## Categories used in this file must have use_for_ai_budget = yes defined in economic_categories ## ## It is possible to have multiple entries with the same category and resource ## ################# ## Expenditure ## ################# biomass_expenditure_buffer = { # Buffer, will not be spent resource = biomass type = expenditure category = buffer potential = { always = yes } weight = { weight = 1 } desired_min = { base = 500 # We want to keep a bit of biomass around to make sure pop growth is healthy modifier = { add = 500 num_owned_planets > 1 } modifier = { add = 500 num_owned_planets > 2 } modifier = { add = 500 num_owned_planets > 3 } modifier = { add = 500 num_owned_planets > 4 } modifier = { add = 500 num_owned_planets > 5 } modifier = { add = 500 num_owned_planets > 6 } modifier = { add = 500 num_owned_planets > 7 } modifier = { add = 500 num_owned_planets > 8 } modifier = { add = 500 num_owned_planets > 9 } modifier = { add = 500 num_owned_planets > 10 } } } biomass_expenditure_planets = { resource = biomass type = expenditure category = planets potential = { resource_stockpile_compare = { resource = biomass value >= 1000 } } weight = { weight = 0.8 } } biomass_expenditure_terraforming_to_colonize = { resource = biomass type = expenditure category = terraforming potential = { is_wilderness_empire = yes ai_terraform_plans > 0 } weight = { weight = 2.0 } desired_max = { base = 500 # @wildernessCost = 750 modifier = { add = 2500 # @advancedCost = 5000 has_technology = tech_terrestrial_sculpting } modifier = { add = 5000 # never any need for more than that for a single planet has_technology = tech_climate_restoration } } }