## 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 ## ################# energy_expenditure_buffer = { # Buffer, will not be spent resource = energy type = expenditure category = buffer potential = { always = yes } weight = { weight = 0.1 } } energy_expenditure_planets_gaia_seeder = { resource = energy type = expenditure category = planets potential = { is_idyllic_bloom_empire = yes resource_stockpile_compare = { resource = energy value > 2000 } any_owned_planet = { NOR = { is_planet_class = pc_gaia is_planet_class = pc_city is_planet_class = pc_hive is_planet_class = pc_machine } is_artificial = no } } weight = { weight = 0.2 } } energy_expenditure_colonies = { resource = energy type = expenditure category = colonies potential = { ai_colonize_plans > 0 OR = { has_civic = civic_corporate_dominion has_civic = civic_private_prospectors } } # if we can colonize with energy, we should weight = { weight = 1.5 } desired_min = { base = @colony_cost_high } desired_max = { base = @colony_cost_high_max } } energy_expenditure_colonies_machine = { resource = energy type = expenditure category = colonies potential = { OR = { is_robot_empire = yes has_origin = origin_synthetic_fertility } ai_colonize_plans > 0 has_resource = { type = energy amount > 400 } has_monthly_income = { resource = energy value > 0 } } weight = { weight = 0.5 } desired_min = { base = 0 modifier = { add = @colony_cost_base is_gestalt = no is_virtual_empire = no } modifier = { add = @colony_cost_mid is_gestalt = no is_virtual_empire = yes } modifier = { add = @colony_cost_high is_gestalt = yes is_virtual_empire = no } modifier = { add = @colony_cost_very_high is_gestalt = yes is_virtual_empire = yes } } desired_max = { base = 0 modifier = { add = @colony_cost_base_max is_gestalt = no is_virtual_empire = no } modifier = { add = @colony_cost_mid_max is_gestalt = no is_virtual_empire = yes } modifier = { add = @colony_cost_high_max is_gestalt = yes is_virtual_empire = no } modifier = { add = @colony_cost_very_high_max is_gestalt = yes is_virtual_empire = yes } } } energy_expenditure_deposit_blockers = { resource = energy type = expenditure category = deposit_blockers potential = { any_owned_planet = { num_uncleared_blockers > 0 } } weight = { weight = 0.3 modifier = { factor = 5 # if we have any planet that is currently completely blocked any_owned_planet = { num_uncleared_blockers > 0 num_free_districts = { type = any value < 1 } } } } # base remove blocker cost desired_min = { base = 500 } desired_max = { base = 1000 } } energy_expenditure_megastructures = { resource = energy type = expenditure category = megastructures potential = { is_country_type = default has_technology = tech_gateway_activation is_at_war = no any_owned_megastructure = { OR = { is_megastructure_type = gateway_0 is_megastructure_type = gateway_ruined } } has_resource = { type = energy amount > 6000 } } weight = { weight = 0.5 } desired_max = { base = 6000 # currently only used by gateways } } energy_expenditure_decisions = { resource = energy type = expenditure category = decisions potential = { # only consider these kinds of decisions when "wealthy" has_resource = { type = energy amount > 5000 } } weight = { weight = 0.20 } # based on mastery of nature decision desired_max = { base = 2000 } } energy_expenditure_terraforming = { resource = energy type = expenditure category = terraforming potential = { has_technology = tech_terrestrial_sculpting } weight = { weight = 0.3 modifier = { factor = 0.5 end_game_years_passed > 0 #Probably not relevant anymore } modifier = { factor = 1.5 OR = { has_ascension_perk = ap_machine_worlds has_ascension_perk = ap_hive_worlds AND = { has_technology = tech_climate_restoration any_system_within_border = { any_system_planet = { OR = { has_modifier = terraforming_candidate AND = { is_planet_class = pc_nuked root = { NOT = { ideal_planet_class = pc_nuked } } } } } } } AND = { has_ascension_perk = ap_detox any_system_within_border = { any_system_planet = { has_modifier = toxic_terraforming_candidate } } } } } } desired_max = { #never any need for more than that for a single planet base = 20000 } } energy_expenditure_exhibit_unlock = { resource = energy type = expenditure category = specimens potential = { has_technology = tech_galactic_archivism has_megastructure = grand_archive_0 any_exhibit = { is_exhibit_active = no } } weight = { weight = 0.10 } } ############ ## Upkeep ## ############ energy_upkeep_buffer = { # Buffer, will not be spent resource = energy type = upkeep category = buffer potential = { always = yes } weight = { weight = 0.01 } } energy_upkeep_country = { # Covers most other things. Note: each category opts into using this pool via ai_use_parent_for_resources_upkeep in the category resource = energy type = upkeep category = country potential = { always = yes } weight = { weight = 1 modifier = { factor = 1.25 resource_income_compare = { resource = energy value > 1000 } } modifier = { factor = 1.5 resource_income_compare = { resource = energy value > 2000 } } } } energy_upkeep_armies = { resource = energy type = upkeep category = armies potential = { always = yes } weight = { weight = 0.05 } }