############# # Resource buildings ############# building_hydroponics_farm = { base_buildtime = @b1_time category = resource building_sets = { hydroponics } potential = { exists = owner owner = { OR = { country_uses_food = yes is_ai = no } is_wilderness_empire = no } NOT = { is_planet_class = pc_machine } NOT = { has_modifier = resort_colony } } destroy_trigger = { exists = owner OR = { owner = { OR = { AND = { is_ai = yes country_uses_food = no } is_wilderness_empire = yes } } planet = { NOT = { is_planet_class = pc_habitat } free_building_slots = 0 owner = { is_ai = yes has_monthly_income = { resource = food value > 100 } } } } } inline_script = { script = jobs/farmers_add AMOUNT = @building_static_jobs } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } prerequisites = { "tech_hydroponics" } # Static jobs building ai_weight_coefficient = 0.0 } building_food_processing_facility = { base_buildtime = @b1_time planet_limit = 1 category = resource building_sets = { farming } potential = { exists = owner owner = { is_wilderness_empire = no } # see 'building_massive_growth_3' NOR = { is_planet_class = pc_machine has_modifier = resort_colony } OR = { owner = { is_ai = no } has_any_farming_district_or_building = yes } } destroy_trigger = { exists = owner OR = { owner = { OR = { AND = { is_ai = yes country_uses_food = no } is_wilderness_empire = yes } } is_planet_class = pc_machine has_modifier = resort_colony AND = { owner = { is_ai = yes } has_any_farming_district_or_building = no } } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } planet_modifier = { planet_farmers_food_produces_add = 0.5 } upgrades = { building_food_processing_center } prerequisites = { "tech_food_processing_1" } ai_resource_production = { food = 10 trigger = { has_any_agriculture_zone = yes } } show_tech_unlock_if = { is_wilderness_empire = no } } building_food_processing_center = { base_buildtime = @b2_time can_build = no category = resource building_sets = { farming } potential = { owner = { is_wilderness_empire = no } # see 'building_massive_growth_4' } allow = { exists = owner has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { owner = { OR = { AND = { is_ai = yes country_uses_food = no } is_wilderness_empire = yes } } AND = { owner = { is_ai = yes } has_any_farming_district_or_building = no } is_planet_class = pc_machine has_modifier = resort_colony } } resources = { category = planet_buildings cost = { trigger = { has_ringworld_output_boost = no } minerals = @b2_minerals exotic_gases = @b2_rare_cost } cost = { trigger = { has_ringworld_output_boost = yes } minerals = 900 exotic_gases = 200 } upkeep = { trigger = { has_ringworld_output_boost = no } energy = 2 exotic_gases = @b2_rare_upkeep } upkeep = { trigger = { has_ringworld_output_boost = yes } energy = 5 exotic_gases = 3 } } planet_modifier = { planet_farmers_food_produces_add = 1.0 } triggered_planet_modifier = { potential = { has_ringworld_output_boost = yes } modifier = { planet_farmers_food_produces_add = 0.5 } } prerequisites = { "tech_food_processing_2" } ai_resource_production = { food = 15 trigger = { has_any_agriculture_zone = yes } } show_tech_unlock_if = { is_wilderness_empire = no } } building_farming_districts_1 = { base_buildtime = @b1_time planet_limit = 1 category = resource building_sets = { farming } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_farming_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_farming_district = no } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } planet_modifier = { district_farming_max_add = @b1_max_districts_add } upgrades = { building_farming_districts_2 } prerequisites = { tech_industrial_farming } } building_farming_districts_2 = { base_buildtime = @b2_time can_build = no category = resource building_sets = { farming } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_farming_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_farming_district = no } } resources = { category = planet_buildings cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { energy = @b2_upkeep exotic_gases = @b2_rare_upkeep } } planet_modifier = { district_farming_max_add = @b2_max_districts_add } upgrades = { building_farming_districts_3 } prerequisites = { tech_eco_simulation } } building_farming_districts_3 = { base_buildtime = @b3_time can_build = no category = resource building_sets = { farming } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_farming_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_farming_district = no } } resources = { category = planet_buildings cost = { minerals = @b3_minerals exotic_gases = @b3_rare_cost } upkeep = { energy = @b3_upkeep exotic_gases = @b3_rare_upkeep } } planet_modifier = { district_farming_max_add = @b3_max_districts_add } upgrades = { building_farming_districts_4 } prerequisites = { tech_gene_crops } } building_farming_districts_4 = { base_buildtime = @b4_time can_build = no category = resource building_sets = { farming } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_farming_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_farming_district = no } } resources = { category = planet_buildings cost = { minerals = @b4_minerals exotic_gases = @b4_rare_cost } upkeep = { energy = @b4_upkeep exotic_gases = @b4_rare_upkeep } } planet_modifier = { district_farming_max_add = @b4_max_districts_add } prerequisites = { tech_nano_vitality_crops } } building_baol_organic_plant = { base_buildtime = @b2_time planet_limit = 1 category = resource building_sets = { farming factory } potential = { NOR = { is_planet_class = pc_machine has_modifier = resort_colony } } destroy_trigger = { exists = owner OR = { owner = { is_ai = yes country_uses_food = no } is_planet_class = pc_machine has_modifier = resort_colony } } inline_script = { script = jobs/farmers_add AMOUNT = @building_static_jobs } # for exceptions to the above (i.e. Wilderness): inline_script = { script = buildings/planet_job_resource_produces_add JOB = farmers RESOURCE = food AMOUNT = 0.25 } # Additional farmer output (non-Archaeoengineering) triggered_planet_modifier = { potential = { owner = { country_uses_consumer_goods = yes } } planet_farmers_consumer_goods_produces_add = 0.10 } triggered_planet_modifier = { potential = { owner = { country_uses_consumer_goods = no } } planet_farmers_energy_produces_add = 0.25 } # Additional farmer output (with Archaeoengineering) triggered_planet_modifier = { potential = { owner = { country_uses_consumer_goods = yes has_ascension_perk = ap_archaeoengineers } } planet_farmers_consumer_goods_produces_add = 0.125 } triggered_planet_modifier = { potential = { owner = { country_uses_consumer_goods = no has_ascension_perk = ap_archaeoengineers } } planet_farmers_energy_produces_add = 0.25 } resources = { category = planet_buildings cost = { minerals = @b2_minerals minor_artifacts = 25 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } upkeep = { energy = 2 } } ai_resource_production = { food = 10 trigger = { has_any_agriculture_zone = yes } } inline_script = { script = buildings/on_all_wilderness_buildings_districts } prerequisites = { "tech_secrets_baol" } } building_mine_generic = { base_buildtime = @b1_time category = resource building_sets = { mining } potential = { exists = owner owner = { is_wilderness_empire = no } NOT = { has_modifier = resort_colony } planet = { planet_is_habitat_equivalent = no planet_is_ring_world_equivalent = no } } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } planet = { planet_is_habitat_equivalent = no planet_is_ring_world_equivalent = no free_building_slots = 0 owner = { is_ai = yes has_monthly_income = { resource = minerals value > 100 } } } } } inline_script = { script = jobs/miners_add AMOUNT = @building_static_jobs } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } prerequisites = { "tech_mechanized_mining" } # Static jobs building ai_weight_coefficient = 0.0 } building_mineral_purification_plant = { desc = { trigger = { NOT = { is_planet_class = pc_shattered_ring_habitable } } text = building_mineral_purification_plant_desc } desc = { trigger = { is_planet_class = pc_shattered_ring_habitable } text = building_scrap_processing_plant_desc } base_buildtime = @b1_time planet_limit = 1 category = resource building_sets = { mining } potential = { owner = { is_wilderness_empire = no } # see 'building_churning_tunnels_3' NOR = { has_modifier = resort_colony is_planet_class = pc_ringworld_habitable is_planet_class = pc_cybrex } OR = { NOT = { is_planet_class = pc_habitat } AND = { is_planet_class = pc_habitat check_modifier_value = { modifier = district_hab_mining_max_add value > 0 } } } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } has_any_mining_district_or_building = yes } } destroy_trigger = { OR = { has_modifier = resort_colony AND = { exists = owner owner = { is_ai = yes } has_any_mining_district_or_building = no } AND = { exists = owner owner = { is_wilderness_empire = yes } } } } resources = { category = planet_buildings cost = { minerals = 200 } upkeep = { energy = 2 } } planet_modifier = { planet_miners_minerals_produces_add = 0.5 } upgrades = { building_mineral_purification_hub } prerequisites = { tech_mineral_purification_1 } ai_resource_production = { minerals = 10 trigger = { has_any_mining_zone = yes } } ai_resource_production = { minerals = 5 energy = 10 trigger = { has_zone = { zone = zone_betharian } } } show_tech_unlock_if = { is_wilderness_empire = no } } building_mineral_purification_hub = { desc = { trigger = { NOT = { is_planet_class = pc_shattered_ring_habitable } } text = building_mineral_purification_hub_desc } desc = { trigger = { is_planet_class = pc_shattered_ring_habitable } text = building_scrap_processing_hub_desc } base_buildtime = @b2_time can_build = no category = resource building_sets = { mining } potential = { exists = owner owner = { is_wilderness_empire = no } # see 'building_churning_tunnels_4' OR = { owner = { is_ai = no } has_any_mining_district_or_building = yes } } allow = { has_upgraded_capital = yes NOT = { has_modifier = resort_colony } } destroy_trigger = { OR = { has_modifier = resort_colony AND = { exists = owner owner = { is_ai = yes } has_any_mining_district_or_building = no } } } resources = { category = planet_buildings cost = { trigger = { has_ringworld_output_boost = no } minerals = @b2_minerals volatile_motes = @b2_rare_cost } cost = { trigger = { has_ringworld_output_boost = yes } minerals = 900 volatile_motes = 200 } upkeep = { trigger = { has_ringworld_output_boost = no } energy = 2 volatile_motes = @b2_rare_upkeep } upkeep = { trigger = { has_ringworld_output_boost = yes } energy = 5 volatile_motes = 3 } } triggered_planet_modifier = { potential = { NOT = { is_planet_class = pc_shattered_ring_habitable } } modifier = { planet_miners_minerals_produces_add = 1.0 } } triggered_planet_modifier = { potential = { is_planet_class = pc_shattered_ring_habitable } modifier = { planet_miners_minerals_produces_add = 0.5 planet_miners_alloys_produces_add = 0.2 } } triggered_planet_modifier = { potential = { has_ringworld_output_boost = yes } modifier = { planet_miners_minerals_produces_add = 0.5 } } prerequisites = { tech_mineral_purification_2 } ai_resource_production = { minerals = 15 trigger = { has_any_mining_zone = yes } } ai_resource_production = { minerals = 7.5 energy = 15 trigger = { has_zone = { zone = zone_betharian } } } show_tech_unlock_if = { is_wilderness_empire = no } } building_mining_districts_1 = { base_buildtime = @b1_time planet_limit = 1 category = resource building_sets = { mining } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_mining_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_mining_district = no } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } planet_modifier = { district_mining_max_add = @b1_max_districts_add } upgrades = { building_mining_districts_2 } prerequisites = { tech_mechanized_mining } } building_mining_districts_2 = { base_buildtime = @b2_time can_build = no category = resource building_sets = { mining } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_mining_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_mining_district = no } } resources = { category = planet_buildings cost = { minerals = @b2_minerals volatile_motes = @b2_rare_cost } upkeep = { energy = @b2_upkeep volatile_motes = @b2_rare_upkeep } } planet_modifier = { district_mining_max_add = @b2_max_districts_add } upgrades = { building_mining_districts_3 } prerequisites = { tech_mining_1 } } building_mining_districts_3 = { base_buildtime = @b3_time can_build = no category = resource building_sets = { mining } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_mining_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_mining_district = no } } resources = { category = planet_buildings cost = { minerals = @b3_minerals volatile_motes = @b3_rare_cost } upkeep = { energy = @b3_upkeep volatile_motes = @b3_rare_upkeep } } planet_modifier = { district_mining_max_add = @b3_max_districts_add } upgrades = { building_mining_districts_4 } prerequisites = { tech_mining_2 } } building_mining_districts_4 = { base_buildtime = @b4_time can_build = no category = resource building_sets = { mining } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_mining_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_mining_district = no } } resources = { category = planet_buildings cost = { minerals = @b4_minerals volatile_motes = @b4_rare_cost } upkeep = { energy = @b4_upkeep volatile_motes = @b4_rare_upkeep } } planet_modifier = { district_mining_max_add = @b4_max_districts_add } prerequisites = { tech_mining_3 } } building_generator_generic = { base_buildtime = @b1_time category = resource building_sets = { generator } potential = { exists = owner owner = { is_wilderness_empire = no } NOT = { has_modifier = resort_colony } } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } planet = { NOT = { is_planet_class = pc_habitat } free_building_slots = 0 owner = { is_ai = yes has_monthly_income = { resource = energy value > 100 } } } } } inline_script = { script = jobs/technicians_add AMOUNT = @building_static_jobs } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } prerequisites = { "tech_power_plant_1" } # Static jobs building ai_weight_coefficient = 0.0 } building_energy_grid = { base_buildtime = @b1_time planet_limit = 1 category = resource building_sets = { generator } potential = { NOT = { has_modifier = resort_colony } exists = owner owner = { is_wilderness_empire = no # see 'building_bioelectric_stimulator_3' } OR = { NOT = { is_planet_class = pc_habitat } AND = { is_planet_class = pc_habitat check_modifier_value = { modifier = district_hab_energy_max_add value > 0 } } OR = { owner = { is_ai = no } has_any_generator_district_or_building = yes } } } destroy_trigger = { OR = { has_modifier = resort_colony AND = { exists = owner owner = { is_ai = yes } has_any_generator_district_or_building = no } AND = { exists = owner owner = { is_wilderness_empire = yes } } } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } planet_modifier = { planet_technician_energy_produces_add = 0.5 } prerequisites = { tech_power_hub_1 } upgrades = { building_energy_nexus } ai_resource_production = { energy = 10 trigger = { has_any_generator_zone = yes } } show_tech_unlock_if = { is_wilderness_empire = no } } building_energy_nexus = { base_buildtime = @b2_time can_build = no category = resource building_sets = { generator } potential = { NOT = { has_modifier = resort_colony } exists = owner owner = { is_wilderness_empire = no } OR = { owner = { is_ai = no } has_any_generator_district_or_building = yes } } destroy_trigger = { OR = { has_modifier = resort_colony AND = { exists = owner owner = { is_ai = yes } has_any_generator_district_or_building = no } AND = { exists = owner owner = { is_wilderness_empire = yes } # see 'building_bioelectric_stimulator_4' } } } allow = { has_upgraded_capital = yes } resources = { category = planet_buildings cost = { trigger = { has_ringworld_output_boost = no } minerals = @b2_minerals rare_crystals = @b2_rare_cost } cost = { trigger = { has_ringworld_output_boost = yes } minerals = 900 rare_crystals = 200 } upkeep = { trigger = { has_ringworld_output_boost = no } energy = 2 rare_crystals = @b2_rare_upkeep } upkeep = { trigger = { has_ringworld_output_boost = yes } energy = 5 rare_crystals = 3 } } planet_modifier = { planet_technician_energy_produces_add = 1.0 } triggered_planet_modifier = { potential = { has_ringworld_output_boost = yes } modifier = { planet_technician_energy_produces_add = 0.5 } } prerequisites = { tech_power_hub_2 } ai_resource_production = { energy = 15 trigger = { has_any_generator_zone = yes } } show_tech_unlock_if = { is_wilderness_empire = no } } building_generator_districts_1 = { base_buildtime = @b1_time planet_limit = 1 category = resource building_sets = { generator } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_generator_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_generator_district = no } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } planet_modifier = { district_generator_max_add = @b1_max_districts_add } upgrades = { building_generator_districts_2 } prerequisites = { tech_power_plant_1 } } building_generator_districts_2 = { base_buildtime = @b2_time can_build = no category = resource building_sets = { generator } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_generator_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_generator_district = no } } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } } planet_modifier = { district_generator_max_add = @b2_max_districts_add } upgrades = { building_generator_districts_3 } prerequisites = { tech_power_plant_2 } } building_generator_districts_3 = { base_buildtime = @b3_time can_build = no category = resource building_sets = { generator } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_generator_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_generator_district = no } } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = @b3_upkeep rare_crystals = @b3_rare_upkeep } } planet_modifier = { district_generator_max_add = @b3_max_districts_add } upgrades = { building_generator_districts_4 } prerequisites = { tech_power_plant_3 } } building_generator_districts_4 = { base_buildtime = @b4_time can_build = no category = resource building_sets = { generator } potential = { exists = owner owner = { is_wilderness_empire = no } has_any_capped_planet_generator_district = yes } destroy_trigger = { exists = owner OR = { owner = { is_wilderness_empire = yes } has_any_capped_planet_generator_district = no } } resources = { category = planet_buildings cost = { minerals = @b4_minerals rare_crystals = @b4_rare_cost } upkeep = { energy = @b4_upkeep rare_crystals = @b4_rare_upkeep } } planet_modifier = { district_generator_max_add = @b4_max_districts_add } prerequisites = { tech_power_plant_4 } } building_resource_silo = { base_buildtime = 180 category = resource building_sets = { generator mining farming urban } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { is_wilderness_empire = no } # see 'building_subterranean_cache' } allow = { exists = owner hidden_trigger = { OR = { owner = { is_ai = no } AND = { NOT = { has_building = building_resource_silo } OR = { owner = { is_machine_empire = yes has_active_tradition = tr_domination_modular_depot } is_active_resolution = "resolution_greatergood_balance_in_the_middle" is_active_resolution = "resolution_greatergood_universal_prosperity_mandate" owner = { has_ascension_perk = ap_arcology_project NOT = { has_technology = tech_mega_engineering } } } } } } } resources = { category = planet_buildings cost = { minerals = 200 } upkeep = { energy = 1 } } country_modifier = { country_resource_max_add = 5000 } triggered_country_modifier = { potential = { exists = owner owner = { has_technology = tech_construction_templates } } country_resource_max_add = 5000 } triggered_country_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_machine_obsessional_directive } } country_resource_max_consumer_goods_add = 5000 } prerequisites = { "tech_basic_industry" } show_tech_unlock_if = { is_wilderness_empire = no } } building_bio_reactor = { base_buildtime = @b1_time planet_limit = 1 category = resource building_sets = { farming } potential = { exists = owner owner = { is_wilderness_empire = no } NOR = { is_planet_class = pc_machine has_modifier = resort_colony } OR = { owner = { is_ai = no } has_any_farming_district_or_building = yes } } destroy_trigger = { exists = owner OR = { owner = { is_ai = yes country_uses_food = no } is_planet_class = pc_machine has_modifier = resort_colony AND = { owner = { is_ai = yes } has_any_farming_district_or_building = no } } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { food = @b1_upkeep } } planet_modifier = { planet_farmers_food_produces_add = -2 planet_farmers_energy_produces_add = 2 } upgrades = { building_bio_reactor_2 } prerequisites = { "tech_bio_reactor" } } building_bio_reactor_2 = { base_buildtime = @b2_time can_build = no category = resource building_sets = { farming } allow = { has_upgraded_capital = yes } potential = { exists = owner owner = { is_wilderness_empire = no } NOR = { is_planet_class = pc_machine has_modifier = resort_colony } OR = { owner = { is_ai = no } has_any_farming_district_or_building = yes } } destroy_trigger = { exists = owner OR = { owner = { is_ai = yes country_uses_food = no } is_planet_class = pc_machine has_modifier = resort_colony AND = { owner = { is_ai = yes } has_any_farming_district_or_building = no } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { food = @b2_upkeep } } planet_modifier = { planet_farmers_food_produces_add = -3 planet_farmers_energy_produces_add = 2 planet_farmers_exotic_gases_produces_add = 0.05 } prerequisites = { "tech_bio_reactor_2" } }