﻿megalopolis_upgrade = {
	gold = 5000
}
city_upgrade = {
	gold = 2500
}

town_upgrade = {
	gold = 1000
}

rural_settlement_upgrade = {
	#not ever used..
}

rural_settlement_downgrade = {
	gold = 100
}

# Specials!

cardinal_price = {
	religious_influence = 33
}
# ================= CAPITOL CHAIN =================

Capitol = {
	gold = 800

}

Capitol_2 = {
    gold = 1500

}

Capitol_3 = {
    gold = 3000

}

Town_holl = {
	gold = 600
	scaled_gold = 0.2
}

Town_holl_3 = {
	gold = 1600

}

Town_holl_5 = {
	gold = 3200

}


Trade_centr = {
	gold = 600
	scaled_gold = 0.2 }

Trade_centr_3 = {
	gold = 1200
	scaled_gold = 0.2
}

Trade_centr_5 = {
	gold = 2500
	scaled_gold = 0.2
}

Infrastructure = {
	gold = 200
}

Counting_house = {
	gold = 400

}
Counting_house_2 = {
	gold = 800

}

temple = {
	gold = 250

}
Construction_ministry = { gold = 300 }
Construction_ministry_3 = { gold = 600 }
Construction_ministry_5 = { gold = 1500 }


Proximity_house = {
	gold = 500
}

low_base_price = {
	gold = 150

}

base_price = {
	gold = 300

}

high_base_price = {
	gold = 600

}

small_estate_building = {
	gold = 300

}

expensive_estate_building = {
	gold = 500
}

orthodox_monastery_building = {
	religious_influence = 20
}

miaphysite_monastery_building = {
	religious_influence = 20
}

remove_lutheran_preacher = {
	stability = 5
}

remove_panaqa_early= {
	legitimacy = 10
}


###################################
# generic costs per age
###################################
building_age_1_traditions = {
	gold = build_price_age_of_tradition
	scaled_gold = 0.2
}
building_age_2_renaissance = {
	gold = build_price_age_of_renaissance
	scaled_gold = 0.2
}
building_age_3_discovery = {
	gold = build_price_age_of_discovery
}
building_age_4_reformation = {
	gold = build_price_age_of_reformation
	scaled_gold = 0.2
}
building_age_5_absolutism = {
	gold = build_price_age_of_absolutism
	scaled_gold = 0.2
}
building_age_6_revolutions = {
	gold = build_price_age_of_revolution
	scaled_gold = 0.2
}


###################################
# expensive costs per age
###################################
expensive_building_age_1_traditions = {
	gold = expensive_build_price_age_of_tradition
	scaled_gold = 0.2
}
expensive_building_age_2_renaissance = {
	gold = expensive_build_price_age_of_renaissance
	scaled_gold = 0.2
}
expensive_building_age_3_discovery = {
	gold = expensive_build_price_age_of_discovery
	scaled_gold = 0.2
}
expensive_building_age_4_reformation = {
	gold = expensive_build_price_age_of_reformation
	scaled_gold = 0.2
}
expensive_building_age_5_absolutism = {
	gold = expensive_build_price_age_of_absolutism
	scaled_gold = 0.2
}
expensive_building_age_6_revolutions = {
	gold = expensive_build_price_age_of_revolution
	scaled_gold = 0.2
}

expand_aqueduct_system = {
	gold = 400
	scaled_gold = 0.2
}

# ================= INTEGRATION CHAIN =================
# scaled_gold is measured in months of the payer's income, so folding a
# conquered location into the state scales with the realm instead of
# staying a flat sum that a large empire would barely notice.
# min_scale protects small realms; max_scale keeps the price bounded for
# sprawling ones so the chain never becomes unpayable.
integration_office = {
    gold = 200
    scaled_gold = 0.25
    min_scale = 30
    max_scale = 300
}

integration_chancery = {
    gold = 500
    scaled_gold = 0.5
    min_scale = 60
    max_scale = 600
}

integration_ministry = {
    gold = 1200
    scaled_gold = 1
    min_scale = 120
    max_scale = 1200
}
