## 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 ## ################# minerals_expenditure_buffer = { # Buffer, will not be spent resource = minerals type = expenditure category = buffer potential = { always = yes } weight = { weight = 0.05 } } minerals_expenditure_planets_low = { resource = minerals type = expenditure category = planets potential = { resource_stockpile_compare = { resource = minerals value < 1000 } } weight = { weight = 1.0 } } minerals_expenditure_planets_med = { resource = minerals type = expenditure category = planets potential = { resource_stockpile_compare = { resource = minerals value >= 1000 } resource_stockpile_compare = { resource = minerals value < 2000 } } weight = { weight = 0.8 } } minerals_expenditure_planets_high = { resource = minerals type = expenditure category = planets potential = { resource_stockpile_compare = { resource = minerals value >= 2000 } } weight = { weight = 0.6 } } minerals_expenditure_stations_low = { resource = minerals type = expenditure category = stations potential = { country_uses_bio_ships = no resource_stockpile_compare = { resource = minerals value < 1000 } } weight = { weight = 0.2 } } minerals_expenditure_stations_med = { resource = minerals type = expenditure category = stations potential = { country_uses_bio_ships = no resource_stockpile_compare = { resource = minerals value >= 1000 } resource_stockpile_compare = { resource = minerals value < 2000 } } weight = { weight = 0.1 } } minerals_expenditure_stations_high = { resource = minerals type = expenditure category = stations potential = { country_uses_bio_ships = no resource_stockpile_compare = { resource = minerals value >= 2000 } } weight = { weight = 0.05 } } minerals_expenditure_armies = { resource = minerals type = expenditure category = armies potential = { country_uses_bio_ships = no } weight = { weight = 0.1 modifier = { factor = 2 OR = { any_neighbor_country = { has_ascension_perk = ap_become_the_crisis } any_country = { is_crisis_faction = yes } } } } } minerals_expenditure_armies_threatened = { resource = minerals type = expenditure category = armies potential = { highest_threat > 20 } weight = { weight = 0.10 } } minerals_expenditure_stations_expand = { resource = minerals type = expenditure category = stations potential = { exploitable_planets >= 1 } weight = { weight = 0.05 } desired_min = { base = 100 } } minerals_expenditure_colonies_lithoid_expand = { resource = minerals type = expenditure category = colonies potential = { is_robot_empire = no is_lithoid_empire = yes NOT = { has_origin = origin_synthetic_fertility } has_resource = { type = minerals amount > 400 } has_monthly_income = { resource = minerals value > 0 } } weight = { weight = 0.8 } desired_min = { base = 0 modifier = { add = @colony_cost_base is_hive_empire = no } modifier = { add = @colony_cost_high OR = { is_hive_empire = yes has_origin = origin_lithoid } } } desired_max = { base = 0 modifier = { add = @colony_cost_base_max is_hive_empire = no } modifier = { add = @colony_cost_high_max OR = { is_hive_empire = yes has_origin = origin_lithoid } } } } minerals_expenditure_ships = { resource = minerals type = expenditure category = ships potential = { OR = { uses_fauna_ship_sizes = yes AND = { has_ascension_perk = ap_become_the_crisis has_crisis_level = crisis_level_2 } } } weight = { weight = 0.4 # spend more minerals building ships while at war modifier = { factor = 2 is_at_war = yes } # spend less minerals on ships if over capacity modifier = { factor = 0.5 used_naval_capacity_percent >= 1.0 } } } minerals_expenditure_ship_upgrades = { resource = minerals type = expenditure category = ship_upgrades potential = { OR = { uses_fauna_ship_sizes = yes AND = { has_ascension_perk = ap_become_the_crisis has_crisis_level = crisis_level_2 } } } weight = { weight = 0.2 # spend more on ship upgrades if at capacity modifier = { factor = 4 used_naval_capacity_percent >= 1.0 } } } minerals_expenditure_decisions_wilderness = { resource = minerals type = expenditure category = decisions potential = { has_origin = origin_wilderness any_owned_planet = { free_district_slots < 3 planet_size < 25 } } weight = { weight = 0.1 modifier = { factor = 4 any_owned_planet = { free_district_slots = 0 } } } } ############ ## Upkeep ## ############ minerals_upkeep_buffer = { # Buffer, will not be spent resource = minerals type = upkeep category = buffer potential = { always = yes } weight = { weight = 0.30 } } minerals_upkeep_planets = { resource = minerals type = upkeep category = planets potential = { always = yes } weight = { weight = 0.70 } } # minerals_expenditure_decisions = { # resource = minerals # type = expenditure # category = decisions # potential = { # OR = { # AND = { # has_technology = tech_housing_2 # any_owned_planet = { # is_planet_class = pc_relic # num_uncleared_blockers < 1 # } # } # AND = { # has_ascension_perk = ap_arcology_project # any_owned_planet = { # is_artificial = no # NOR = { # is_planet_class = pc_city # is_planet_class = pc_relic # has_modifier = resort_colony # has_modifier = penal_colony # has_modifier = slave_colony # has_modifier = pm_wenkwort_custodian # } # num_uncleared_blockers < 1 # free_district_slots < 1 # OR = { # pop_amount >= 7000 # is_capital = yes # } # } # } # } # # only consider these kinds of decisions when "wealthy" # has_resource = { # type = minerals # amount > 25000 # } # } # weight = { # weight = 0.20 # } # desired_min = { # base = 20000 # } # desired_max = { # base = 20000 # } # } minerals_expenditure_deposit_blockers = { resource = minerals type = expenditure category = deposit_blockers potential = { any_owned_planet = { OR = { has_deposit = d_ruined_arcology has_deposit = d_resource_consolidation_1 has_deposit = d_machine_ongoing_construction AND = { OR = { has_deposit = d_buried_lithoids has_deposit = d_hibernating_lithoids } is_homeworld = yes } } } } weight = { weight = 0.3 modifier = { factor = 5 # if we have any planet that is currently completely blocked any_owned_planet = { OR = { has_deposit = d_machine_ongoing_construction has_deposit = d_ruined_arcology AND = { OR = { has_deposit = d_buried_lithoids has_deposit = d_hibernating_lithoids } is_homeworld = yes } } num_free_districts = { type = any value < 1 } } } } # base remove blocker cost desired_min = { base = 250 } desired_max = { base = 1000 } } minerals_upkeep_ships = { resource = minerals type = upkeep category = ships potential = { OR = { uses_fauna_ship_sizes = yes AND = { has_ascension_perk = ap_become_the_crisis has_crisis_level = crisis_level_2 } } } weight = { weight = 0.3 } } minerals_upkeep_country = { resource = minerals type = upkeep category = country potential = { always = yes } weight = { weight = 0.1 } }