahmins_hindu_loyalty_modifier = 0.05
			stability_cost_modifier = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			brahmins_hindu_loyalty_modifier = 0.1
			stability_cost_modifier = -0.1
			war_exhaustion = -0.02
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			brahmins_hindu_loyalty_modifier = 0.15
			stability_cost_modifier = -0.15
			war_exhaustion = -0.05
			global_unrest = -1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

kanbawzathadi_palace = {
	# province it starts in
	start = 586
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1556
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = kanbawzathadi_palace 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = kanbawzathadi_palace 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 1
			dip_advisor_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 1
			diplomatic_upkeep = 1
			dip_advisor_cost = -0.2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			diplomatic_reputation = 1
			diplomatic_upkeep = 2
			advisor_cost = -0.2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

pyramid_of_cheops = {
	# province it starts in
	start = 361
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -2570.01.01 #1556
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				culture_group = turko_semitic
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = pyramid_of_cheops 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = pyramid_of_cheops 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				culture_group = turko_semitic
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				culture_group = turko_semitic
				OR = {
					has_owner_culture = yes
					has_owner_accepted_culture = yes
				}
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -0.05
			church_loyalty_modifier = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -0.1
			church_loyalty_modifier = 0.1
			idea_cost = -0.05			
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			advisor_cost = -0.15
			church_loyalty_modifier = 0.15
			idea_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

khami_ruins = {
	# province it starts in
	start = 1184
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1250.01.01 
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = khami_ruins 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = khami_ruins 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.15
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			fabricate_claims_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			technology_cost = -0.05
			fabricate_claims_cost = -0.2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			technology_cost = -0.05
			fabricate_claims_cost = -0.3
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

prambanan_temple = {
	# province it starts in
	start = 2690
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 850.01.01 
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = prambanan_temple 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = prambanan_temple 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			development_cost = -0.02
			global_missionary_strength =  0.005
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			development_cost = -0.05
			global_missionary_strength = 0.01
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			development_cost = -0.10
			global_missionary_strength = 0.02
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

inukshuk = {
	# province it starts in
	start = 1006
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -2000.01.01 
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = yes
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {		
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = inukshuk 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = inukshuk 
	}

	#can our country use it?
	can_use_modifiers_trigger = {		
	}

	#can our country upgrade it?
	can_upgrade_trigger = {		
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			num_accepted_cultures = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			num_accepted_cultures = 1
			same_culture_advisor_cost = -0.15
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			num_accepted_cultures = 2
			same_culture_advisor_cost = -0.2
			promote_culture_cost = -0.15
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

fire_temple_of_ateshgah = {
	# province it starts in
	start = 421
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 730.01.01 
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion = zoroastrian
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = fire_temple_of_ateshgah 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = fire_temple_of_ateshgah 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion = zoroastrian
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion = zoroastrian
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			discipline = 0.025
			fire_damage_received = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			discipline = 0.05
			fire_damage_received = -0.1
			culture_conversion_cost = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			discipline = 0.1
			fire_damage_received = -0.1
			fire_damage = 0.05			
			culture_conversion_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

kiev_pechersk_lavra = {
	# province it starts in
	start = 280
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1051.01.01 #cave monastery
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion = orthodox
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = kiev_pechersk_lavra 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = kiev_pechersk_lavra 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion = orthodox
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion = orthodox
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.001
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.002
			tolerance_own = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_defensiveness = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_patriarch_authority = 0.005
			tolerance_own = 2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
			owner = {
				add_estate_loyalty = {
					estate = estate_church
					loyalty = 5
				}
			}
		}
	}
}

#pena_palace = { #Replaced by Belém Tower, as requested by community
	# province it starts in
	# start = 227
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	# date = 1444.01.01 #1493 monastery
	
	#time to build
	# time = {
	# 	months = 0
	# }
	
	#how much to build one
	# build_cost = 0
	
	#can we move it?
	# can_be_moved = no
	
	#time to move the project one unit of distance, in days
	# move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	# starting_tier = 0
	
	#project type
	# type = monument

	#can we build it?
	# build_trigger = {
	# 	#anyone
	# }

	#what to do when it's built
	# on_built = {
	# 	show_ambient_object = pena_palace 
	# }
	
	#what to do when it's destroyed
	# on_destroyed = {
	# 	hide_ambient_object = pena_palace 
	# }

	#can our country use it?
	# can_use_modifiers_trigger = {
	# 	#anyone
	# }

	#can our country upgrade it?
	# can_upgrade_trigger = {
	# 	#anyone
	# }

	#can our country keep it or is it destroyed when we get hold of it?
	# keep_trigger = {
	# }

	#tier data
	# tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		# upgrade_time = {
		# 	months = 0
		# }

		#cost to upgrade to this level (0 for tier 0)
		# cost_to_upgrade = {
		# 	factor = 0
		# }

		#what modifiers are added to the province when we have this project here on this tier
		# province_modifiers = {
		# }

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		# area_modifier = {
		# }

		#what modifiers are added to the country when we have this project here on this tier
		# country_modifiers = {
		# }

		#what effects happen when this tier is achieved
		# on_upgraded = {
			
		# }
	# }

	# tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		# upgrade_time = {
		# 	months = 120
		# }

		#cost to upgrade to this level (0 for tier 0)
		# cost_to_upgrade = {
		# 	factor = 1000
		# }

		#what modifiers are added to the province when we have this project here on this tier
		# province_modifiers = {
		# 	local_manpower_modifier = 0.15
		# }

