############# # Government buildings ############# building_noble_estates = { base_buildtime = @b2_time icon = building_palace planet_limit = 1 category = government building_sets = { government urban } potential = { exists = owner owner = { has_valid_civic = civic_aristocratic_elite } NOT = { has_modifier = slave_colony } } allow = { has_upgraded_capital = yes if = { limit = { exists = orbital_defence } orbital_defence = { exists = starbase starbase = { NOR = { has_starbase_building = ring_noble_estates is_starbase_building_building = ring_noble_estates } } } } } destroy_trigger = { exists = owner NOT = { owner = { has_civic = civic_aristocratic_elite } } } planet_modifier = { planet_housing_add = 100 } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs_low } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } } building_slave_processing = { base_buildtime = @b1_time planet_limit = 1 category = government building_sets = { government urban } potential = { owner = { is_regular_empire = yes OR = { has_policy_flag = slavery_allowed has_exploited_disconnected_drones = yes } } NOT = { has_modifier = resort_colony } } allow = { has_upgraded_capital = yes if = { limit = { exists = orbital_defence } orbital_defence = { exists = starbase starbase = { NOR = { has_starbase_building = ring_slave_processing_facility is_starbase_building_building = ring_slave_processing_facility } } } } } destroy_trigger = { # destroys if true exists = owner OR = { owner = { NOR = { is_regular_empire = yes has_policy_flag = slavery_allowed has_exploited_disconnected_drones = yes } } has_modifier = resort_colony } } planet_modifier = { pop_slave_bonus_workforce_mult = 0.05 pop_cat_slave_political_power = -0.25 planet_resettlement_unemployed_mult = -0.50 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } prerequisites = { "tech_neural_implants" } triggered_desc = { text = building_slave_processing_slave_army_effect_desc } } building_precinct_house = { base_buildtime = @b1_time category = government building_sets = { government urban } potential = { owner = { is_regular_empire = yes NOT = { has_valid_civic = civic_civil_education } } NOT = { has_modifier = slave_colony } } allow = { hidden_trigger = { OR = { owner = { is_ai = no } AND = { NOT = { has_forbidden_jobs = enforcer } NOT = { has_available_jobs = enforcer } } } } } destroy_trigger = { OR = { AND = { exists = owner owner = { is_regular_empire = no } } AND = { exists = owner owner = { has_valid_civic = civic_civil_education } } has_modifier = slave_colony } } convert_to = { building_state_academy } inline_script = { script = jobs/enforcers_add AMOUNT = 200 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_regular_empire = yes NOT = { has_valid_civic = civic_civil_education } } upgrades = { building_hall_judgment } } building_hall_judgment = { base_buildtime = @b2_time category = government can_build = no building_sets = { government urban } potential = { owner = { is_regular_empire = yes NOT = { has_valid_civic = civic_civil_education } } NOT = { has_modifier = slave_colony } if = { limit = { owner = { is_ai = yes } } NOT = { has_forbidden_jobs = enforcer } NOT = { has_available_jobs = enforcer } } } destroy_trigger = { exists = owner owner = { OR = { is_regular_empire = no has_valid_civic = civic_civil_education } } } convert_to = { building_center_of_guidance } inline_script = { script = jobs/enforcers_add AMOUNT = 500 } resources = { category = planet_buildings cost = { minerals = @b2_minerals volatile_motes = @b2_rare_cost } upkeep = { energy = @b1_upkeep volatile_motes = @b2_rare_upkeep } } prerequisites = { "tech_colonial_centralization" } show_tech_unlock_if = { is_regular_empire = yes NOT = { has_valid_civic = civic_civil_education } } } building_state_academy = { base_buildtime = @b1_time planet_limit = 3 category = government building_sets = { government urban } potential = { exists = owner owner = { has_valid_civic = civic_civil_education } NOT = { has_modifier = slave_colony } } destroy_trigger = { exists = owner NOT = { owner = { has_valid_civic = civic_civil_education } } } convert_to = { building_precinct_house } planet_modifier = { planet_civilians_physics_research_produces_add = 0.1 planet_civilians_society_research_produces_add = 0.1 planet_civilians_engineering_research_produces_add = 0.1 planet_civilians_consumer_goods_upkeep_add = 0.25 } inline_script = { script = jobs/enforcers_add AMOUNT = 200 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_regular_empire = yes has_valid_civic = civic_civil_education } upgrades = { building_center_of_guidance } } building_center_of_guidance = { base_buildtime = @b2_time category = government can_build = no building_sets = { government urban } potential = { owner = { has_valid_civic = civic_civil_education } NOT = { has_modifier = slave_colony } } destroy_trigger = { exists = owner owner = { NOT = { has_valid_civic = civic_civil_education } } } convert_to = { building_hall_judgment } planet_modifier = { planet_civilians_physics_research_produces_add = 0.2 planet_civilians_society_research_produces_add = 0.2 planet_civilians_engineering_research_produces_add = 0.2 planet_civilians_consumer_goods_upkeep_add = 0.5 } inline_script = { script = jobs/enforcers_add AMOUNT = 500 } resources = { category = planet_buildings cost = { minerals = @b2_minerals volatile_motes = @b2_rare_cost } upkeep = { energy = @b1_upkeep volatile_motes = @b2_rare_upkeep } } prerequisites = { "tech_colonial_centralization" } show_tech_unlock_if = { is_regular_empire = yes has_valid_civic = civic_civil_education } } building_sentinel_posts = { base_buildtime = @b1_time category = government building_sets = { government urban } potential = { exists = owner owner = { is_gestalt = yes } owner = { is_wilderness_empire = no } } allow = { hidden_trigger = { OR = { owner = { is_ai = no } AND = { NOT = { has_building = building_sentinel_posts } NOT = { has_forbidden_jobs = patrol_drone } NOT = { has_available_jobs = patrol_drone } } } } } destroy_trigger = { exists = owner NOT = { owner = { is_gestalt = yes } } } planet_modifier = { job_patrol_drone_add = 200 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_gestalt = yes } } building_order_keep = { base_buildtime = 180 can_demolish = no can_be_disabled = no empire_limit = { base = 1 } category = government building_sets = { knights } potential = { owner = { has_origin = origin_toxic_knights } has_planet_flag = toxic_knights_habitat owner = { NOT = { has_country_flag = quest_abandoned } } } destroy_trigger = { OR = { NOT = { exists = owner } NOT = { owner = { has_origin = origin_toxic_knights } } } } planet_modifier = { job_knight_add = @building_static_jobs planet_resettlement_unemployed_destination_mult = 1 } triggered_planet_modifier = { potential = { owner = { has_country_flag = toxoids_7060_A } } job_knight_add = @building_static_jobs } triggered_planet_modifier = { potential = { owner = { NOT = { has_country_flag = quest_over } } } modifier = { job_knight_add = @building_static_jobs } } triggered_planet_modifier = { potential = { owner = { has_country_flag = toxoids_7090_a } } planet_stability_add = 5 } triggered_planet_modifier = { potential = { owner = { has_country_flag = toxoids_7130_a } } job_knight_add = @building_static_jobs } triggered_planet_modifier = { potential = { owner = { has_country_flag = toxoids_7060_B } } job_knight_add = @building_static_jobs } triggered_planet_modifier = { potential = { owner = { has_country_flag = toxoids_7040_c } } job_knight_add = @building_static_jobs } triggered_planet_modifier = { potential = { owner = { has_country_flag = toxoids_7095_a } } job_knight_add = @building_static_jobs } triggered_planet_modifier = { potential = { owner = { has_country_flag = toxoids_7160_a } } job_knight_add = @building_static_jobs } resources = { cost = { minerals = 1000 } category = planet_buildings } triggered_desc = { text = building_order_keep_effect } } building_order_castle = { icon = building_order_holding base_buildtime = 180 