############# # Capital buildings ############# @buildings_t1 = 1 @buildings_t2 = 2 @buildings_t3 = 3 @buildings_t4 = 4 @tier_2_capital_defense_armies = 4 @tier_3_capital_defense_armies = 8 @tier_4_capital_defense_armies = 16 # Colony building_colony_shelter = { capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 1 category = government building_sets = { government } potential = { exists = owner owner = { is_regular_empire = yes is_fallen_empire = no } NOR = { has_modifier = resort_colony has_modifier = slave_colony uses_habitat_capitals = yes uses_district_set = cosmogenesis_world } } convert_to = { building_hive_capital building_deployment_post building_resort_capital building_slave_capital building_ancient_control_center building_ancient_palace building_colony_shelter_wilderness } planet_modifier = { planet_housing_add = 300 planet_amenities_add = 300 } inline_script = { script = shroud/jobs/colonist_add AMOUNT = 200 } inline_script = { script = buildings/on_all_capital_buildings } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_dystopian_society } } job_colonist_add = -100 job_spe_colonist_add = -100 job_dystopian_enforcer_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } has_modifier = penal_colony } job_colonist_add = -100 job_spe_colonist_add = -100 } triggered_planet_modifier = { potential = { exists = owner owner = { is_individual_machine = yes } } job_roboticist_add = 100 job_colonist_add = -100 job_spe_colonist_add = -100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_synthetics_prefabricated_components } } job_roboticist_add = 100 job_colonist_add = -100 job_spe_colonist_add = -100 } resources = { category = planet_buildings upkeep = { energy = 1 } } upgrades = { building_capital } } # Planetary Administration building_capital = { base_buildtime = @b2_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 2 category = government building_sets = { government } potential = { exists = owner owner = { is_regular_empire = yes is_fallen_empire = no } NOR = { has_modifier = resort_colony has_modifier = slave_colony uses_habitat_capitals = yes is_planet_class = pc_cosmogenesis_world } } convert_to = { building_hive_capital building_machine_capital building_resort_capital building_slave_capital building_ancient_control_center building_ancient_palace building_capital_wilderness } allow = { sapient_pop_amount >= 1000 } upgrades = { "building_major_capital" } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_regular_empire = yes } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 1000 planet_max_branch_office_buildings_add = 1 planet_defense_armies_add = @tier_2_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/regular_empire_capital_jobs AMOUNT = 200 } inline_script = { script = jobs/enforcers_add AMOUNT = 100 } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } additional_ai_weight = 100 } # Major Capital building_major_capital = { base_buildtime = @b3_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 3 category = government building_sets = { government } potential = { exists = owner owner = { is_regular_empire = yes is_fallen_empire = no } NOR = { has_modifier = resort_colony has_modifier = slave_colony } } allow = { sapient_pop_amount >= 2500 } convert_to = { building_hive_major_capital building_machine_major_capital building_resort_major_capital building_slave_major_capital building_ancient_control_center building_ancient_palace building_major_capital_wilderness } prerequisites = { "tech_colonial_centralization" } show_tech_unlock_if = { is_regular_empire = yes } planet_modifier = { planet_housing_add = 1500 planet_amenities_add = 1500 planet_max_branch_office_buildings_add = 2 planet_defense_armies_add = @tier_3_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/regular_empire_capital_jobs AMOUNT = 300 } inline_script = { script = jobs/enforcers_add AMOUNT = 200 } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b3_upkeep } } upgrades = { "building_system_capital" } additional_ai_weight = 100 } building_system_capital = { base_buildtime = @b4_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 4 category = government building_sets = { government } potential = { exists = owner owner = { is_regular_empire = yes is_fallen_empire = no } NOR = { has_modifier = resort_colony has_modifier = slave_colony } } convert_to = { building_hive_major_capital building_machine_major_capital building_major_capital building_resort_major_capital building_slave_major_capital building_ancient_control_center building_ancient_palace building_major_capital_wilderness } allow = { sapient_pop_amount >= 5000 } prerequisites = { "tech_galactic_administration" } show_tech_unlock_if = { is_regular_empire = yes } planet_modifier = { planet_housing_add = 2000 planet_amenities_add = 2000 planet_max_branch_office_buildings_add = 4 planet_defense_armies_add = @tier_4_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/regular_empire_capital_jobs AMOUNT = 400 } inline_script = { script = jobs/enforcers_add AMOUNT = 300 } resources = { category = planet_buildings cost = { minerals = @b4_minerals } upkeep = { energy = @b4_upkeep } } upgrades = { building_imperial_capital } additional_ai_weight = 100 } ############# # Machine buildings ############# # Colony building_deployment_post = { capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 1 category = government building_sets = { government } potential = { exists = owner owner = { OR = { is_machine_empire = yes is_country_type = ai_empire } is_fallen_empire = no } uses_habitat_capitals = no NOT = { is_planet_class = pc_cosmogenesis_world } } convert_to = { building_hive_capital building_colony_shelter building_ancient_control_center building_ancient_palace building_colony_shelter_wilderness } planet_modifier = { planet_housing_add = 300 planet_amenities_add = 500 job_replicator_add = 200 job_patrol_drone_add = 100 job_logistics_drone_add = 200 } inline_script = { script = buildings/on_all_capital_buildings } triggered_planet_modifier = { potential = { exists = owner owner = { has_civic = civic_machine_assimilator } } modifier = { job_replicator_add = -100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_modifier = shroud_forged_physician_modifier } } modifier = { job_physician_drone_add = 100 } } resources = { category = planet_buildings upkeep = { energy = 1 } } upgrades = { building_machine_capital } } # Administrative Array building_machine_capital = { base_buildtime = @b2_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 2 category = government building_sets = { government } potential = { exists = owner owner = { OR = { is_machine_empire = yes is_country_type = ai_empire AND = { exists = event_target:mechanocalibrator_country is_same_value = event_target:mechanocalibrator_country } } is_fallen_empire = no } uses_habitat_capitals = no NOT = { is_planet_class = pc_cosmogenesis_world } } destroy_trigger = { exists = owner owner = { is_machine_empire = no } } convert_to = { building_hive_capital building_colony_shelter building_ancient_control_center building_ancient_palace building_colony_shelter_wilderness } allow = { sapient_pop_amount >= 1000 } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_machine_empire = yes } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 1000 job_replicator_add = 200 job_coordinator_add = 200 job_patrol_drone_add = 100 job_logistics_drone_add = 300 planet_defense_armies_add = @tier_2_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } triggered_planet_modifier = { potential = { exists = owner owner = { has_civic = civic_machine_assimilator } } modifier = { job_replicator_add = -100 job_logistics_drone_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_modifier = shroud_forged_physician_modifier } } modifier = { job_physician_drone_add = 100 } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } upgrades = { building_machine_major_capital } additional_ai_weight = 100 } # Planetary Processor building_machine_major_capital = { base_buildtime = @b3_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 3 category = government building_sets = { government } potential = { exists = owner owner = { OR = { is_machine_empire = yes is_country_type = ai_empire } is_fallen_empire = no } } convert_to = { building_hive_major_capital building_major_capital building_ancient_control_center building_ancient_palace building_major_capital_wilderness } allow = { sapient_pop_amount >= 2500 } prerequisites = { "tech_colonial_centralization" } show_tech_unlock_if = { is_machine_empire = yes } planet_modifier = { planet_housing_add = 1500 planet_amenities_add = 1500 job_replicator_add = 200 job_coordinator_add = 300 job_patrol_drone_add = 200 job_logistics_drone_add = 400 planet_defense_armies_add = @tier_3_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } triggered_planet_modifier = { potential = { exists = owner owner = { has_civic = civic_machine_assimilator } } modifier = { job_replicator_add = -100 job_logistics_drone_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_modifier = shroud_forged_physician_modifier } } modifier = { job_physician_drone_add = 100 } } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b3_upkeep } } upgrades = { "building_machine_system_capital" } additional_ai_weight = 100 } # Primary Nexus building_machine_system_capital = { base_buildtime = @b4_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 4 category = government building_sets = { government } potential = { exists = owner owner = { OR = { is_machine_empire = yes is_country_type = ai_empire } is_fallen_empire = no } } convert_to = { building_hive_major_capital building_major_capital building_machine_major_capital building_ancient_control_center building_ancient_palace building_major_capital_wilderness } allow = { sapient_pop_amount >= 5000 } prerequisites = { "tech_galactic_administration" } show_tech_unlock_if = { is_machine_empire = yes } planet_modifier = { planet_housing_add = 2000 planet_amenities_add = 2000 job_replicator_add = 200 job_coordinator_add = 400 job_patrol_drone_add = 300 job_logistics_drone_add = 500 planet_defense_armies_add = @tier_4_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } triggered_planet_modifier = { potential = { sapient_pop_amount >= 1000 } modifier = { job_replicator_add = 100 } } triggered_planet_modifier = { potential = { sapient_pop_amount >= 4000 } modifier = { job_replicator_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_civic = civic_machine_assimilator } } modifier = { job_replicator_add = -100 job_logistics_drone_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_modifier = shroud_forged_physician_modifier } } modifier = { job_physician_drone_add = 100 } } resources = { category = planet_buildings cost = { minerals = @b4_minerals } upkeep = { energy = @b4_upkeep } } upgrades = { "building_imperial_machine_capital" } additional_ai_weight = 100 } ############# # Hive buildings ############# # Hive Core building_hive_capital = { capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 2 category = government building_sets = { government } potential = { exists = owner owner = { OR = { is_hive_empire = yes is_country_type = swarm } is_fallen_empire = no is_wilderness_empire = no } uses_habitat_capitals = no NOT = { is_planet_class = pc_cosmogenesis_world } } destroy_trigger = { # destroys and/or triggers conversion if true exists = owner owner = { OR = { is_hive_empire = no is_wilderness_empire = yes } } } convert_to = { building_machine_capital building_capital building_ancient_control_center building_ancient_palace building_capital_wilderness } upgrades = { "building_hive_major_capital" } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_hive_empire = yes is_wilderness_empire = no } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 800 job_logistics_drone_add = 200 job_coordinator_add = 200 job_patrol_drone_add = 100 planet_defense_armies_add = @tier_2_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } resources = { category = planet_buildings cost = { minerals = 1000 } upkeep = { energy = 2 } } } # Hive Nexus building_hive_major_capital = { base_buildtime = @b2_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 3 category = government building_sets = { government } potential = { exists = owner owner = { OR = { is_hive_empire = yes is_country_type = swarm } is_fallen_empire = no is_wilderness_empire = no } } convert_to = { building_machine_major_capital building_major_capital building_ancient_control_center building_ancient_palace building_major_capital_wilderness } upgrades = { "building_imperial_hive_capital" } allow = { sapient_pop_amount >= 2500 } prerequisites = { "tech_colonial_centralization" } show_tech_unlock_if = { is_hive_empire = yes is_wilderness_empire = no } planet_modifier = { planet_housing_add = 2000 planet_amenities_add = 2000 job_coordinator_add = 300 job_logistics_drone_add = 500 job_patrol_drone_add = 200 planet_defense_armies_add = @tier_3_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } additional_ai_weight = 100 } ############# # Habitat buildings ############# # Habitat Administration building_hab_capital = { capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 2 icon = building_capital category = government building_sets = { government } potential = { uses_habitat_capitals = yes exists = owner owner = { is_fallen_empire = no is_wilderness_empire = no } } convert_to = { building_hab_fe_capital } prerequisites = { "tech_habitat_1" } resources = { category = planet_buildings_hab_capital upkeep = { energy = 3 alloys = 5 } upkeep = { trigger = { owner = { has_active_tradition = tr_expansion_adopt } } alloys = -1 } } planet_modifier = { planet_housing_add = 500 planet_amenities_add = 500 planet_max_branch_office_buildings_add = 1 planet_defense_armies_add = @tier_2_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_habitat_capital_buildings } triggered_desc = { text = building_hab_capital_tooltip } triggered_planet_modifier = { modifier = { planet_stability_add = 1 } mult = modifier:habitat_stability_add } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } job_coordinator_add = 200 job_patrol_drone_add = 100 planet_amenities_add = 300 } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } } job_coordinator_add = -100 job_replicator_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_synthetics_prefabricated_components } } job_roboticist_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_private_healthcare_corporate } } job_healthcare_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { is_individual_machine = yes } } job_roboticist_add = 100 } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { has_civic = civic_dystopian_society } } modifier = { job_dystopian_enforcer_add = 100 } } upgrades = { "building_hab_major_capital" } } # Habitat Central Complex building_hab_major_capital = { base_buildtime = @b2_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 3 icon = building_major_capital category = government building_sets = { government } potential = { uses_habitat_capitals = yes exists = owner owner = { is_fallen_empire = no is_wilderness_empire = no } } convert_to = { building_hab_fe_capital } prerequisites = { "tech_habitat_2" } allow = { sapient_pop_amount >= 1000 } resources = { category = planet_buildings_hab_capital cost = { minerals = @b2_minerals } upkeep = { energy = 3 alloys = 5 } upkeep = { trigger = { owner = { has_active_tradition = tr_expansion_adopt } } alloys = -1 } } planet_modifier = { planet_housing_add = 750 planet_amenities_add = 750 planet_max_branch_office_buildings_add = 2 planet_defense_armies_add = @tier_3_capital_defense_armies pop_environment_tolerance = 0.10 } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_habitat_capital_buildings } triggered_desc = { text = building_hab_major_capital_tooltip } triggered_planet_modifier = { modifier = { planet_stability_add = 1 } mult = modifier:habitat_stability_add } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } job_coordinator_add = 300 job_patrol_drone_add = 200 planet_amenities_add = 300 } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } } job_coordinator_add = -100 job_replicator_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_synthetics_prefabricated_components } } job_roboticist_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_private_healthcare_corporate } } job_healthcare_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { is_individual_machine = yes } } job_roboticist_add = 100 } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { has_planet_flag = toxic_knights_habitat exists = owner owner = { has_origin = origin_toxic_knights } } modifier = { job_knight_commander_add = 1 job_knight_add = 100 } } inline_script = { script = jobs/enforcers_add AMOUNT = 100 } upgrades = { "building_hab_system_capital" } additional_ai_weight = 100 } # Habitat System Complex building_hab_system_capital = { base_buildtime = @b3_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 4 icon = building_system_capital category = government building_sets = { government } potential = { uses_habitat_capitals = yes exists = owner owner = { is_fallen_empire = no is_wilderness_empire = no } } convert_to = { building_hab_fe_capital } prerequisites = { "tech_habitat_3" } allow = { sapient_pop_amount >= 2500 } resources = { category = planet_buildings_hab_capital cost = { minerals = @b3_minerals } upkeep = { energy = 5 alloys = 5 } upkeep = { trigger = { owner = { has_active_tradition = tr_expansion_adopt } } alloys = -1 } } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 1000 planet_max_branch_office_buildings_add = 4 planet_defense_armies_add = @tier_4_capital_defense_armies pop_environment_tolerance = 0.20 } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_habitat_capital_buildings } triggered_desc = { text = building_hab_system_capital_tooltip } triggered_planet_modifier = { modifier = { planet_stability_add = 1 } mult = modifier:habitat_stability_add } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } job_coordinator_add = 400 job_patrol_drone_add = 300 planet_amenities_add = 300 } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } } job_coordinator_add = -100 job_replicator_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_synthetics_prefabricated_components } } job_roboticist_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_private_healthcare_corporate } } job_healthcare_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { is_individual_machine = yes } } job_roboticist_add = 100 } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { has_planet_flag = toxic_knights_habitat exists = owner owner = { has_origin = origin_toxic_knights } } modifier = { job_knight_commander_add = 1 job_knight_add = 200 } } inline_script = { script = jobs/enforcers_add AMOUNT = 200 } upgrades = { building_imperial_capital } additional_ai_weight = 100 } ############# # Special ############# # Resort Administration building_resort_capital = { capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 2 icon = building_capital category = government building_sets = { government } potential = { has_modifier = resort_colony # not available to gestalts } convert_to = { building_hive_capital building_machine_capital building_capital building_ancient_control_center building_ancient_palace building_capital_wilderness } resources = { category = planet_buildings upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 500 job_resort_worker_add = 100 planet_max_branch_office_buildings_add = 1 } inline_script = { script = buildings/on_all_capital_buildings } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_synthetics_prefabricated_components } } job_roboticist_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_private_healthcare_corporate } } job_healthcare_add = 100 } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } upgrades = { "building_resort_major_capital" } } # Resort Governing Complex building_resort_major_capital = { base_buildtime = @b2_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 3 icon = building_major_capital category = government building_sets = { government } potential = { has_modifier = resort_colony } convert_to = { building_hive_major_capital building_machine_major_capital building_major_capital building_ancient_control_center building_ancient_palace building_major_capital_wilderness } allow = { sapient_pop_amount >= 2000 } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 1000 job_resort_worker_add = 200 planet_max_branch_office_buildings_add = 2 } inline_script = { script = buildings/on_all_capital_buildings } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_synthetics_prefabricated_components } } job_roboticist_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_private_healthcare_corporate } } job_healthcare_add = 100 } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } additional_ai_weight = 100 } # Thrall-World Capital building_slave_capital = { capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 2 icon = building_capital category = government building_sets = { government } potential = { has_modifier = slave_colony # not available to gestalts } convert_to = { building_hive_capital