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		# area_modifier = {
		# }

		#what modifiers are added to the country when we have this project here on this tier
		# country_modifiers = {
		# }

		#what effects happen when this tier is achieved
		# on_upgraded = {
		# 	owner = {
		# 		add_estate_loyalty = {
		# 			estate = estate_nobles
		# 			loyalty = 5
		# 		}
		# 	}
		# }
	# }

	#tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		# upgrade_time = {
		# 	months = 240
		# }

		#cost to upgrade to this level (0 for tier 0)
		# cost_to_upgrade = {
		# 	factor = 2500
		# }

		#what modifiers are added to the province when we have this project here on this tier
		# province_modifiers = {
		# }

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		# area_modifier = {
		# 	local_manpower_modifier = 0.25
		# }

		#what modifiers are added to the country when we have this project here on this tier
		# country_modifiers = {
		# }

		#what effects happen when this tier is achieved
		# on_upgraded = {
		# 	owner = {
		# 		add_estate_loyalty = {
		# 			estate = estate_nobles
		# 			loyalty = 10
		# 		}
		# 	}
		# }
	# }

	# tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		# upgrade_time = {
		# 	months = 480
		# }

		#cost to upgrade to this level (0 for tier 0)
		# cost_to_upgrade = {
		# 	factor = 5000
		# }

		#what modifiers are added to the province when we have this project here on this tier
		# province_modifiers = {
		# }

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		# area_modifier = {
		# 	local_manpower_modifier = 0.5
		# }

		#what modifiers are added to the country when we have this project here on this tier
		# country_modifiers = {
		# 	global_missionary_strength = 0.005
		# 	nobles_loyalty_modifier = 0.05
		# }

		#what effects happen when this tier is achieved
		# on_upgraded = {	
		# 	owner = {
		# 		add_estate_loyalty = {
		# 			estate = estate_nobles
		# 			loyalty = 15
		# 		}
		# 	}
		# }
	# }
# }

belem_tower = {
	# province it starts in
	start = 227
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1519.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = belem_tower 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = belem_tower 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			province_trade_power_value = 5
		}
		
		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_manpower_modifier = 0.15
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_trade_power = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			province_trade_power_value = 10
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_manpower_modifier = 0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_trade_power = 0.1
			global_sailors_modifier = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			province_trade_power_value = 15
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_manpower_modifier = 0.5
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_trade_power = 0.15
			global_sailors_modifier = 0.25
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

sankin_kotai_palaces = {
	# province it starts in
	start = 1028
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1582 Osaka Castle
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = japanese_g
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = sankin_kotai_palaces 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = sankin_kotai_palaces 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = japanese_g
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = japanese_g
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			war_taxes_cost_modifier = -0.5
			prestige_from_land = 0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			war_taxes_cost_modifier = -0.5
			prestige_from_land = 1
			general_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			regiment_recruit_speed = -0.25
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			war_taxes_cost_modifier = -1
			prestige_from_land = 1
			general_cost = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

mausoleum_at_halicarnassus = {
	# province it starts in
	start = 319
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = -350.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = mausoleum_at_halicarnassus 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = mausoleum_at_halicarnassus 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.25
			monthly_splendor = 0.5			
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5
			monthly_splendor = 1
			monarch_lifespan = 0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 1
			monthly_splendor = 1.5
			monarch_lifespan = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

heddal_stave_church = {
	# province it starts in
	start = 4144
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1225.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = christian
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = heddal_stave_church 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = heddal_stave_church 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = christian
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = christian
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			local_unrest = -1
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			stability_cost_modifier = -0.025
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			stability_cost_modifier = -0.05
			missionary_maintenance_cost = -0.1
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_unrest = -2
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			stability_cost_modifier = -0.1
			missionary_maintenance_cost = -0.2
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

versailles = {
	# province it starts in
	start = 183
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1623 hunting lodge
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = french
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = versailles 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = versailles 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = french
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = french
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {			
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_tax_modifier = 0.1
			improve_relation_modifier = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			nobles_loyalty_modifier = 0.05
			nobles_influence_modifier = 0.05
			global_tax_modifier = 0.15
			improve_relation_modifier = 0.1
			vassal_income = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			nobles_loyalty_modifier = 0.1
			nobles_influence_modifier = 0.1
			global_tax_modifier = 0.2
			improve_relation_modifier = 0.15
			vassal_income = 0.2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {	
		}
	}
}

el_escorial = {
	# province it starts in
	start = 217
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1584.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		culture_group = iberian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = el_escorial
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = el_escorial 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		culture_group = iberian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		culture_group = iberian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {			
		}
		
		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {			
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.01	
			global_tariffs = 0.05
			treasure_fleet_income = 0.05			
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.025
			governing_capacity_modifier = 0.05
			global_tariffs = 0.1
			treasure_fleet_income = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			global_autonomy = -0.05
			governing_capacity_modifier = 0.1
			global_tariffs = 0.2
			treasure_fleet_income = 0.2
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

potosi = {
	# province it starts in
	start = 795
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1545.01.01 #Date the silver mine started to be exploited
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		#anyone
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = potosi 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = potosi 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		#anyone
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		#anyone
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			trade_goods_size = 1.0
		}
		
