## 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 ## ################# food_expenditure_buffer = { # Buffer, will not be spent resource = food type = expenditure category = buffer potential = { always = yes } weight = { weight = 0.3 } } food_expenditure_stations_low = { resource = food type = expenditure category = stations potential = { country_uses_bio_ships = yes resource_stockpile_compare = { resource = food value < 1500 } } weight = { weight = 0.2 } desired_max = { base = 150 } } food_expenditure_stations_med = { resource = food type = expenditure category = stations potential = { country_uses_bio_ships = yes resource_stockpile_compare = { resource = food value >= 1500 } resource_stockpile_compare = { resource = food value < 3000 } } weight = { weight = 0.1 } desired_max = { base = 150 } } food_expenditure_stations_high = { resource = food type = expenditure category = stations potential = { country_uses_bio_ships = yes resource_stockpile_compare = { resource = food value >= 3000 } } weight = { weight = 0.05 } desired_max = { base = 150 } } food_expenditure_starbases = { resource = food type = expenditure category = starbases potential = { country_uses_bio_ships = yes NOT = { is_country_type = fallen_empire } } weight = { weight = 0.4 # spend more on starbase upgrades if at fleet cap modifier = { factor = 2 used_naval_capacity_percent >= 1.0 } # Reduce spending on claiming new systems if we have unclaimed planets modifier = { is_machine_empire = yes has_country_resource = { type = food amount < 450 } factor = 0.25 # more aggresive saving for robots since their colony ships cost more ai_colonize_plans > 0 } # Reduce spending on claiming new systems if we have unclaimed planets modifier = { is_machine_empire = no has_country_resource = { type = food amount < 750 } factor = 0.50 OR = { ai_colonize_plans > 0 AND = { is_wilderness_empire = yes ai_terraform_plans > 0 } } } modifier = { factor = 1.5 used_starbase_capacity_percent < 1 any_owned_starbase = { can_be_upgraded = yes } } modifier = { factor = 1.5 OR = { any_owned_starbase = { NOT = { has_starbase_size = starbase_outpost } can_be_upgraded = yes } any_owned_nonprimary_starbase = { can_be_upgraded = yes } } } } desired_max = { base = 1000 modifier = { add = 5000 has_ascension_perk = ap_cosmogenesis } } } food_expenditure_starbases_fallen_empires = { resource = food type = expenditure category = starbases potential = { country_uses_bio_ships = yes is_country_type = fallen_empire } weight = { weight = 0.2 } } food_expenditure_starbases_expand = { resource = food type = expenditure category = starbases potential = { country_uses_bio_ships = yes has_ai_expansion_plan = yes highest_threat < 50 NOR = { is_country_type = fallen_empire is_country_type = awakened_fallen_empire OR = { ai_colonize_plans > 0 AND = { is_wilderness_empire = yes ai_terraform_plans > 0 } } } has_resource = { type = influence amount > 75 } } weight = { weight = 0.2 } desired_min = { base = 300 } } food_expenditure_colonies_expand = { resource = food type = expenditure category = colonies potential = { OR = { AND = { is_robot_empire = no is_lithoid_empire = no is_infernal_empire = no NOT = { has_origin = origin_synthetic_fertility } } has_origin = origin_tree_of_life } ai_colonize_plans > 0 has_resource = { type = food amount > 400 } has_monthly_income = { resource = food value > 0 } OR = { country_uses_bio_ships = no has_resource = { type = food amount > 600 } # Bioship colony ship costs 600 food (900 for hive) } } weight = { weight = 2.0 } desired_min = { base = 0 modifier = { add = @colony_cost_base is_hive_empire = no } modifier = { add = @colony_cost_high is_hive_empire = yes } modifier = { add = @colony_cost_high has_origin = origin_tree_of_life } modifier = { add = @colony_cost_base country_uses_bio_ships = yes is_guided_sapience_empire = no is_virtual_empire = no } modifier = { add = @colony_cost_low country_uses_bio_ships = yes is_guided_sapience_empire = no is_virtual_empire = yes } modifier = { add = @colony_cost_mid country_uses_bio_ships = yes is_guided_sapience_empire = yes is_virtual_empire = no } modifier = { add = @colony_cost_base country_uses_bio_ships = yes is_guided_sapience_empire = yes is_virtual_empire = yes } modifier = { mult = 2 country_uses_bio_ships = yes } } desired_max = { base = 0 modifier = { add = @colony_cost_base_max is_hive_empire = no } modifier = { add = @colony_cost_high_max is_hive_empire = yes } modifier = { add = @colony_cost_high_max has_origin = origin_tree_of_life } modifier = { add = @colony_cost_base_max country_uses_bio_ships = yes is_guided_sapience_empire = no is_virtual_empire = no } modifier = { add = @colony_cost_low_max country_uses_bio_ships = yes is_guided_sapience_empire = no is_virtual_empire = yes } modifier = { add = @colony_cost_mid_max country_uses_bio_ships = yes is_guided_sapience_empire = yes is_virtual_empire = no } modifier = { add = @colony_cost_base_max country_uses_bio_ships = yes is_guided_sapience_empire = yes is_virtual_empire = yes } modifier = { mult = 2 country_uses_bio_ships = yes } } } food_expenditure_colonies_expand_rock_tree = { resource = food type = expenditure category = colonies potential = { is_robot_empire = no is_lithoid_empire = yes has_origin = origin_tree_of_life ai_colonize_plans > 0 has_resource = { type = food amount > 400 } has_monthly_income = { resource = food value > 0 } } weight = { weight = 2.0 } desired_min = { base = @colony_cost_high } desired_max = { base = @colony_cost_high_max } } food_expenditure_decisions = { resource = food type = expenditure category = decisions potential = { has_origin = origin_tree_of_life any_owned_planet = { has_modifier = no_lifetree is_under_colonization = no } } weight = { weight = 0.5 } desired_min = { base = 550 } desired_max = { base = 550 } } food_expenditure_buildings = { resource = food type = expenditure category = planets potential = { country_uses_food = yes OR = { has_technology = tech_cloning AND = { # holding_tree_of_life_sapling costs 1000 food has_origin = origin_tree_of_life is_overlord = yes } is_wilderness_empire = yes #Wilderness Buildings can cost food } } weight = { weight = 0.2 } desired_min = { base = 0 modifier = { add = 500 has_technology = tech_cloning } } desired_max = { base = 500 modifier = { add = 500 has_origin = origin_tree_of_life is_overlord = yes } } } food_expenditure_ships = { resource = food type = expenditure category = ships potential = { OR = { uses_fauna_ship_sizes = yes country_uses_bio_ships = yes } } weight = { weight = 0.6 # spend more food building ships while at war modifier = { factor = 2 is_at_war = yes } # spend less food on ships if over capacity modifier = { factor = 0.5 used_naval_capacity_percent >= 1.0 } modifier = { factor = 5 used_naval_capacity_percent < 1.0 OR = { any_neighbor_country = { has_ascension_perk = ap_become_the_crisis } any_country = { is_crisis_faction = yes } } } } } food_expenditure_ship_upgrades = { resource = food type = expenditure category = ship_upgrades potential = { country_uses_bio_ships = yes is_at_war = no any_owned_fleet = { controller = { is_same_value = root } can_be_upgraded = yes } } weight = { weight = 0.2 # spend more on ship upgrades if at capacity modifier = { factor = 2.5 used_naval_capacity_percent >= 1.0 } } } food_upkeep_ships = { resource = food type = upkeep category = ships potential = { OR = { AND = { has_origin = origin_here_be_dragons is_dragon_breeder_country = yes } uses_fauna_ship_sizes = yes country_uses_bio_ships = yes } } weight = { weight = 0.5 } } food_upkeep_country = { # Covers most other things resource = food type = upkeep category = country potential = { always = yes } weight = { weight = 0.5 } } food_expenditure_megastructures = { resource = food type = expenditure category = megastructures potential = { is_country_type = default OR = { is_at_war = no used_naval_capacity_percent > 0.95 } OR = { country_uses_bio_ships = yes has_crisis_perk = menp_behemoth_egg } can_build_megastructures = yes } weight = { weight = 0.4 # increase budget if megastructures are unfinished modifier = { factor = 3 used_naval_capacity_percent > 0.8 any_owned_megastructure = { can_be_upgraded = yes } } } desired_max = { base = 20000 # current max alloy cost for a stage } } food_expenditure_armies = { resource = food type = expenditure category = armies potential = { country_uses_bio_ships = yes } weight = { weight = 0.1 modifier = { factor = 2 OR = { any_neighbor_country = { has_ascension_perk = ap_become_the_crisis } any_country = { is_crisis_faction = yes } } } } }