building_machine_capital building_capital building_ancient_control_center building_ancient_palace building_capital_wilderness } resources = { category = planet_buildings upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 500 job_slave_overseer_add = 200 planet_stability_add = 5 planet_max_branch_office_buildings_add = 1 } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } upgrades = { "building_slave_major_capital" } } # Thrall-World Major Capital building_slave_major_capital = { base_buildtime = @b2_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 3 icon = building_major_capital category = government building_sets = { government } potential = { has_modifier = slave_colony } allow = { sapient_pop_amount >= 2000 } convert_to = { building_hive_major_capital building_machine_major_capital building_major_capital building_ancient_control_center building_ancient_palace building_major_capital_wilderness } resources = { category = planet_buildings cost = { minerals = 500 } upkeep = { energy = @b1_upkeep } } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 1000 job_slave_overseer_add = 400 planet_stability_add = 10 planet_max_branch_office_buildings_add = 2 } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } additional_ai_weight = 100 } # Imperial Capital building_imperial_capital = { base_buildtime = @b4_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 5 category = government building_sets = { government } potential = { exists = owner owner = { is_regular_empire = yes is_galactic_emperor = yes } planet = { is_capital = yes } } convert_to = { building_hive_major_capital building_machine_system_capital building_system_capital building_hab_system_capital building_ancient_control_center building_ancient_palace building_system_capital_wilderness } allow = { sapient_pop_amount >= 5000 } prerequisites = { } planet_modifier = { planet_housing_add = 3000 planet_amenities_add = 3000 planet_max_branch_office_buildings_add = 4 planet_defense_armies_add = @tier_4_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_habitat_capital_buildings } inline_script = { script = buildings/regular_empire_capital_jobs AMOUNT = 600 } inline_script = { script = jobs/enforcers_add AMOUNT = 500 } triggered_desc = { trigger = { has_planet_flag = habitat } text = building_hab_system_capital_tooltip } resources = { category = planet_buildings cost = { minerals = @b4_minerals } upkeep = { energy = @b4_upkeep } } } # Imperial Center building_imperial_machine_capital = { base_buildtime = @b4_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 5 category = government building_sets = { government } potential = { exists = owner owner = { OR = { is_machine_empire = yes is_country_type = ai_empire } is_galactic_emperor = yes } planet = { is_capital = yes } } convert_to = { building_hive_major_capital building_machine_system_capital building_system_capital building_hab_major_capital building_ancient_control_center building_ancient_palace building_system_capital_wilderness } allow = { sapient_pop_amount >= 5000 } prerequisites = { } planet_modifier = { planet_housing_add = 3000 planet_amenities_add = 3000 job_replicator_add = 400 job_coordinator_add = 500 job_patrol_drone_add = 500 job_logistics_drone_add = 600 planet_max_branch_office_buildings_add = 3 planet_defense_armies_add = @tier_4_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_habitat_capital_buildings } triggered_desc = { trigger = { has_planet_flag = habitat } text = building_hab_system_capital_tooltip } triggered_planet_modifier = { potential = { sapient_pop_amount >= 1000 } modifier = { job_replicator_add = 100 } } triggered_planet_modifier = { potential = { sapient_pop_amount >= 4000 } modifier = { job_replicator_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_civic = civic_machine_assimilator } } modifier = { job_replicator_add = -100 job_logistics_drone_add = 100 } } resources = { category = planet_buildings cost = { minerals = @b4_minerals } upkeep = { energy = @b4_upkeep } } additional_ai_weight = 100 } # Imperial Complex building_imperial_hive_capital = { base_buildtime = @b4_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 5 category = government building_sets = { government } potential = { exists = owner owner = { OR = { is_hive_empire = yes is_country_type = swarm } is_galactic_emperor = yes is_wilderness_empire = no } planet = { is_capital = yes } } convert_to = { building_hive_major_capital building_machine_system_capital building_system_capital building_hab_major_capital building_ancient_control_center building_ancient_palace building_system_capital_wilderness } allow = { sapient_pop_amount >= 5000 } prerequisites = { } planet_modifier = { planet_housing_add = 3000 planet_amenities_add = 3000 job_logistics_drone_add = 700 job_patrol_drone_add = 400 planet_max_branch_office_buildings_add = 3 planet_defense_armies_add = @tier_4_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_habitat_capital_buildings } triggered_desc = { trigger = { has_planet_flag = habitat } text = building_hab_system_capital_tooltip } triggered_planet_modifier = { potential = { exists = owner } job_coordinator_add = 500 } resources = { category = planet_buildings cost = { minerals = @b4_minerals } upkeep = { energy = @b4_upkeep } } additional_ai_weight = 100 }