		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			trade_goods_size_modifier = 0.05
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			trade_goods_size = 2.0
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			trade_goods_size_modifier = 0.1
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			interest = -0.25
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
			trade_goods_size = 3.0
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			trade_goods_size_modifier = 0.15
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			interest = -0.5
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

kaaba = {
	# province it starts in
	start = 385
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #630.01.01 #Muhammad securing Mecca and removing statues and images from Kaaba
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = kaaba 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = kaaba 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {			
		}
		
		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.1
			religious_unity = 0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.25
			religious_unity = 0.15
			warscore_cost_vs_other_religion = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5
			religious_unity = 0.2
			warscore_cost_vs_other_religion = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

holy_city_jerusalem = {
	# province it starts in
	start = 379
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #957.01.01 BC #Supposed construction date of the Temple of Salomon 
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 2
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = {
				religion_group = muslim
				has_owner_religion = yes
			}
			AND = {
				religion_group = christian
				has_owner_religion = yes
			}
			AND = {
				religion = jewish
				has_owner_religion = yes
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = holy_city_jerusalem 
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = holy_city_jerusalem
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = {
				religion_group = muslim
				has_owner_religion = yes
			}
			AND = {
				religion_group = christian
				has_owner_religion = yes
			}
			AND = {
				religion = jewish
				has_owner_religion = yes
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = {
				religion_group = muslim
				has_owner_religion = yes
			}
			AND = {
				religion_group = christian
				has_owner_religion = yes
			}
			AND = {
				religion = jewish
				has_owner_religion = yes
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}
		
		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_missionary_strength = 0.01
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.1
			global_heretic_missionary_strength = 0.01
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_missionary_strength = 0.02
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.25
			global_heretic_missionary_strength = 0.02
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
			local_missionary_strength = 0.03
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			prestige = 0.5
			global_heretic_missionary_strength = 0.03
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

great_mosque_djenne = {
	# province it starts in
	start = 1134
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1300.01.01 #Unknown, c. 1200-1330
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 1
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = great_mosque_djenne
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = great_mosque_djenne 
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}
		
		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety = 0.001
			global_heathen_missionary_strength = 0.01
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety = 0.002
			global_heathen_missionary_strength = 0.02
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			monthly_piety = 0.003
			global_heathen_missionary_strength = 0.03
			missionaries = 1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

imperial_city_hue = {
	# province it starts in
	start = 2373
	
	# date built in real life (so anything built during game time will be there if you start a game after that date)
	date = 1444.01.01 #1804.01.01
	
	#time to build
	time = {
		months = 0
	}
	
	#how much to build one
	build_cost = 0
	
	#can we move it?
	can_be_moved = no
	
	#time to move the project one unit of distance, in days
	move_days_per_unit_distance = 1
	
	#tier that the project starts at when first placed in the game (be that at game start or when built by a country as the game progresses)
	starting_tier = 0
	
	#project type
	type = monument

	#can we build it?
	build_trigger = {
		OR = {
			AND = { 
				religion = buddhism
				has_owner_religion = yes 
			}
			AND = { 
				religion = vajrayana
				has_owner_religion = yes 
			}
			AND = { 
				religion = mahayana
				has_owner_religion = yes 
			}
			owner = {
				religion = confucianism
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#what to do when it's built
	on_built = {
		show_ambient_object = imperial_city_hue
	}
	
	#what to do when it's destroyed
	on_destroyed = {
		hide_ambient_object = imperial_city_hue
	}

	#can our country use it?
	can_use_modifiers_trigger = {
		OR = {
			AND = { 
				religion = buddhism
				has_owner_religion = yes 
			}
			AND = { 
				religion = vajrayana
				has_owner_religion = yes 
			}
			AND = { 
				religion = mahayana
				has_owner_religion = yes 
			}
			owner = {
				religion = confucianism
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country upgrade it?
	can_upgrade_trigger = {
		OR = {
			AND = { 
				religion = buddhism
				has_owner_religion = yes 
			}
			AND = { 
				religion = vajrayana
				has_owner_religion = yes 
			}
			AND = { 
				religion = mahayana
				has_owner_religion = yes 
			}
			owner = {
				religion = confucianism
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	#can our country keep it or is it destroyed when we get hold of it?
	keep_trigger = {
	}

	#tier data
	tier_0 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 0
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 0
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
			
		}
	}

	tier_1 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 120
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 1000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}
		
		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_harmony = 0.25
			legitimacy = 0.5
			state_maintenance_modifier = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_2 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 240
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 2500
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_harmony = 0.33
			yearly_karma_decay = 0.1
			legitimacy = 1
			state_maintenance_modifier = -0.2
			min_autonomy_in_territories = -0.05
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}

	tier_3 = {
		#time to upgrade to this level (0 for tier 0)
		upgrade_time = {
			months = 480
		}

		#cost to upgrade to this level (0 for tier 0)
		cost_to_upgrade = {
			factor = 5000
		}

		#what modifiers are added to the province when we have this project here on this tier
		province_modifiers = {
		}

		#what modifiers are added to the provinces in the map area when we have this project here on this tier
		area_modifier = {
		}

		#what modifiers are added to the country when we have this project here on this tier
		country_modifiers = {
			yearly_harmony = 0.5
			yearly_karma_decay = 0.15
			legitimacy = 1
			state_maintenance_modifier = -0.25
			min_autonomy_in_territories = -0.1
		}