can_demolish = no can_be_disabled = no can_build = no category = government building_sets = { knights } destroy_trigger = { OR = { NOT = { exists = owner } NOT = { owner = { has_origin = origin_toxic_knights } } } } planet_modifier = { job_knight_add = @building_static_jobs planet_resettlement_unemployed_destination_mult = 0.2 } triggered_planet_modifier = { potential = { owner = { NOT = { has_country_flag = quest_over } } } modifier = { job_knight_add = @building_static_jobs } } resources = { category = planet_buildings } triggered_desc = { text = building_order_keep_effect } } ############# # Ascension perks ############# #Psionic path building_psi_corps = { base_buildtime = @b2_time category = government building_sets = { government urban } planet_limit = 1 potential = { owner = { has_psi_corps_tradition = yes NOT = { has_origin = origin_endbringers } } OR = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } AND = { # Allow PSI Corps on pleasure worlds has_modifier = resort_colony has_designation = col_pleasure } } } allow = { if = { limit = { exists = orbital_defence } orbital_defence = { exists = starbase starbase = { NOR = { has_starbase_building = ring_psi_corps is_starbase_building_building = ring_psi_corps } } } } } destroy_trigger = { exists = owner owner = { has_psi_corps_tradition = no } } inline_script = { script = jobs/telepaths_add AMOUNT = 200 } planet_modifier = { planet_stability_add = 2 } triggered_planet_modifier = { potential = { OR = { num_assigned_jobs = { job = telepath value > 0 } num_assigned_jobs = { job = dystopian_telepath value > 0 } num_assigned_jobs = { job = telepath_drone value > 0 } } } psionic_pop_bonus_workforce_mult = 1 mult = value:psionic_workforce_from_telepaths # This is on the building instead of the jobs to prevent an infinite workforce loop } resources = { category = planet_buildings cost = { minerals = 500 } upkeep = { energy = @b2_upkeep } } triggered_desc = { text = psionic_bonus_workforce_from_telepaths_tt } is_essential = yes } building_embassy = { base_buildtime = @b2_time category = government building_sets = { government urban } planet_limit = 1 potential = { exists = owner owner = { is_regular_empire = yes } exists = planet planet = { is_capital = yes } NOT = { has_modifier = resort_colony } NOT = { has_modifier = slave_colony } } upgrades = { "building_grand_embassy" } allow = { has_upgraded_capital = yes if = { limit = { exists = orbital_defence } orbital_defence = { exists = starbase starbase = { NOR = { has_starbase_building = ring_embassy_complex is_starbase_building_building = ring_embassy_complex } } } } } destroy_trigger = { OR = { AND = { exists = owner owner = { is_regular_empire = no } } planet = { is_capital = no } } } country_modifier = { envoys_add = 1 } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs_low } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } } show_tech_unlock_if = { is_regular_empire = yes } prerequisites = { "tech_xeno_diplomacy" } } building_grand_embassy = { base_buildtime = @b3_time can_build = no category = government building_sets = { government urban } potential = { exists = owner owner = { is_regular_empire = yes } planet = { is_capital = yes } NOT = { has_modifier = resort_colony } NOT = { has_modifier = slave_colony } } allow = { has_major_upgraded_capital = yes if = { limit = { exists = orbital_defence } orbital_defence = { exists = starbase starbase = { NOR = { has_starbase_building = ring_embassy_complex is_starbase_building_building = ring_embassy_complex } } } } } destroy_trigger = { OR = { AND = { exists = owner owner = { is_regular_empire = no } } planet = { is_capital = no } } } country_modifier = { envoys_add = 2 } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = @b3_upkeep rare_crystals = @b3_rare_upkeep } } prerequisites = { "tech_xeno_relations" } show_tech_unlock_if = { is_regular_empire = yes } } building_gaiaseeders_1 = { base_buildtime = @b2_time planet_limit = 1 can_be_disabled = no upgrades = { "building_gaiaseeders_2" } category = government building_sets = { government urban } potential = { exists = owner owner = { is_country_type = default is_idyllic_bloom_empire = yes } NOR = { is_planet_class = pc_gaia is_planet_class = pc_city is_planet_class = pc_hive is_planet_class = pc_machine is_planet_class = pc_relic } is_artificial = no } allow = { has_upgraded_capital = yes } destroy_trigger = { OR = { is_planet_class = pc_gaia # No double bonuses if player uses other tools to turn it into a Gaia world. is_planet_class = pc_city is_planet_class = pc_hive is_planet_class = pc_machine is_planet_class = pc_relic NOT = { exists = owner } owner = { is_idyllic_bloom_empire = no } } } resources = { category = planet_buildings cost = { energy = 1500 multiplier = value:gaiaseeder_cost_mult } cost = { trigger = { exists = owner owner = { is_wilderness_empire = yes } } biomass = 200 } upkeep = { energy = 20 multiplier = value:gaiaseeder_upkeep } } inline_script = { script = buildings/on_all_wilderness_buildings_districts } planet_modifier = { logistic_growth_mult = 0.1 } } building_gaiaseeders_2 = { base_buildtime = @b2_time can_build = no can_be_disabled = no upgrades = { "building_gaiaseeders_3" } category = government building_sets = { government urban } resources = { category = planet_buildings cost = { energy = 1500 exotic_gases = @b2_rare_cost } cost = { trigger = { exists = owner owner = { is_wilderness_empire = yes } } biomass = 400 } upkeep = { energy = 20 exotic_gases = @b2_rare_upkeep multiplier = value:gaiaseeder_upkeep } } destroy_trigger = { OR = { is_planet_class = pc_gaia is_planet_class = pc_city is_planet_class = pc_hive is_planet_class = pc_machine NOT = { exists = owner } owner = { is_idyllic_bloom_empire = no } } } allow = { can_build_gaiaseeder = yes } inline_script = { script = buildings/on_all_wilderness_buildings_districts } planet_modifier = { logistic_growth_mult = 0.05 pop_environment_tolerance = 0.1 } } building_gaiaseeders_3 = { base_buildtime = @b2_time can_build = no can_be_disabled = no upgrades = { "building_gaiaseeders_4" } category = government building_sets = { government urban } resources = { category = planet_buildings cost = { energy = 1500 exotic_gases = @b3_rare_cost } cost = { trigger = { exists = owner owner = { is_wilderness_empire = yes } } biomass = 600 } upkeep = { energy = 20 exotic_gases = @b3_rare_upkeep multiplier = value:gaiaseeder_upkeep } } destroy_trigger = { OR = { is_planet_class = pc_gaia is_planet_class = pc_city is_planet_class = pc_hive is_planet_class = pc_machine NOT = { exists = owner } owner = { is_idyllic_bloom_empire = no } } } inline_script = { script = buildings/on_all_wilderness_buildings_districts } allow = { can_build_gaiaseeder = yes } planet_modifier = { pop_environment_tolerance = 0.2 } } building_gaiaseeders_4 = { base_buildtime = @b2_time can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 category = government building_sets = { government urban } destroy_trigger = { OR = { NOT = { is_planet_class = pc_gaia } NOT = { exists = owner } owner = { is_idyllic_bloom_empire = no } } } resources = { category = planet_buildings cost = { energy = 1500 exotic_gases = @b4_rare_cost } cost = { trigger = { exists = owner owner = { is_wilderness_empire = yes } } biomass = 800 } upkeep = { energy = @b4_upkeep exotic_gases = @b3_rare_upkeep multiplier = value:gaiaseeder_cost_mult } } inline_script = { script = buildings/on_all_wilderness_buildings_districts } triggered_desc = { text = building_gaiaseeders_4_effect_desc trigger = { exists = planet planet = { NOT = { is_planet_class = pc_gaia } } } } triggered_desc = { text = gaia_seeder_bloomed_pops_effect } triggered_desc = { text = gaia_seeder_bloom_timer_tooltip trigger = { has_planet_flag = gaia_seeder_bloom_timer } } } building_gaiaseeders_pc_gaia = { base_buildtime = @b2_time planet_limit = 1 can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 icon = building_gaiaseeders_4 category = government building_sets = { government urban } destroy_trigger = { OR = { NOT = { is_planet_class = pc_gaia } NOT = { exists = owner } owner = { is_idyllic_bloom_empire = no } } } resources = { category = planet_buildings cost = { energy = 1500 exotic_gases = @b4_rare_cost } cost = { trigger = { exists = owner owner = { is_wilderness_empire = yes } } biomass = 800 } upkeep = { energy = @b4_upkeep exotic_gases = @b3_rare_upkeep multiplier = value:gaiaseeder_cost_mult } } potential = { hidden_trigger = { exists = owner owner = { is_country_type = default is_idyllic_bloom_empire = yes } is_planet_class = pc_gaia NOR = { has_building = building_gaiaseeders_4 has_building_construction = building_gaiaseeders_4 has_building = building_gaiaseeders_pc_gaia has_building_construction = building_gaiaseeders_pc_gaia } } } allow = { has_upgraded_capital = yes can_build_gaiaseeder = yes } inline_script = { script = buildings/on_all_wilderness_buildings_districts } triggered_desc = { text = building_gaiaseeders_4_effect_desc trigger = { exists = planet planet = { NOT = { is_planet_class = pc_gaia } } } } triggered_desc = { text = gaia_seeder_bloomed_pops_effect } triggered_desc = { text = gaia_seeder_bloom_timer_tooltip trigger = { has_planet_flag = gaia_seeder_bloom_timer } } } ############# # Infernals ############# building_volcanic_forge_1 = { base_buildtime = @b1_time base_cap_amount = 1 category = government building_sets = { government urban } potential = { exists = owner owner = { is_world_forger_empire = yes } NOR = { is_planet_class = pc_city is_planet_class = pc_machine is_planet_class = pc_hive is_artificial = yes AND = { is_terraforming = yes is_scripted_terraforming = no } } } allow = { num_uncleared_blockers = 0 } destroy_trigger = { OR = { is_planet_class = pc_city is_planet_class = pc_machine is_planet_class = pc_hive AND = { exists = owner owner = { is_world_forger_empire = no } } } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b2_upkeep } } triggered_planet_modifier = { potential = { owner = { is_gestalt = no } } job_polytechnic_mentor_add = @building_static_jobs } triggered_planet_modifier = { potential = { owner = { is_gestalt = yes } } job_polytechnic_drone_add = @building_static_jobs } triggered_desc = { trigger = { exists = owner owner = { is_gestalt = no } } text = job_polytechnic_mentor_effect } triggered_desc = { trigger = { exists = owner owner = { is_gestalt = yes } } text = job_polytechnic_drone_effect } triggered_desc = { text = building_volcanic_forge_1_effect } auto_generate_description = no on_destroy = { planet_event = { id = infernals.32 } } prerequisites = { "tech_volcanic_forge" } upgrades = { building_volcanic_forge_2 } ai_weight_coefficient = 1.25 } building_volcanic_forge_2 = { base_buildtime = @b2_time base_cap_amount = 1 can_build = no category = government building_sets = { government urban } potential = { exists = owner owner = { is_world_forger_empire = yes } NOR = { is_planet_class = pc_city AND = { is_terraforming = yes is_scripted_terraforming = no } } } allow = { has_upgraded_capital = yes } destroy_trigger = { OR = { is_planet_class = pc_city is_planet_class = pc_machine is_planet_class = pc_hive AND = { exists = owner owner = { is_world_forger_empire = no } } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { energy = @b3_upkeep exotic_gases = @b2_rare_upkeep } } triggered_planet_modifier = { potential = { owner = { is_gestalt = no } } job_polytechnic_mentor_add = @building_static_jobs_high } triggered_planet_modifier = { potential = { owner = { is_gestalt = yes } } job_polytechnic_drone_add = @building_static_jobs_high } triggered_desc = { trigger = { exists = owner owner = { is_gestalt = no } } text = job_polytechnic_mentor_effect } triggered_desc = { trigger = { exists = owner owner = { is_gestalt = yes } } text = job_polytechnic_drone_effect } triggered_desc = { text = building_volcanic_forge_2_effect } auto_generate_description = no on_destroy = { planet_event = { id = infernals.32 } } prerequisites = { "tech_volcanic_forge" } ai_weight_coefficient = 1.25 }