############# # Building Documentation ############# # might be outdated/contain untested features # building_colony_shelter = { # capital = yes # can_build = no # can_demolish = no # can_be_ruined = no # can_be_disabled = no # position_priority = 0 # used to determine where to place the building in the building list. The lower the value, the closest to the beginning it'll be. # default value is 200, value for capital buildings is 0 # if two building types have the same value, they'll be added in a first come first serve order, the newest ones being added at the end of that priority # upgrades of buildings don't use their own priority, but use that of their base building # category = government # building_sets = { # All buildings, but not Overlord Holdings or Branch Office Building, must belong to at least one Building Set. # # Building sets are used to determine which Zones a Building may be constructed in. # } # optional: override base description with triggered ones # desc = { # trigger = { # # } # text = building_necrophage_elevation_chamber_desc # } # empire_limit = { #optional: default is no limit # base = 5 #don't set base to less than 0, it will ignore it (for performance optimisation reasons) # modifier = { #triggers are country scope # add/factor = 2 # has_country_flag = test_flag # } # # Mult by -1 to remove limit # } # planet_limit = { # optional: default is no limit # base = 5 # modifier = { # triggers are planet scope # add/factor = 2 # has_planet_flag = test_flag # } # # Mult by -1 to remove limit (still affected by is_capped_by_modifier = yes) # } # potential = { # planet scope # trigger for displaying building in construction list # } # building_sets = { # planet scope # used to match with a planet class' building set, can be assigned to multiple sets. Used to remove from construction lists # } # allow = { # trigger for allowing/graying out building construction # } # abort_trigger = { # ongoing construction will be canceled if this trigger returns true # } # abort_construction_trigger = { # ongoing construction will be canceled if this trigger returns true # } # ruined_trigger = { # set building to ruined if this trigger returns true # } # destroy_trigger = { # planet scope # building will be destroyed (more likely converted, see below) if this trigger returns true # } # convert_to = { # lists candidates this can be converted to # if destroy_trigger returns true (e.g. post-conquest) # } # planet_modifier = { # planet_housing_add = 300 # planet_amenities_add = 300 # } # triggered_planet_modifier = { # potential = { # exists = owner # owner = { is_mechanical_empire = no } # } # job_colonist_add = 200 # } # triggered_planet_pop_group_modifier_for_all = { # planet scope for the trigger # applied to pop groups on planet # modifier values divided in proportion to size between pop groups on that planet # use the trigger only to enable or disable the modifier entirely # } # triggered_planet_pop_group_modifier_for_species = { # pop_group scope # applied to pop groups on planet of that species # modifier values divided in proportion to size between pop groups of that species # trigger can be used for different species, but is performance heavy # } # triggered_planet_modifier = { # as many as you like # } # country_modifier = { # country_resource_max_add = 2000 # } # triggered_country_modifier = { # } # army_modifier = { # army_damage_mult = 0.1 # This modifier is permanently applied to armies built on this planet. # To only apply a modifier while the army is on the planet, use planet_modifier. # } # system_modifier = { # psionic_aura_resistance_mult = 0.5 # } # prerequisites = { # "tech_basic_industry" # } # resources = { # category = planet_buildings # upkeep = { # energy = 1 # } # cost = { # minerals = 300 # } # can also produce flat resources, # but we usually use planet_modifier for that # } # upgrades = { # building(s) this can be upgraded to # } #triggered_desc = { # text to display if trigger returns true # trigger = { # exists = owner # owner = { is_mechanical_empire = yes } # } # text = job_roboticist_effect_desc #} # auto_generate_description = { # default is yes # set to no to disable automatic generation of production description from jobs # } #ai_weight: not used anymore unless you overwrite economic_plans to not be used. #on_queued = { # owner = { remove_country_flag = artist_building_patron } #an action when queued # this has access to the variables "local_spent_" #} # #on_unqueued = { # owner = { set_country_flag = artist_building_patron } #an action when unqueued # this has access to the variables "local_spent_" #} # #on_built = { # owner = { set_country_flag = built_one_ministry } #an action when built #} # #on_destroy = { # owner = { remove_country_flag = built_one_ministry } #an action when destroyed #} # #on_repaired = { # owner = { remove_country_flag = built_one_ministry } #an action when repaired #} #}