		#what effects happen when this tier is achieved
		on_upgraded = {
		}
	}
}

###NEW MONUMENTS###
baiturrahman_grand_mosque = {
	start = 617 #Kutaraja
	date = 1444.01.01	#1612.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_unrest = -1
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.005
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -1
		}
		country_modifiers = {
			global_missionary_strength = 0.01
			tolerance_own = 1
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -2
		}
		country_modifiers = {
			global_missionary_strength = 0.02
			tolerance_own = 2
			church_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

bam_citadel = {
	start = 2220 #Bam
	date = 10.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			caravan_power = 0.1			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {
			caravan_power = 0.2
			merchants = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.35
		}
		country_modifiers = {
			caravan_power = 0.4
			merchants = 1
		}
		on_upgraded = {
		}
	}
}

bara_katra = {
	start = 564 #Dhaka
	date = 1444.01.01	#1644.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			trade_steering = 0.05
			global_ship_trade_power = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			trade_steering = 0.1
			global_ship_trade_power = 0.1
			burghers_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			trade_steering = 0.2
			global_ship_trade_power = 0.3
			merchants = 1
			burghers_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

bran_castle = {
	start = 4128 #Királyföld
	date = 1357.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		culture_group = carpathian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = carpathian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	can_upgrade_trigger = {
		culture_group = carpathian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			rival_border_fort_maintenance = -0.15
			global_garrison_growth = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {
			rival_border_fort_maintenance = -0.2
			global_garrison_growth = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {
			rival_border_fort_maintenance = -0.3
			global_garrison_growth = 0.3
		}
		on_upgraded = {
		}
	}
}

brandenburg_gate = {
	start = 50 #Berlin
	date = 1444.01.01	#1788.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_militarized_society = 0.01
			prestige_from_land = 0.5			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_militarized_society = 0.02	
			prestige_from_land = 1
			army_tradition_from_battle = 0.25
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_militarized_society = 0.05
			prestige_from_land = 1.5
			army_tradition_from_battle = 0.5
		}
		on_upgraded = {
		}
	}
}

buda_castle = {
	start = 153 #Pest
	date = 1444.01.01 #1460.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 0.2
			embracement_cost = -0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 0.3
			embracement_cost = -0.1
			idea_cost = -0.05
		}
		on_upgraded = {
		}
	}
}

cahokia = {
	start = 917 #Cahokia
	date = 100.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		religion = totemism
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion = totemism
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion = totemism
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_monthly_devastation = -0.25
		}
		area_modifier = {
		}
		country_modifiers = {
			tribal_development_growth = 0.01			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_monthly_devastation = -0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			tribal_development_growth = 0.02
			global_manpower_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -1
		}
		country_modifiers = {
			tribal_development_growth = 0.03
			global_manpower_modifier = 0.2
		}
		on_upgraded = {
		}
	}
}

cartagena_de_indias = {
	start = 828 #Cartagena
	date = 1444.01.01	#1719.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.15
			blockade_force_required = 0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			global_ship_trade_power = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_hostile_attrition = 0.5
			blockade_force_required = 1
			hostile_fleet_attrition = 5
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {		
			global_ship_trade_power = 0.2
			prestige_from_naval = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_hostile_attrition = 1
			blockade_force_required = 1
			hostile_fleet_attrition = 10
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {
			global_ship_trade_power = 0.3
			prestige_from_naval = 1
		}
		on_upgraded = {
		}
	}
}

chan_chan_citadel = {
	start = 812 #Chanchan
	date = 850.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			diplomatic_upkeep = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -0.1
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {
			diplomatic_upkeep = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {						
		}
		area_modifier = {
			local_defensiveness = 0.25
			local_development_cost = -0.1
		}
		country_modifiers = {
			diplomatic_upkeep = 2
		}
		on_upgraded = {
		}
	}
}

doges_palace = {
	start = 112 #Venice
	date = 1340.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.1
			republican_tradition = 0.1 
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.2
			republican_tradition = 0.25 
			prestige = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.3
			republican_tradition = 0.5 
			prestige = 1
		}
		on_upgraded = {
		}
	}
}

duomo_milano = {
	start = 104 #Milan
	date = 1386.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			papal_influence = 0.5
			monthly_fervor_increase = 0.25
			church_power_modifier = 0.05
			global_religious_conversion_resistance = 0.15
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			papal_influence = 1
			monthly_fervor_increase = 0.5
			church_power_modifier = 0.1
			global_religious_conversion_resistance = 0.30
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {			
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			papal_influence = 2
			monthly_fervor_increase = 1
			church_power_modifier = 0.15
			global_religious_conversion_resistance = 0.5
			church_loyalty_modifier = 0.15
		}
		on_upgraded = {			
		}
	}
}

dutch_polders = {
	start = 97 #Amsterdam
	date = 1100.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		culture = dutch
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture = dutch
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	can_upgrade_trigger = {
		culture = dutch
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.1
			local_monthly_devastation = -0.25
		}
		country_modifiers = {
			global_trade_goods_size_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.15
			local_monthly_devastation = -0.5
		}
		country_modifiers = {
			global_trade_goods_size_modifier = 0.05
			burghers_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
			local_monthly_devastation = -1
		}
		country_modifiers = {
			global_trade_goods_size_modifier = 0.1
			burghers_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

ellora_caves = {
	start = 545 #Daulatabad
	date = 100.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = dharmic
				has_owner_religion = yes
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = dharmic
				has_owner_religion = yes
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = dharmic
				has_owner_religion = yes
			}			
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			tolerance_own = 0.25
			tolerance_heretic = 0.25
			tolerance_heathen = 0.25
			brahmins_hindu_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			tolerance_own = 0.5
			tolerance_heretic = 0.5
			tolerance_heathen = 0.5
			brahmins_hindu_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			tolerance_own = 1
			tolerance_heretic = 1
			tolerance_heathen = 1
			brahmins_hindu_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

