############# # Robot buildings ############# building_robot_assembly_plant = { base_buildtime = @b1_time planet_limit = 1 category = pop_assembly building_sets = { government urban } potential = { exists = owner OR = { owner = { is_ai = no } NOT = { exists = assembling_species } assembling_species = { is_robotic_species = yes } } owner = { is_regular_empire = yes is_individual_machine = no NOT = { has_policy_flag = robots_outlawed } OR = { is_ai = no NOT = { has_ascension_perk = ap_engineered_evolution } is_materialist = yes } } NOT = { has_modifier = resort_colony } } convert_to = { building_machine_assembly_plant } upgrades = { building_robot_assembly_complex } allow = { hidden_trigger = { OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } } } destroy_trigger = { exists = owner OR = { owner = { OR = { is_regular_empire = no has_policy_flag = robots_outlawed } } AND = { owner = { is_ai = yes } free_district_slots = 0 free_building_slots = 0 free_housing <= 0 free_jobs <= 0 } owner = { is_ai = yes has_ascension_perk = ap_engineered_evolution is_materialist = no } } } inline_script = { script = jobs/roboticist_add AMOUNT = @building_static_jobs_low } triggered_planet_modifier = { potential = { exists = owner owner = { OR = { has_origin = origin_mechanists is_individual_machine = yes has_country_flag = synthetic_empire } } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = synth_unscheduled_updates } } modifier = { planet_pop_assembly_mult = 0.1 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = synth_safe_updates } } modifier = { planet_pop_assembly_mult = -0.1 planet_stability_add = 2 } } ### JOB STRATA FOCUS MODIFIERS ### triggered_planet_modifier = { # Synth ruler focus potential = { exists = owner owner = { has_country_flag = synth_focus_rulers } } modifier = { planet_jobs_ruler_produces_mult = 0.15 } } triggered_planet_modifier = { # Synth specialist focus potential = { exists = owner owner = { has_country_flag = synth_focus_specialists } } modifier = { planet_jobs_specialist_produces_mult = 0.05 } } triggered_planet_modifier = { # Synth worker focus potential = { exists = owner owner = { has_country_flag = synth_focus_workers } } modifier = { planet_jobs_worker_produces_mult = 0.10 } } triggered_planet_modifier = { # Synth upkeep focus potential = { exists = owner owner = { has_country_flag = synth_focus_upkeep } } modifier = { planet_jobs_upkeep_mult = -0.05 } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } prerequisites = { "tech_robotic_workers" } } building_robot_assembly_complex = { icon = building_machine_assembly_complex base_buildtime = @b3_time can_build = no category = pop_assembly building_sets = { government urban } potential = { exists = owner OR = { owner = { is_ai = no } NOT = { exists = assembling_species } assembling_species = { is_robotic_species = yes } } owner = { is_regular_empire = yes is_individual_machine = no NOT = { has_policy_flag = robots_outlawed } OR = { is_ai = no NOT = { has_ascension_perk = ap_engineered_evolution } is_materialist = yes } } } convert_to = { building_machine_assembly_complex } destroy_trigger = { exists = owner OR = { owner = { OR = { is_regular_empire = no has_policy_flag = robots_outlawed } } AND = { owner = { is_ai = yes } free_district_slots = 0 free_building_slots = 0 free_housing <= 0 free_jobs <= 0 } owner = { is_ai = yes has_ascension_perk = ap_engineered_evolution is_materialist = no } } } inline_script = { script = jobs/roboticist_add AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { OR = { has_origin = origin_mechanists is_individual_machine = yes has_country_flag = synthetic_empire } } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 400 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = synth_unscheduled_updates } } modifier = { planet_pop_assembly_mult = 0.1 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = synth_safe_updates } } modifier = { planet_pop_assembly_mult = -0.1 planet_stability_add = 2 } } ### JOB STRATA FOCUS MODIFIERS ### triggered_planet_modifier = { # Synth ruler focus potential = { exists = owner owner = { has_country_flag = synth_focus_rulers } } modifier = { planet_jobs_ruler_produces_mult = 0.15 } } triggered_planet_modifier = { # Synth specialist focus potential = { exists = owner owner = { has_country_flag = synth_focus_specialists } } modifier = { planet_jobs_specialist_produces_mult = 0.05 } } triggered_planet_modifier = { # Synth worker focus potential = { exists = owner owner = { has_country_flag = synth_focus_workers } } modifier = { planet_jobs_worker_produces_mult = 0.10 } } triggered_planet_modifier = { # Synth upkeep focus potential = { exists = owner owner = { has_country_flag = synth_focus_upkeep } } modifier = { planet_jobs_upkeep_mult = -0.05 } } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = @b3_upkeep rare_crystals = @b3_rare_upkeep } } prerequisites = { tech_robot_assembly_complex } } ############# # Machine buildings ############# building_machine_assembly_plant = { icon = building_robot_assembly_plant base_buildtime = @b1_time planet_limit = 1 category = pop_assembly building_sets = { government urban } potential = { exists = owner owner = { OR = { is_machine_empire = yes is_individual_machine = yes } } NOT = { has_modifier = resort_colony } } convert_to = { building_robot_assembly_plant } allow = { hidden_trigger = { OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } } } destroy_trigger = { exists = owner OR = { owner = { is_robot_empire = no } AND = { owner = { is_ai = yes } free_district_slots = 0 free_building_slots = 0 free_housing <= 0 free_jobs <= 0 } } } inline_script = { script = jobs/roboticist_add AMOUNT = @building_static_jobs_low } triggered_planet_modifier = { potential = { exists = owner owner = { OR = { is_machine_empire = yes is_individual_machine = yes } } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 200 } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } upgrades = { building_machine_assembly_complex } prerequisites = { } } building_machine_assembly_complex = { base_buildtime = @b3_time can_build = no category = pop_assembly building_sets = { government urban } potential = { exists = owner owner = { OR = { is_machine_empire = yes is_individual_machine = yes } } NOT = { has_modifier = resort_colony } } convert_to = { building_robot_assembly_complex } destroy_trigger = { exists = owner OR = { owner = { is_robot_empire = no } AND = { owner = { is_ai = yes } free_district_slots = 0 free_building_slots = 0 free_housing <= 0 free_jobs <= 0 } } } inline_script = { script = jobs/roboticist_add AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { OR = { is_machine_empire = yes is_individual_machine = yes } } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 400 } } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = @b3_upkeep rare_crystals = @b3_rare_upkeep } } prerequisites = { tech_mega_assembly } } ############# # Hive buildings ############# building_spawning_pool = { base_buildtime = @b1_time planet_limit = 1 category = pop_assembly building_sets = { government urban } potential = { exists = owner owner = { is_hive_empire = yes is_wilderness_empire = no NOT = { has_origin = origin_progenitor_hive } } } destroy_trigger = { exists = owner owner = { OR = { is_hive_empire = no has_origin = origin_progenitor_hive } } } inline_script = { script = jobs/spawning_drone_add AMOUNT = @building_static_jobs_low } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_gene_tailoring } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { game_start_auto_mod_empire = yes } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_cybernetics_synaptic_sub_processing } } modifier = { job_augmentor_drone_add = 200 } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } convert_to = { building_offspring_nest } triggered_desc = { text = spawning_pool_tooltip } } building_offspring_nest = { base_buildtime = @b1_time planet_limit = 1 category = pop_assembly building_sets = { government urban } potential = { exists = owner owner = { has_origin = origin_progenitor_hive } OR = { num_buildings = { type = any value < 15 } owner = { is_ai = no } } } destroy_trigger = { exists = owner owner = { NOT = { has_origin = origin_progenitor_hive } } } #ruined_trigger = { # has_planet_flag = offspring_defeated #} inline_script = { script = jobs/spawning_drone_add AMOUNT = @building_static_jobs_low } convert_to = { building_spawning_pool } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_cybernetics_synaptic_sub_processing } } modifier = { job_augmentor_drone_add = 200 } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } triggered_desc = { text = offspring_nest_tooltip } } ####################################### # Necrophage "consumption" buildings ####################################### building_necrophage_elevation_chamber = { icon = building_chamber_of_elevation_1 base_buildtime = @b1_time planet_limit = 1 position_priority = 100 skip_automation_upgrading = yes #colony automation will not try to upgrade this category = pop_assembly building_sets = { government urban } desc = { trigger = { OR = { NOT = { exists = owner } owner = { is_hive_empire = no } } } text = building_necrophage_elevation_chamber_desc } desc = { trigger = { exists = owner owner = { is_hive_empire = yes } } text = building_necrophage_elevation_chamber_desc_hive } potential = { exists = owner owner = { has_origin = origin_necrophage has_trait = trait_necrophage NOR = { has_valid_civic = civic_fanatic_purifiers has_valid_civic = civic_hive_devouring_swarm } } } allow = { custom_tooltip = { fail_text = NO_CULTURE_SHOCK NOT = { has_modifier = planet_culture_shock } } if = { limit = { owner = { is_hive_empire = no } } NOT = { is_planet_class = pc_hive } } NOT = { is_planet_class = pc_machine } hidden_trigger = { if = { limit = { owner = { is_ai = yes } } any_owned_species = { species_can_be_necrophaged = yes } pop_amount > 500 } } } destroy_trigger = { exists = owner OR = { owner = { OR = { NOT = { has_origin = origin_necrophage } NOT = { has_trait = trait_necrophage } } } AND = { owner = { is_ai = yes } NOT = { any_owned_species = { species_can_be_necrophaged = yes } } } } } planet_modifier = { job_necro_apprentice_add = 100 } #you are not meant to run out of necrophaging pops on a planet with this building triggered_planet_modifier = { potential = { organic_pops_last_month_growth >= 1 } job_necro_apprentice_add = 100 } triggered_planet_modifier = { potential = { organic_pops_last_month_growth >= 2 } job_necro_apprentice_add = 100 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } upgrades = { building_necrophage_house_of_apotheosis } prerequisites = { } triggered_desc = { text = necrophage_elevation_timer_tooltip trigger = { has_planet_flag = necrophage_elevation_timer } } triggered_desc = { text = building_necrophage_elevation_chamber_scaling_tooltip } triggered_desc = { text = disables_necrophage_growth } is_essential = yes } building_necrophage_house_of_apotheosis = { icon = building_chamber_of_elevation_2 base_buildtime = @b3_time can_build = no position_priority = 100 category = pop_assembly building_sets = { government urban } desc = { trigger = { OR = { NOT = { exists = owner } owner = { is_hive_empire = no } } } text = building_necrophage_house_of_apotheosis_desc } desc = { trigger = { exists = owner owner = { is_hive_empire = yes } } text = building_necrophage_house_of_apotheosis_desc_hive } potential = { exists = owner owner = { has_origin = origin_necrophage has_trait = trait_necrophage NOR = { has_valid_civic = civic_fanatic_purifiers has_valid_civic = civic_hive_devouring_swarm } is_ai = no #the AI will just kill all its necrophytes } } allow = { hidden_trigger = { if = { limit = { owner = { is_ai = yes } } any_owned_species = { species_can_be_necrophaged = yes } } } } destroy_trigger = { exists = owner OR = { owner = { OR = { NOT = { has_origin = origin_necrophage } NOT = { has_trait = trait_necrophage } } } AND = { owner = { is_ai = yes } NOT = { any_owned_species = { species_can_be_necrophaged = yes } } } } } planet_modifier = { job_necro_apprentice_add = 600 } triggered_planet_modifier = { potential = { is_planet_class = pc_hive exists = owner owner = { is_hive_empire = yes } } job_necro_apprentice_add = 400 } resources = { category = planet_buildings cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { energy = @b2_upkeep exotic_gases = @b2_rare_upkeep } } prerequisites = { tech_glandular_acclimation } show_tech_unlock_if = { has_origin = origin_necrophage has_trait = trait_necrophage } triggered_desc = { text = disables_necrophage_growth } triggered_desc = { text = necrophage_elevation_timer_tooltip trigger = { has_planet_flag = necrophage_elevation_timer } } } ############# # Clone vats ############# building_clone_vats = { base_buildtime = @b1_time category = pop_assembly planet_limit = { base = 1 modifier = { exists = owner owner = { has_tradition = tr_cloning_finish } has_upgraded_capital = yes add = 1 } modifier = { exists = owner owner = { has_tradition = tr_cloning_finish } has_major_upgraded_capital = yes add = 1 } modifier = { exists = owner owner = { has_tradition = tr_cloning_finish } has_fully_upgraded_capital = yes add = 1 } } building_sets = { government urban } potential = { exists = owner NOT = { has_modifier = resort_colony } OR = { owner = { is_ai = no } NOT = { exists = assembling_species } assembling_species = { is_organic_species = yes } } OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } } destroy_trigger = { exists = owner OR = { AND = { owner = { is_ai = yes } free_district_slots = 0 free_building_slots = 0 free_housing <= 0 free_jobs <= 0 } } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_gene_tailoring } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { game_start_auto_mod_empire = yes } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 200 } } triggered_planet_pop_group_modifier_for_all = { potential = { owner = { has_cloning_tradition = no } } bonus_pop_growth = 1.5 } triggered_planet_modifier = { potential = { exists = owner owner = { has_cloning_tradition = no } } fake_pop_growth_mod = 1.5 } triggered_planet_pop_group_modifier_for_all = { potential = { exists = owner owner = { has_cloning_tradition = yes NOT = { has_tradition = tr_genetics_efficient_cloning } } } bonus_pop_growth = 3 } triggered_planet_modifier = { potential = { exists = owner owner = { has_cloning_tradition = yes NOT = { has_tradition = tr_genetics_efficient_cloning } } } fake_pop_growth_mod = 3 } triggered_planet_pop_group_modifier_for_all = { potential = { exists = owner owner = { has_cloning_tradition = yes has_tradition = tr_genetics_efficient_cloning } } bonus_pop_growth = 4.5 } triggered_planet_modifier = { potential = { exists = owner owner = { has_cloning_tradition = yes has_tradition = tr_genetics_efficient_cloning } } fake_pop_growth_mod = 4.5 } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = clone_army_full_potential has_active_tradition = tr_cloning_adopt_clone_army } } clone_soldiers_sustained = @clones_sustained_low } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = clone_army_full_potential has_active_tradition = tr_cloning_finish_clone_army } } clone_soldiers_sustained = @clones_sustained_low } resources = { category = planet_buildings_clone_vats # Base cost cost = { minerals = 500 } # Organic/Lithoid/infernal cost cost = { trigger = { exists = owner owner = { is_lithoid_or_infernal_empire = no } } food = 500 } cost = { trigger = { exists = owner owner = { is_lithoid_or_infernal_empire = yes } } energy = 500 } # Base upkeep upkeep = { energy = 2 } # Organic/Lithoid/infernal upkeep upkeep = { trigger = { exists = owner owner = { is_lithoid_or_infernal_empire = no } } food = 15 } upkeep = { trigger = { exists = owner owner = { is_lithoid_or_infernal_empire = no has_cloning_tradition = yes } } food = 15 } upkeep = { trigger = { exists = owner owner = { is_lithoid_empire = yes } } minerals = 15 } upkeep = { trigger = { exists = owner owner = { is_lithoid_empire = yes has_cloning_tradition = yes } } minerals = 15 } upkeep = { trigger = { exists = owner owner = { is_infernal_empire = yes } } alloys = @b2_alloy_upkeep } upkeep = { trigger = { exists = owner owner = { is_infernal_empire = yes has_cloning_tradition = yes } } alloys = @b2_alloy_upkeep } } triggered_planet_modifier = { potential = { exists = owner owner = { is_cloning_authority = yes is_megacorp = yes } } planet_jobs_trade_produces_mult = @replicatory_association_trade_mult planet_amenities_add = @replicatory_association_amenities_add } prerequisites = { tech_cloning } } building_clone_army_clone_vat = { icon = building_ancient_relics base_buildtime = 90 position_priority = 100 empire_limit = { base = 5 } category = pop_assembly building_sets = { origin } potential = { exists = owner owner = { has_origin = origin_clone_army NOT = { has_country_flag = clone_army_fertility_unlocked } } } destroy_trigger = { exists = owner OR = { owner = { OR = { NOT = { has_origin = origin_clone_army } is_synthetic_empire = yes has_country_flag = clone_army_fertility_unlocked } } } } planet_modifier = { clone_soldiers_sustained = @clones_sustained_high } # Add growth from 0 to 20 depending on 'clone_pops_missing_per_vat'. triggered_planet_pop_group_modifier_for_species = { potential = { has_infertile_clone_soldier_trait = yes planet = { check_variable = { which = clone_pops_missing_per_vat value > 2200 } } } bonus_pop_growth = 20 } triggered_planet_modifier = { potential = { check_variable = { which = clone_pops_missing_per_vat value > 2200 } } fake_pop_growth_mod = 20 } inline_script = { script = buildings/clone_army_vat_output UPPER_LIMIT = 2200 LOWER_LIMIT = 2000 GROWTH = 19 } inline_script = { script = buildings/clone_army_vat_output UPPER_LIMIT = 2000 LOWER_LIMIT = 1800 GROWTH = 17 } inline_script = { script = buildings/clone_army_vat_output UPPER_LIMIT = 1800 LOWER_LIMIT = 1600 GROWTH = 14 } inline_script = { script = buildings/clone_army_vat_output UPPER_LIMIT = 1600 LOWER_LIMIT = 1400 GROWTH = 12 } inline_script = { script = buildings/clone_army_vat_output UPPER_LIMIT = 1400 LOWER_LIMIT = 1200 GROWTH = 9 } inline_script = { script = buildings/clone_army_vat_output UPPER_LIMIT = 1200 LOWER_LIMIT = 1000 GROWTH = 7 } inline_script = { script = buildings/clone_army_vat_output UPPER_LIMIT = 1000 LOWER_LIMIT = 800 GROWTH = 5 } inline_script = { script = buildings/clone_army_vat_output UPPER_LIMIT = 800 LOWER_LIMIT = 600 GROWTH = 4 } triggered_planet_pop_group_modifier_for_species = { potential = { has_infertile_clone_soldier_trait = yes planet = { check_variable = { which = clone_pops_missing_per_vat value <= 600 } } } bonus_pop_growth = 2 } triggered_planet_modifier = { potential = { check_variable = { which = clone_pops_missing_per_vat value <= 600 } } fake_pop_growth_mod = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_cloning_authority = yes is_megacorp = yes } } planet_jobs_trade_produces_mult = @replicatory_association_trade_mult planet_amenities_add = @replicatory_association_amenities_add mult = 2 } resources = { category = planet_buildings_clone_vats cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } upkeep = { trigger = { exists = owner owner = { is_lithoid_or_infernal_empire = no } } food = @b2_upkeep } upkeep = { trigger = { exists = owner owner = { is_lithoid_empire = yes } } minerals = @b2_upkeep } upkeep = { trigger = { exists = owner owner = { is_infernal_empire = yes } } alloys = @b2_alloy_upkeep } } upgrades = { } prerequisites = { } triggered_desc = { text = building_clone_army_clone_vat_effect_desc } is_essential = yes ai_estimate_without_unemployment = yes } ############# # Permanent Employment Building ############# building_posthumous_employment_center = { base_buildtime = @b1_time planet_limit = 1 category = pop_assembly building_sets = { government urban } potential = { exists = owner OR = { owner = { is_ai = no } NOT = { exists = assembling_species } assembling_species = { is_organic_species = yes } } OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } owner = { is_regular_empire = yes has_valid_civic = civic_permanent_employment } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { owner = { NOT = { has_valid_civic = civic_permanent_employment } } AND = { owner = { is_ai = yes } free_district_slots = 0 free_building_slots = 0 free_housing <= 0 free_jobs <= 0 } } } planet_modifier = { job_reassigner_add = 100 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } } building_automation_technician_1 = { base_buildtime = @b1_time planet_limit = 1 category = pop_assembly icon = building_automation_1 building_sets = { generator_automation } potential = { owner = { is_wilderness_empire = no is_tankbound_empire = no } } upgrades = { building_automation_technician_2 } allow = { hidden_trigger = { OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } } } destroy_trigger = { owner = { OR = { is_wilderness_empire = yes is_tankbound_empire = yes } } } planet_modifier = { job_technician_automated_workforce_mult = 0.25 job_technician_drone_automated_workforce_mult = 0.25 } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b3_upkeep } } prerequisites = { tech_assembly_pattern } show_tech_unlock_if = { always = no } } building_automation_technician_2 = { base_buildtime = @b2_time can_build = no planet_limit = 1 category = pop_assembly icon = building_automation_2 building_sets = { generator_automation } potential = { owner = { is_wilderness_empire = no is_tankbound_empire = no } } allow = { hidden_trigger = { OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } } } destroy_trigger = { owner = { OR = { is_wilderness_empire = yes is_tankbound_empire = yes } } } planet_modifier = { job_technician_automated_workforce_mult = 0.50 job_technician_drone_automated_workforce_mult = 0.50 } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b4_upkeep } } prerequisites = { tech_construction_templates } show_tech_unlock_if = { always = no } } building_automation_miner_1 = { base_buildtime = @b1_time planet_limit = 1 category = pop_assembly icon = building_automation_1 building_sets = { mining_automation } potential = { owner = { is_wilderness_empire = no is_tankbound_empire = no } } upgrades = { building_automation_miner_2 } allow = { hidden_trigger = { OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } } } destroy_trigger = { owner = { OR = { is_wilderness_empire = yes is_tankbound_empire = yes } } } planet_modifier = { job_miner_automated_workforce_mult = 0.25 job_mining_drone_automated_workforce_mult = 0.25 } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b3_upkeep } } prerequisites = { tech_assembly_pattern } show_tech_unlock_if = { always = no } } building_automation_miner_2 = { base_buildtime = @b2_time can_build = no planet_limit = 1 category = pop_assembly icon = building_automation_2 building_sets = { mining_automation } potential = { owner = { is_wilderness_empire = no is_tankbound_empire = no } } allow = { hidden_trigger = { OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } } } destroy_trigger = { owner = { OR = { is_wilderness_empire = yes is_tankbound_empire = yes } } } planet_modifier = { job_miner_automated_workforce_mult = 0.50 job_mining_drone_automated_workforce_mult = 0.50 } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b4_upkeep } } prerequisites = { tech_construction_templates } show_tech_unlock_if = { always = no } } building_automation_farmer_1 = { base_buildtime = @b1_time planet_limit = 1 category = pop_assembly icon = building_automation_1 building_sets = { farming_automation } potential = { owner = { is_wilderness_empire = no is_tankbound_empire = no } } upgrades = { building_automation_farmer_2 } allow = { hidden_trigger = { OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } } } destroy_trigger = { owner = { OR = { is_wilderness_empire = yes is_tankbound_empire = yes } } } planet_modifier = { job_farmer_automated_workforce_mult = 0.25 job_agri_drone_automated_workforce_mult = 0.25 } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b3_upkeep } } prerequisites = { tech_assembly_pattern } show_tech_unlock_if = { always = no } } building_automation_farmer_2 = { base_buildtime = @b2_time can_build = no planet_limit = 1 category = pop_assembly icon = building_automation_2 building_sets = { farming_automation } potential = { owner = { is_wilderness_empire = no is_tankbound_empire = no } } allow = { hidden_trigger = { OR = { owner = { is_ai = no } NAND = { free_district_slots = 0 free_building_slots <= 1 free_housing <= 0 free_jobs <= 0 } } } } destroy_trigger = { owner = { OR = { is_wilderness_empire = yes is_tankbound_empire = yes } } } planet_modifier = { job_farmer_automated_workforce_mult = 0.50 job_agri_drone_automated_workforce_mult = 0.50 } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b4_upkeep } } prerequisites = { tech_construction_templates } show_tech_unlock_if = { always = no } triggered_desc = { text = automation_2_tooltip } triggered_desc = { trigger = { exists = owner owner = { is_tankbound_empire = yes } NOT = { uses_district_set = ring_world } } text = automation_farming_tankbound_tooltip } triggered_desc = { trigger = { exists = owner owner = { is_tankbound_empire = yes } uses_district_set = ring_world } text = automation_rw_tankbound_tooltip } } building_automation_1 = { # exists for tech tooltip mostly base_buildtime = @b1_time district_limit = 1 category = pop_assembly building_sets = { automation } potential = { always = no } upgrades = { building_automation_2 } allow = { always = no } planet_modifier = { district_automated_workforce = 0.25 } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b3_upkeep } } prerequisites = { tech_assembly_pattern } show_tech_unlock_if = { is_wilderness_empire = no is_tankbound_empire = no } triggered_desc = { text = automation_tooltip } } building_automation_2 = { # exists for tech tooltip mostly base_buildtime = @b2_time can_build = no category = pop_assembly building_sets = { government urban farming mining generator } potential = { always = no } allow = { always = no } planet_modifier = { district_automated_workforce = 0.5 } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b4_upkeep } } prerequisites = { tech_construction_templates } show_tech_unlock_if = { is_wilderness_empire = no is_tankbound_empire = no } triggered_desc = { text = automation_2_tooltip } }