﻿marketplace = {
	audio_tier = 1
	is_foreign = no
	max_levels = marketplace_max_level
	pop_type = burghers
	forbidden_for_estates = yes
	category = trade_category
	
	employment_size = trade_employment

	town = yes
	city = yes
	megalopolis = yes
	
	build_time = merchant_build_time

	unique_production_methods = { 
		marketplace_maintenance = {
			icon_type = building_type
			icon = marketplace
			cloth = 0.05
			jewelry = 0.05
			paper = 0.05
			salt = 0.1

			category = building_maintenance
		}
	}
	
	construction_demand = town_building_construction
	
	modifier = {
		local_pop_assimilation_speed_modifier = 0.01
		local_burghers_estate_power = 0.1

		local_market_access = 0.05


		local_merchant_power = 1.5
		local_trades_per_burgher = 2.5
		local_merchant_capacity = 2.5
	}
}

merchants_quarters = {
	audio_tier = 2

	is_foreign = no
	max_levels = market_max_level
	pop_type = burghers
	forbidden_for_estates = yes	
	category = trade_category
	
	employment_size = trade_employment

	town = yes
	city = yes
	megalopolis = yes

	
	build_time = merchant_build_time
	unique_production_methods = { 
		merchants_quarters_maintenance = {
			icon_type = building_type
			icon = merchants_quarters
			cloth = 0.1
			jewelry = 0.1
			paper = 0.1
			salt = 0.2
			
			category = building_maintenance
		}

	}
	construction_demand = town_building_construction
	
	modifier = {
		local_pop_assimilation_speed_modifier = 0.01
		local_burghers_estate_power = 0.1
		
		local_market_access = 0.01
		
		local_merchant_power = 1.5
		local_trades_per_burgher = 1.5
		local_merchant_capacity = 1.5
	}
	
	obsolete = marketplace
}

grand_marketplace = {
	audio_tier = 3
	is_foreign = no
	max_levels = market_max_level
	pop_type = burghers
	forbidden_for_estates = yes	
	category = trade_category
	
	employment_size = trade_employment

	town = yes
	city = yes
	megalopolis = yes
	
	build_time = merchant_build_time

	unique_production_methods = { 
		grand_marketplace_maintenance = {
			icon_type = building_type
			icon = grand_marketplace
			cloth = 0.2
			jewelry = 0.2
			paper = 0.2
			salt = 0.4
			
			category = building_maintenance
		}

	}
	construction_demand = town_building_construction
	
	modifier = {
		local_pop_assimilation_speed_modifier = 0.01
		local_burghers_estate_power = 0.1
		
		local_market_access = 0.015
		
		local_merchant_power = 2.0
		local_trades_per_burgher = 2.0
		local_merchant_capacity = 2.0
	}
	
	obsolete = merchants_quarters
}

commerce_center = {
	audio_tier = 5
	forbidden_for_estates = yes
	is_foreign = no
	max_levels = market_max_level
	pop_type = burghers
	
	
	category = trade_category
	
	employment_size = trade_employment

	town = yes
	city = yes
	megalopolis = yes

	
	build_time = merchant_build_time


	unique_production_methods = { 
		commerce_center_maintenance = {
			icon_type = building_type
			icon = commerce_center
			cloth = 0.2
			jewelry = 0.2
			paper = 0.2
			salt = 0.4
			
			category = building_maintenance
		}

	}
	construction_demand = town_building_construction
	
	modifier = {
		local_pop_assimilation_speed_modifier = 0.01
		local_burghers_estate_power = 0.1
		
		local_market_access = 0.02
		
		local_merchant_power = 4.0
		local_trades_per_burgher = 4.0
		local_merchant_capacity = 4.0
	}
	
	obsolete = grand_marketplace
}

port_authority = {
	audio_tier = 2
	is_foreign = no
	stronger_power_projection = no
	max_levels = market_max_level
	pop_type = burghers
	forbidden_for_estates = yes	
	category = trade_category
	
	employment_size = trade_employment
	
	rural_settlement = no
	town = yes
	city = yes
	megalopolis = yes
	
	allow = {
		is_port = yes
	}
	
	location_potential = {
		is_coastal = yes
	}
	
	possible_production_methods = {
		port_authority_maintenance
	}
	
	construction_demand = town_building_construction
	
	build_time = merchant_build_time
	
	modifier = {
		local_merchant_capacity = 0.5
		local_trade_protection_factor = 0.10
		local_trades_per_burgher = 0.25
		
		local_market_access = 0.005
	}
}