erdene_zuu = {
	start = 2190 #Qaraqorum
	date = 1444.01.01	#1585.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = pagan
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			religious_unity = 0.1
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			horde_unity = 0.5
			religious_unity = 0.2
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			horde_unity = 1
			religious_unity = 0.3
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

etchimiadzin_cathedral = {
	start = 419 #Yerevan
	date = 301.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		religion = coptic
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion = coptic
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion = coptic
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -0.05
		}
		country_modifiers = {
			tolerance_own = 0.5
			global_missionary_strength = 0.005
			prestige_per_development_from_conversion = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -0.1
		}
		country_modifiers = {
			tolerance_own = 1
			global_missionary_strength = 0.01
			prestige_per_development_from_conversion = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -0.25
		}
		country_modifiers = {
			tolerance_own = 2
			global_missionary_strength = 0.02
			prestige_per_development_from_conversion = 0.3
		}
		on_upgraded = {
		}
	}
}

fuerte_del_morro = {
	start = 484 #Havana
	date = 1444.01.01	#1589.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			naval_forcelimit_modifier = 0.1
			overlord_naval_forcelimit = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			blockade_force_required = 0.5
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {			
			naval_forcelimit_modifier = 0.2
			overlord_naval_forcelimit = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			blockade_force_required = 1
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {			
			naval_forcelimit_modifier = 0.3
			overlord_naval_forcelimit = 0.3
		}
		on_upgraded = {
		}
	}
}

gomateshwara_statue = {
	start = 4421 #Seringapatam
	date = 983.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = yes
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_unrest = -1
		}
		area_modifier = {
		}
		country_modifiers = {
			tolerance_own = 0.25
			tolerance_heretic = 0.25
			tolerance_heathen = 0.25
			diplomatic_reputation = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -1
		}
		country_modifiers = {
			tolerance_own = 0.5
			tolerance_heretic = 0.5
			tolerance_heathen = 0.5
			diplomatic_reputation = 1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -2
		}
		country_modifiers = {
			tolerance_own = 1
			tolerance_heretic = 1
			tolerance_heathen = 1
			diplomatic_reputation = 2
		}
		on_upgraded = {
		}
	}
}

chola_temples = {
	start = 2026 #Tanjore
	date = 1035.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.005
			brahmins_hindu_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.01
			culture_conversion_cost = -0.05
			brahmins_hindu_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.02
			culture_conversion_cost = -0.1
			brahmins_hindu_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

gyeongbok_palace = {
	start = 735 #Hanseong
	date = 1394.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		culture = korean
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture = korean
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	can_upgrade_trigger = {
		culture = korean
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 0.25
			global_autonomy = -0.01	
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 0.5
			technology_cost = -0.05
			global_autonomy = -0.025
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 1
			technology_cost = -0.1
			global_autonomy = -0.05	
		}
		on_upgraded = {
		}
	}
}

hampi = {
	start = 541 #Vijayanagar
	date = 100.01.01	#Construction dates differ quite a lot, but it is definitely before 1444
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = dharmic
				has_owner_religion = yes
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = dharmic
				has_owner_religion = yes
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND= {
				religion_group = dharmic
				has_owner_religion = yes
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -0.25
		}
		country_modifiers = {
			prestige = 0.25
			religious_unity = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -0.5
		}
		country_modifiers = {
			prestige = 0.5
			religious_unity = 0.25
			all_estate_loyalty_equilibrium = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_monthly_devastation = -1
		}
		country_modifiers = {
			prestige = 1
			religious_unity = 0.25
			all_estate_loyalty_equilibrium = 0.1
		}
		on_upgraded = {
		}
	}
}

prague = {
	start = 266 #Prague
	date = 700.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	keep_trigger = {		
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			imperial_authority_value = 0.05
			tolerance_own = 0.25
			tolerance_heretic = 0.25
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			imperial_authority_value = 0.1
			tolerance_own = 0.25
			tolerance_heretic = 0.25
			papal_influence = 0.5
			monthly_fervor_increase = 0.25
			church_power_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			imperial_authority_value = 0.15
			tolerance_own = 0.5
			tolerance_heretic = 0.5
			papal_influence = 1
			monthly_fervor_increase = 0.5
			church_power_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

holy_city_kairouan = {
	start = 4566 #Kairwan
	date = 670.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety = -0.001
			institution_spread_from_true_faith = 0.2
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety = -0.002
			tolerance_own = 0.5
			institution_spread_from_true_faith = 0.33
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety = -0.003
			tolerance_own = 1
			institution_spread_from_true_faith = 0.5
		}
		on_upgraded = {
		}
	}
}

imam_hussein_al-abbas = {
	start = 409 #Karbala
	date = 680.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		religion = shiite
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion = shiite
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion = shiite
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety = -0.001
			global_heretic_missionary_strength = 0.01
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety = -0.002
			global_heretic_missionary_strength = 0.02
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_piety = -0.003
			global_heretic_missionary_strength = 0.03
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

kashi_vishwanath = {
	start = 2095 #Varanasi
	date = 1194.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			core_creation = -0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			core_creation = -0.1
			ae_impact = -0.05
			brahmins_hindu_loyalty_modifier = 0.05
		}
		on_upgraded = {			
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			core_creation = -0.15
			ae_impact = -0.1
			brahmins_hindu_loyalty_modifier = 0.15
		}
		on_upgraded = {			
		}
	}
}

khajuraho = {
	start = 4466 #Mahoba
	date = 850.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_development_cost = -0.1
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_heir_claim_increase = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost = -0.1
		}
		country_modifiers = {
			monthly_heir_claim_increase = 0.2
			heir_chance = 0.33
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost = -0.2
		}
		country_modifiers = {
			monthly_heir_claim_increase = 0.3
			heir_chance = 0.5
		}
		on_upgraded = {
		}
	}
}

kilwa_city = {
	start = 1196 #Kilwa
	date = 975.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.25
			global_ship_trade_power = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.5
			global_ship_trade_power = 0.2
			placed_merchant_power = 2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 1
			global_ship_trade_power = 0.3
			placed_merchant_power = 4
		}
		on_upgraded = {
		}
	}
}

krakow_cloth_hall = {
	start = 262 #Krakow
	date = 1250.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			trade_goods_size_modifier = 0.1
		}
		area_modifier = {
		}
		country_modifiers = {
			merchants = 1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			trade_goods_size_modifier = 0.1
		}
		country_modifiers = {
			merchants = 1
			global_trade_power = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			trade_goods_size_modifier = 0.2
		}
		country_modifiers = {
			merchants = 2
			global_trade_power = 0.1
		}
		on_upgraded = {
		}
	}
}

maidan-e_naqsh-e_jahan = {
	start = 429 #Isfahan
	date = 1444.01.01	#1600.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 0.25
			monthly_splendor = 0.5
			prestige_per_development_from_conversion = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 0.5
			monthly_splendor = 1
			prestige_per_development_from_conversion = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			legitimacy = 1
			monthly_splendor = 1.5
			prestige_per_development_from_conversion = 0.3
		}
		on_upgraded = {
		}
	}
}

malbork_castle = {
	start = 1841 #Marienburg
	date = 1300.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.5
			garrison_size = 0.1
		}
		area_modifier = {
			local_autonomy = -0.025
		}
		country_modifiers = {
			legitimacy = 0.25
			devotion = 0.25
			mercenary_cost = -0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 1
			garrison_size = 0.15
		}
		area_modifier = {
			local_autonomy = -0.05
		}
		country_modifiers = {
			legitimacy = 0.5
			devotion = 0.5
			mercenary_cost = -0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 1
			garrison_size = 0.25
		}
		area_modifier = {
			local_autonomy = -0.1
		}
		country_modifiers = {
			legitimacy = 1
			devotion = 1
			mercenary_cost = -0.1
		}
		on_upgraded = {
		}
	}
}

malta_forts = {
	start = 126 #Malta
	date = 100.01.01	#Ancient fortresses existed way earlier
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.15
			hostile_disembark_speed = 0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			warscore_cost_vs_other_religion = -0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 0.25
			local_hostile_attrition = 0.5
			hostile_disembark_speed = 1
		}
		area_modifier = {
		}
		country_modifiers = {
			warscore_cost_vs_other_religion = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 0.5
			local_hostile_attrition = 1
			hostile_disembark_speed = 2
		}
		area_modifier = {
		}
		country_modifiers = {
			warscore_cost_vs_other_religion = -0.15
		}
		on_upgraded = {
		}
	}
}

mehrangarh_fort = {
	start = 514 #Marwar
	date = 1444.01.01	#1454.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.15
			local_manpower_modifier = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.25
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.15
			local_manpower_modifier = 0.15
		}
		country_modifiers = {
			prestige = 0.5
			advisor_cost = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
			local_manpower_modifier = 0.25
		}
		country_modifiers = {
			prestige = 1
			advisor_cost = -0.2
			special_unit_forcelimit = 0.1
		}
		on_upgraded = {
		}
	}
}

nan_madoll = {
	start = 1995 #Micronesia
	date = 500.01.01	#Date is a little bit iffy here
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_colonial_growth = 10
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_colonial_growth = 15
			navy_tradition = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_colonial_growth = 25
			navy_tradition = 1
			colonist_placement_chance = 0.05
		}
		on_upgraded = {
		}
	}
}

porcelain_tower_nanjing = {
	start = 1821 #Nanjing
	date = 1431.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		culture_group = east_asian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = east_asian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	can_upgrade_trigger = {
		culture_group = east_asian
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_unrest = -1
		}
		area_modifier = {
		}
		country_modifiers = {
			meritocracy = 0.1
			global_institution_spread = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -1
		}
		country_modifiers = {
			meritocracy = 0.25
			global_institution_spread = 0.2
			embracement_cost = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -2
		}
		country_modifiers = {
			meritocracy = 0.5
			global_institution_spread = 0.3
			embracement_cost = -0.15
		}
		on_upgraded = {
		}
	}
}

qhapaq_nam = {
	start = 820 #Quito
	date = 100.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		culture_group = andean_group
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = andean_group
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	can_upgrade_trigger = {
		culture_group = andean_group
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 0.1
			reinforce_speed = 0.1
			trade_efficiency = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 0.2
			reinforce_speed = 0.2
			trade_efficiency = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 0.3
			reinforce_speed = 0.33
			trade_efficiency = 0.2
		}
		on_upgraded = {
		}
	}
}

rila_monasteries = {
	start = 4703 #Kostendil
	date = 927.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		religion = orthodox
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion = orthodox
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion = orthodox
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			stability_cost_modifier = -0.1
			religious_unity = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			stability_cost_modifier = -0.2
			religious_unity = 0.1
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			stability_cost_modifier = -0.3
			religious_unity = 0.25
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

churches_lalibela = {
	start = 2769 #Lasta
	date = 1137.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		religion = coptic
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion = coptic
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion = coptic
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.005
			prestige = 0.25
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.01
			missionary_maintenance_cost = -0.05
			prestige = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.02
			missionary_maintenance_cost = -0.1
			prestige = 1
		}
		on_upgraded = {
		}
	}
}

royal_palace_caserta = {
	start = 121 #Napoli
	date = 1444.01.01	#1752.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.25
			reform_progress_growth = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.5
			reform_progress_growth = 0.1
			governing_capacity = 50
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 1
			reform_progress_growth = 0.15
			governing_capacity = 100
		}
		on_upgraded = {
		}
	}
}

san_antonio_missions = {
	start = 4627 #Tanu
	date = 1444.01.01	#1716.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		religion = catholic
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion = catholic
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion = catholic
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_unrest = -1
		}
		area_modifier = {
		}
		country_modifiers = {
			global_heathen_missionary_strength = 0.01
			institution_spread_from_true_faith = 0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -1
			local_colonial_growth = 15
		}
		country_modifiers = {
			global_heathen_missionary_strength = 0.02
			institution_spread_from_true_faith = 0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_unrest = -2
			local_colonial_growth = 25
		}
		country_modifiers = {
			global_heathen_missionary_strength = 0.03
			institution_spread_from_true_faith = 0.3
		}
		on_upgraded = {
		}
	}
}

sankore_madrasah = {
	start = 1132 #Timbuktu
	date = 989.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 0.15
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 0.3
			technology_cost = -0.05
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_institution_spread = 0.5
			technology_cost = -0.1
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

santa_maria_del_fiore = {
	start = 116 #Firenze
	date = 1379.01.01	#Cathedral was able to be used for praying
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = christian
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			monthly_splendor = 0.5
			prestige_decay = -0.005
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			advisor_cost = -0.1
			monthly_splendor = 1
			prestige_decay = -0.01
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			advisor_cost = -0.2
			monthly_splendor = 2
			prestige_decay = -0.01
		}
		on_upgraded = {
		}
	}
}

spiral_minaret_samarra = {
	start = 2310 #Tikrit
	date = 850.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.01
			prestige = 0.25
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.02
			prestige = 0.5
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			global_missionary_strength = 0.03
			prestige = 1
			church_loyalty_modifier = 0.2
		}
		on_upgraded = {
		}
	}
}

sultan_ahmed_mosque = {
	start = 151 #Constantinople
	date = 1444.01.01	#1616.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = muslim
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_tax_modifier = 0.1
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige_per_development_from_conversion = 0.1
			tolerance_own = 0.25
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_tax_modifier = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige_per_development_from_conversion = 0.2
			tolerance_own = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_tax_modifier = 0.15			
		}
		country_modifiers = {
			prestige_per_development_from_conversion = 0.3
			tolerance_own = 1
		}
		on_upgraded = {
		}
	}
}

sun_temple_konarak = {
	start = 552 #Cuttack
	date = 1250.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = dharmic
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_production_efficiency = 0.05
		}
		country_modifiers = {
			religious_unity = 0.1			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_production_efficiency = 0.05
		}
		country_modifiers = {
			prestige_decay = -0.005
			religious_unity = 0.15
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_production_efficiency = 0.1
		}
		country_modifiers = {
			prestige_decay = -0.01
			religious_unity = 0.25
		}
		on_upgraded = {
		}
	}
}

swayambhunath = {
	start = 557 #Katmandu
	date = 10.01.01	#Long before 1444
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	can_upgrade_trigger = {
		OR = {		
			AND = {
				religion = buddhism
				has_owner_religion = yes
			}
			AND = {
				religion = vajrayana
				has_owner_religion = yes
			}
			AND= {
				religion = mahayana
				has_owner_religion = yes
			}
			AND = {
				religion = hinduism
				has_owner_religion = yes
				owner = {
					has_personal_deity = buddha	
				}						
			}
			AND = {
				religion = shamanism
				has_owner_religion = yes
				owner = {
					has_unlocked_cult = buddhism_cult	
				}				
			}
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_tax_modifier = 0.2
		}
		area_modifier = {
		}
		country_modifiers = {
			church_loyalty_modifier = 0.05
			brahmins_hindu_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_tax_modifier = 0.3
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_karma_decay = 0.05
			church_loyalty_modifier = 0.1
			brahmins_hindu_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_tax_modifier = 0.3
		}
		country_modifiers = {
			yearly_karma_decay = 0.1
			church_loyalty_modifier = 0.15
			brahmins_hindu_loyalty_modifier = 0.15
		}
		on_upgraded = {
		}
	}
}

white_house = {
	start = 953 #Piscataway
	date = 1444.01.01	#1800.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		owner = {
			OR = {
				is_former_colonial_nation = yes
				tag = USA
			}			
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		owner = {
			OR = {
				is_former_colonial_nation = yes
				tag = USA
			}			
		}
	}

	can_upgrade_trigger = {
		owner = {
			OR = {
				is_former_colonial_nation = yes
				tag = USA
			}			
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.05
			state_governing_cost = -0.05
			reelection_cost = -0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.1
			state_governing_cost = -0.15
			reelection_cost = -0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			reform_progress_growth = 0.2
			state_governing_cost = -0.25
			reelection_cost = -0.1
		}
		on_upgraded = {
		}
	}
}

tikal = {
	start = 842 #Petén
	date = 10.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		culture_group = maya
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = maya
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	can_upgrade_trigger = {
		culture_group = maya
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_development_cost = -0.15
		}
		area_modifier = {
			local_unrest = -1
		}
		country_modifiers = {
			stability_cost_modifier = -0.1
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_development_cost = -0.2
		}
		area_modifier = {
			local_unrest = -2
		}
		country_modifiers = {
			stability_cost_modifier = -0.2
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_development_cost = -0.3
		}
		country_modifiers = {
			stability_cost_modifier = -0.3
			global_unrest = -2
		}
		on_upgraded = {
		}
	}
}

tiwanaku = {
	start = 2831 #Tihuanaco
	date = 10.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
		religion = inti
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion = inti
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion = inti
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 0.1
			global_missionary_strength = 0.005
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 0.2
			global_missionary_strength = 0.01
			religious_unity = 0.15
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			yearly_authority = 0.3
			global_missionary_strength = 0.02
			religious_unity = 0.3
		}
		on_upgraded = {
		}
	}
}

tortuga_island = {
	start = 489 #Tortuga
	date = 1444.01.01	#1640.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			privateer_efficiency = 0.2
			blockade_force_required = 0.5
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			local_defensiveness = 0.25
		}
		area_modifier = {
		}
		country_modifiers = {
			privateer_efficiency = 0.33
			blockade_force_required = 1
			power_projection_from_insults = 0.5
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			local_defensiveness = 0.5
		}
		area_modifier = {
		}
		country_modifiers = {
			privateer_efficiency = 0.5
			blockade_force_required = 1
			power_projection_from_insults = 1
		}
		on_upgraded = {
		}
	}
}

ulm_minster_great_project = {
	start = 1872 #Ulm
	date = 1377.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 1
	type = monument

	build_trigger = {
		culture_group = germanic
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		culture_group = germanic
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	can_upgrade_trigger = {
		culture_group = germanic
		OR = {
			has_owner_culture = yes
			has_owner_accepted_culture = yes
		}
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige = 0.25
			church_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			free_city_imperial_authority = 0.1
			prestige = 0.5
			tolerance_own = 0.5
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			free_city_imperial_authority = 0.2
			prestige = 1
			tolerance_own = 1
			church_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

walls_benin = {
	start = 1147 #Benin
	date = 900.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 2
	type = monument

	build_trigger = {
		religion_group = pagan
		has_owner_religion = yes
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
		religion_group = pagan
		has_owner_religion = yes
	}

	can_upgrade_trigger = {
		religion_group = pagan
		has_owner_religion = yes
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			local_defensiveness = 0.15
		}
		area_modifier = {
		}
		country_modifiers = {
			prestige_from_land = 0.5
			nobles_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.15
		}
		country_modifiers = {
			prestige_from_land = 1
			global_prov_trade_power_modifier = 0.1
			nobles_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
			local_defensiveness = 0.25
		}
		country_modifiers = {
			prestige_from_land = 1
			global_prov_trade_power_modifier = 0.2
			nobles_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

winter_palace = {
	start = 33 #Neva
	date = 1444.01.01	#1711.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			stability_cost_modifier = -0.1
			global_unrest = -1
			nobles_loyalty_modifier = 0.05
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			stability_cost_modifier = -0.2
			global_unrest = -1
			nobles_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
			stability_cost_modifier = -0.3
			global_unrest = -2
			nobles_loyalty_modifier = 0.1
		}
		on_upgraded = {
		}
	}
}

zacatecas_mine_city = {
	start = 856 #Zacatecas
	date = 1444.01.01	#1548.01.01
	time = { months = 0	}
	build_cost = 0
	can_be_moved = no
	move_days_per_unit_distance = 10
	starting_tier = 0
	type = monument

	build_trigger = {
	}

	on_built = {
	}

	on_destroyed = {
	}

	can_use_modifiers_trigger = {
	}

	can_upgrade_trigger = {
	}

	keep_trigger = {
	}

	tier_0 = {
		upgrade_time = {
			months = 0
		}
		cost_to_upgrade = {
			factor = 0
		}
		province_modifiers = {
		}
		area_modifier = {
		}
		country_modifiers = {
		}
		on_upgraded = {
		}
	}

	tier_1 = {
		upgrade_time = {
			months = 120
		}
		cost_to_upgrade = {
			factor = 1000
		}
		province_modifiers = {
			trade_goods_size = 1.0
		}
		area_modifier = {
			trade_goods_size_modifier = 0.05
		}
		country_modifiers = {			
		}
		on_upgraded = {
		}
	}

	tier_2 = {
		upgrade_time = {
			months = 240
		}
		cost_to_upgrade = {
			factor = 2500
		}
		province_modifiers = {
			trade_goods_size = 2.0
		}
		area_modifier = {
			trade_goods_size_modifier = 0.1
		}
		country_modifiers = {
			interest = -0.25
		}
		on_upgraded = {
		}
	}

	tier_3 = {
		upgrade_time = {
			months = 480
		}
		cost_to_upgrade = {
			factor = 5000
		}
		province_modifiers = {
			trade_goods_size = 3.0
		}
		area_modifier = {
			trade_goods_size_modifier = 0.15
		}
		country_modifiers = {
			interest = -0.5
		}
		on_upgraded = {
		}
	}
}