############# # Resource buildings ############# building_foundry_1 = { can_build = yes base_buildtime = @b1_time category = manufacturing building_sets = { industrial foundry } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } AND = { exists = owner owner = { is_wilderness_empire = no } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } # AI is allowed to build one of these if they have an industrial specialization. AND = { has_any_industrial_zone = yes NOR = { has_building = building_foundry_1 has_building = building_foundry_2 has_building = building_foundry_3 } } } } } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony } } prerequisites = { tech_basic_industry } show_tech_unlock_if = { is_wilderness_empire = no } allow = { } ai_weight_coefficient = 0 resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } inline_script = { script = jobs/foundry_add AMOUNT = @building_static_jobs } upgrades = { "building_foundry_2" } } building_foundry_2 = { base_buildtime = @b2_time category = manufacturing can_build = no building_sets = { industrial foundry } potential = { exists = owner owner = { is_wilderness_empire = no } # see 'building_natural_furnace_2' is_special_colony_type = no } allow = { } destroy_trigger = { OR = { NOT = { exists = owner } has_modifier = resort_colony has_modifier = slave_colony owner = { is_wilderness_empire = yes } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals volatile_motes = @b3_rare_cost } upkeep = { energy = @b2_upkeep volatile_motes = @b3_rare_upkeep } } prerequisites = { tech_alloys_1 } show_tech_unlock_if = { is_wilderness_empire = no } inline_script = { script = jobs/foundry_add AMOUNT = @building_static_jobs_high } upgrades = { "building_foundry_3" } } building_foundry_3 = { base_buildtime = @b3_time category = manufacturing can_build = no building_sets = { foundry industrial } potential = { exists = owner owner = { is_wilderness_empire = no } # see 'building_natural_furnace_3' is_special_colony_type = no } allow = { } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { is_wilderness_empire = yes } } } resources = { category = planet_buildings cost = { minerals = @b3_minerals volatile_motes = @b4_rare_cost } upkeep = { energy = @b3_upkeep volatile_motes = @b4_rare_upkeep } } prerequisites = { tech_alloys_2 } inline_script = { script = jobs/foundry_add AMOUNT = @building_static_jobs_very_high } } building_factory_1 = { can_build = yes base_buildtime = @b1_time category = manufacturing building_sets = { industrial factory } potential = { exists = owner owner = { OR = { country_uses_consumer_goods = yes has_origin = origin_fear_of_the_dark } } NOR = { has_modifier = resort_colony has_modifier = slave_colony } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } # Obsessional machines can build these freely. Have fun paperclipping. owner = { has_valid_civic = civic_machine_obsessional_directive } # AI is allowed to build one of these if they have a FACTORY specialization - intentionally more restrictive than foundries. AND = { has_any_factory_zone = yes NOR = { has_building = building_factory_1 has_building = building_factory_2 has_building = building_factory_3 } } } } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony AND = { exists = owner OR = { owner = { AND = { country_uses_consumer_goods = no NOT = { has_origin = origin_fear_of_the_dark } } } } } } } allow = { } ai_weight_coefficient = 0 resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } inline_script = { script = jobs/factory_add AMOUNT = @building_static_jobs } prerequisites = { tech_basic_industry } upgrades = { "building_factory_2" } } building_factory_2 = { base_buildtime = @b2_time category = manufacturing can_build = no building_sets = { factory industrial } allow = { } potential = { exists = owner owner = { country_uses_consumer_goods = yes } NOT = { has_modifier = resort_colony has_modifier = slave_colony } } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony AND = { exists = owner owner = { country_uses_consumer_goods = no } } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = @b2_upkeep rare_crystals = @b3_rare_upkeep } } inline_script = { script = jobs/factory_add AMOUNT = @building_static_jobs_high } prerequisites = { tech_luxuries_1 } upgrades = { "building_factory_3" } } building_factory_3 = { base_buildtime = @b3_time category = manufacturing can_build = no building_sets = { factory industrial } allow = { } potential = { exists = owner owner = { country_uses_consumer_goods = yes } NOT = { has_modifier = resort_colony has_modifier = slave_colony } } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony AND = { exists = owner owner = { country_uses_consumer_goods = no } } } } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b4_rare_cost } upkeep = { energy = @b3_upkeep rare_crystals = @b4_rare_upkeep } } inline_script = { script = jobs/factory_add AMOUNT = @building_static_jobs_very_high } prerequisites = { tech_luxuries_2 } } building_refinery = { base_buildtime = @b2_time planet_limit = 1 exempt_from_ai_planet_specialization = no category = manufacturing building_sets = { industrial factory foundry } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { is_wilderness_empire = no } # see 'building_churning_stomach' } resources = { category = planet_buildings cost = { minerals = 500 } upkeep = { energy = 3 } } planet_modifier = { industrial_jobs_exotic_gases_produces_add = 0.1 } triggered_planet_modifier = { potential = { industrial_jobs_are_catalytic_trigger = no } planet_metallurgists_minerals_upkeep_add = 0.5 planet_artisans_minerals_upkeep_add = 0.5 } triggered_planet_modifier = { potential = { industrial_jobs_are_catalytic_trigger = yes } planet_metallurgists_food_upkeep_add = 0.5 planet_artisans_food_upkeep_add = 0.5 } prerequisites = { "tech_exotic_gases" } show_tech_unlock_if = { is_wilderness_empire = no } } building_chemical_plant = { base_buildtime = @b2_time planet_limit = 1 exempt_from_ai_planet_specialization = no category = manufacturing building_sets = { industrial factory foundry } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { is_wilderness_empire = no } # see 'building_mote_aggravator' } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = 3 } } planet_modifier = { industrial_jobs_volatile_motes_produces_add = 0.1 } triggered_planet_modifier = { potential = { industrial_jobs_are_catalytic_trigger = no } planet_metallurgists_minerals_upkeep_add = 0.5 planet_artisans_minerals_upkeep_add = 0.5 } triggered_planet_modifier = { potential = { industrial_jobs_are_catalytic_trigger = yes } planet_metallurgists_food_upkeep_add = 0.5 planet_artisans_food_upkeep_add = 0.5 } prerequisites = { "tech_volatile_motes" } show_tech_unlock_if = { is_wilderness_empire = no } } building_crystal_plant = { base_buildtime = @b2_time planet_limit = 1 exempt_from_ai_planet_specialization = no category = manufacturing building_sets = { industrial factory foundry } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { is_wilderness_empire = no } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = 3 } } planet_modifier = { industrial_jobs_rare_crystals_produces_add = 0.1 } triggered_planet_modifier = { potential = { industrial_jobs_are_catalytic_trigger = no } planet_metallurgists_minerals_upkeep_add = 0.5 planet_artisans_minerals_upkeep_add = 0.5 } triggered_planet_modifier = { potential = { industrial_jobs_are_catalytic_trigger = yes } planet_metallurgists_food_upkeep_add = 0.5 planet_artisans_food_upkeep_add = 0.5 } prerequisites = { "tech_rare_crystals" } show_tech_unlock_if = { is_wilderness_empire = no } upgrades = { "building_crystal_plant_2" } } building_nanite_transmuter = { base_buildtime = @b3_time category = manufacturing building_sets = { industrial factory foundry } potential = { exists = owner OWNER = { OR = { has_monthly_income = { resource = nanites value > 0 } AND = { is_ai = no has_resource = { type = nanites amount > 0 } } } } NOR = { has_modifier = resort_colony has_modifier = slave_colony } } allow = { has_upgraded_capital = yes } resources = { category = planet_buildings cost = { minerals = 1000 } produces = { trigger = { owner = { NOT = { has_deficit = nanites } } } rare_crystals = 5 volatile_motes = 5 exotic_gases = 5 } upkeep = { nanites = 2 energy = 5 } } prerequisites = { "tech_nanite_transmutation" } ai_resource_production = { rare_crystals = @b3_rare_upkeep volatile_motes = @b3_rare_upkeep exotic_gases = @b3_rare_upkeep trigger = { always = yes } } } building_ministry_production = { base_buildtime = @b2_time planet_limit = 1 icon = building_production_center category = manufacturing building_sets = { industrial factory foundry } potential = { exists = owner owner = { is_regular_empire = yes } NOR = { has_modifier = resort_colony has_modifier = slave_colony } } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } has_modifier = resort_colony has_modifier = slave_colony } } allow = { has_major_upgraded_capital = yes } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } planet_modifier = { planet_metallurgists_alloys_produces_add = 0.1 planet_artisans_consumer_goods_produces_add = 0.1 } resources = { category = planet_buildings cost = { minerals = @b2_minerals volatile_motes = @b2_rare_cost } upkeep = { energy = @b2_upkeep volatile_motes = @b2_rare_upkeep } } prerequisites = { "tech_global_production_strategy" } show_tech_unlock_if = { is_regular_empire = yes } inline_script = { script = districts/ai_alloys_extra_weighting AMOUNT = 10 } inline_script = { script = districts/ai_consumer_goods_extra_weighting AMOUNT = 10 } } building_production_center = { base_buildtime = @b2_time planet_limit = 1 category = manufacturing building_sets = { industrial factory foundry } potential = { exists = owner owner = { is_gestalt = yes is_wilderness_empire = no } } destroy_trigger = { exists = owner owner = { is_gestalt = no } } allow = { has_major_upgraded_capital = yes } planet_modifier = { planet_metallurgists_alloys_produces_add = 0.1 planet_artisans_consumer_goods_produces_add = 0.1 } resources = { category = planet_buildings cost = { minerals = @b2_minerals volatile_motes = @b2_rare_cost } upkeep = { energy = @b2_upkeep volatile_motes = @b2_rare_upkeep } } inline_script = { script = jobs/foundry_add AMOUNT = @b1_jobs } prerequisites = { "tech_global_production_strategy" } show_tech_unlock_if = { is_gestalt = yes is_wilderness_empire = no } inline_script = { script = districts/ai_alloys_extra_weighting AMOUNT = 10 } inline_script = { script = districts/ai_consumer_goods_extra_weighting AMOUNT = 10 } } building_coordinated_fulfillment_center_1 = { base_buildtime = @b1_time planet_limit = 1 category = manufacturing building_sets = { industrial factory foundry } potential = { exists = owner owner = { is_relentless_industrialist_empire = yes } NOR = { has_modifier = resort_colony has_modifier = slave_colony } } destroy_trigger = { exists = owner OR = { owner = { is_relentless_industrialist_empire = no } has_modifier = resort_colony has_modifier = slave_colony } } prerequisites = { tech_basic_industry } show_tech_unlock_if = { is_relentless_industrialist_empire = yes } allow = { has_upgraded_capital = yes } triggered_desc = { trigger = { NOR = { is_planet_class = pc_nuked is_planet_class = pc_city uses_district_set = habitat uses_district_set = ring_world uses_district_set = shattered_ring_world } } text = building_coordinated_fulfillment_center_tooltip } planet_modifier = { planet_metallurgists_alloys_produces_add = 0.2 planet_artisans_consumer_goods_produces_add = 0.2 } triggered_planet_modifier = { potential = { exists = owner owner = { has_policy_flag = relentless_industrialists_full_steam_ahead } } modifier = { planet_metallurgists_alloys_produces_add = 0.1 planet_artisans_consumer_goods_produces_add = 0.1 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_synthetic_empire = no } } modifier = { logistic_growth_mult = -0.15 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_synthetic_empire = no NAND = { has_policy_flag = relentless_industrialists_study has_country_flag = relentless_industrialists_study_completed } } } modifier = { logistic_growth_mult = -0.05 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_synthetic_empire = yes } } modifier = { habitability_ceil_add = -0.075 } } triggered_planet_modifier = { potential = { exists = owner owner = { owner = { is_synthetic_empire = yes } NAND = { has_policy_flag = relentless_industrialists_study has_country_flag = relentless_industrialists_study_completed } } } modifier = { habitability_ceil_add = -0.025 } } upgrades = { building_coordinated_fulfillment_center_2 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } upkeep = { unity = 10 trigger = { owner = { has_policy_flag = relentless_industrialists_cleanup } } } } inline_script = { script = districts/ai_alloys_extra_weighting AMOUNT = 10 } inline_script = { script = districts/ai_consumer_goods_extra_weighting AMOUNT = 10 } } building_coordinated_fulfillment_center_2 = { base_buildtime = @b2_time can_build = no category = manufacturing building_sets = { industrial factory foundry } destroy_trigger = { exists = owner OR = { owner = { is_relentless_industrialist_empire = no } has_modifier = resort_colony has_modifier = slave_colony } } allow = { has_major_upgraded_capital = yes } triggered_desc = { trigger = { NOR = { is_planet_class = pc_nuked is_planet_class = pc_city uses_district_set = habitat uses_district_set = ring_world uses_district_set = shattered_ring_world } } text = building_coordinated_fulfillment_center_tooltip } planet_modifier = { planet_metallurgists_alloys_produces_add = 0.3 planet_artisans_consumer_goods_produces_add = 0.3 } triggered_planet_modifier = { potential = { exists = owner owner = { has_policy_flag = relentless_industrialists_full_steam_ahead } } modifier = { planet_metallurgists_alloys_produces_add = 0.2 planet_artisans_consumer_goods_produces_add = 0.2 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_synthetic_empire = no } } modifier = { logistic_growth_mult = -0.25 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_synthetic_empire = no NAND = { has_policy_flag = relentless_industrialists_study has_country_flag = relentless_industrialists_study_completed } } } modifier = { logistic_growth_mult = -0.15 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_synthetic_empire = yes } } modifier = { habitability_ceil_add = -0.1 } } triggered_planet_modifier = { potential = { exists = owner owner = { owner = { is_synthetic_empire = yes } NAND = { has_policy_flag = relentless_industrialists_study has_country_flag = relentless_industrialists_study_completed } } } modifier = { habitability_ceil_add = -0.05 } } resources = { category = planet_buildings cost = { minerals = @b2_minerals volatile_motes = @b3_rare_cost } upkeep = { energy = @b2_upkeep volatile_motes = @b3_rare_upkeep } upkeep = { unity = 20 trigger = { owner = { has_policy_flag = relentless_industrialists_cleanup } } } } prerequisites = { tech_global_production_strategy } show_tech_unlock_if = { is_relentless_industrialist_empire = yes } inline_script = { script = districts/ai_alloys_extra_weighting AMOUNT = 15 } inline_script = { script = districts/ai_consumer_goods_extra_weighting AMOUNT = 15 } } building_archaeo_refinery = { base_buildtime = @b3_time planet_limit = 1 category = manufacturing building_sets = { industrial factory foundry } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } owner = { has_technology = tech_archaeo_refinery } } planet_modifier = { planet_jobs_exotic_gases_produces_mult = 0.1 planet_jobs_rare_crystals_produces_mult = 0.1 planet_jobs_volatile_motes_produces_mult = 0.1 industrial_jobs_exotic_gases_produces_add = 0.1 industrial_jobs_rare_crystals_produces_add = 0.1 industrial_jobs_volatile_motes_produces_add = 0.1 } triggered_planet_modifier = { potential = { owner = { has_ascension_perk = ap_archaeoengineers } } planet_jobs_exotic_gases_produces_mult = 0.05 planet_jobs_rare_crystals_produces_mult = 0.05 planet_jobs_volatile_motes_produces_mult = 0.05 } triggered_planet_modifier = { potential = { industrial_jobs_are_catalytic_trigger = no } planet_metallurgists_minerals_upkeep_add = 1 planet_artisans_minerals_upkeep_add = 1 } triggered_planet_modifier = { potential = { industrial_jobs_are_catalytic_trigger = yes } planet_metallurgists_food_upkeep_add = 1.5 planet_artisans_food_upkeep_add = 1.5 } resources = { category = planet_buildings cost = { minerals = @b2_minerals minor_artifacts = @b4_rare_cost # Deliberately higher than expected } upkeep = { energy = @b2_upkeep } } prerequisites = { "tech_archaeo_refinery" } } building_foundry_upkeep_1 = { base_buildtime = @b2_time planet_limit = 1 category = manufacturing building_sets = { foundry industrial } potential = { exists = owner owner = { is_wilderness_empire = no } # see 'building_natural_furnace_2' NOT = { has_modifier = resort_colony } } destroy_trigger = { OR = { NOT = { exists = owner } has_modifier = resort_colony has_modifier = slave_colony owner = { is_wilderness_empire = yes } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals volatile_motes = @b3_rare_cost } upkeep = { energy = @b2_upkeep volatile_motes = @b3_rare_upkeep } } prerequisites = { tech_alloys_1 } planet_modifier = { planet_metallurgists_upkeep_mult = -0.10 } ai_resource_production = { minerals = 10 trigger = { exists = owner owner = { is_catalytic_empire = no } has_any_foundry_zone = yes } } ai_resource_production = { food = 10 trigger = { exists = owner owner = { is_catalytic_empire = yes } has_any_foundry_zone = yes } } show_tech_unlock_if = { is_wilderness_empire = no } } building_foundry_efficiency_1 = { base_buildtime = @b3_time planet_limit = 1 category = manufacturing building_sets = { foundry industrial } potential = { exists = owner owner = { is_wilderness_empire = no } # see 'building_natural_furnace_3' NOR = { has_modifier = resort_colony has_modifier = slave_colony owner = { is_wilderness_empire = yes } } } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { is_wilderness_empire = yes } } } resources = { category = planet_buildings cost = { trigger = { has_ringworld_output_boost = no } minerals = @b3_minerals volatile_motes = @b4_rare_cost } cost = { trigger = { has_ringworld_output_boost = yes } minerals = 1500 volatile_motes = 600 } upkeep = { trigger = { has_ringworld_output_boost = no } energy = @b3_upkeep volatile_motes = @b4_rare_upkeep } upkeep = { trigger = { has_ringworld_output_boost = yes } energy = 15 volatile_motes = 8 } } prerequisites = { tech_alloys_2 } planet_modifier = { foundry_jobs_bonus_workforce_mult = 0.05 } ai_resource_production = { alloys = 10 trigger = { has_any_foundry_zone = yes } } show_tech_unlock_if = { is_wilderness_empire = no } } building_factory_upkeep_1 = { base_buildtime = @b2_time planet_limit = 1 category = manufacturing building_sets = { factory industrial } potential = { exists = owner owner = { country_uses_consumer_goods = yes } NOT = { has_modifier = resort_colony has_modifier = slave_colony } } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony AND = { exists = owner owner = { country_uses_consumer_goods = no } } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = @b2_upkeep rare_crystals = @b3_rare_upkeep } } planet_modifier = { planet_artisans_upkeep_mult = -0.10 } ai_resource_production = { minerals = 10 trigger = { exists = owner owner = { is_catalytic_empire = no } has_any_foundry_zone = yes } } ai_resource_production = { food = 10 trigger = { exists = owner owner = { is_catalytic_empire = yes } has_any_foundry_zone = yes } } prerequisites = { tech_luxuries_1 } } building_factory_efficiency_1 = { base_buildtime = @b3_time planet_limit = 1 category = manufacturing building_sets = { factory industrial } potential = { exists = owner owner = { country_uses_consumer_goods = yes } NOT = { has_modifier = resort_colony has_modifier = slave_colony } } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony AND = { exists = owner owner = { country_uses_consumer_goods = no } } } } resources = { category = planet_buildings cost = { trigger = { has_ringworld_output_boost = no } minerals = @b3_minerals rare_crystals = @b4_rare_cost } cost = { trigger = { has_ringworld_output_boost = yes } minerals = 1500 rare_crystals = 600 } upkeep = { trigger = { has_ringworld_output_boost = no } energy = @b3_upkeep rare_crystals = @b4_rare_upkeep } upkeep = { trigger = { has_ringworld_output_boost = yes } energy = 15 rare_crystals = 8 } } planet_modifier = { artisan_jobs_bonus_workforce_mult = 0.05 } ai_resource_production = { consumer_goods = 10 trigger = { has_any_factory_zone = yes } } prerequisites = { tech_luxuries_2 } } building_offworld_expedition_hub = { base_buildtime = @b2_time planet_limit = 1 category = manufacturing building_sets = { factory foundry industrial } allow = { custom_tooltip = { fail_text = offworld_molten_world_req solar_system = { any_system_planet = { is_planet_class = pc_molten } } } } potential = { exists = owner owner = { is_galvanic_empire = yes } } destroy_trigger = { exists = owner owner = { is_galvanic_empire = no } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } job_offworld_prospector_add = @building_static_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } job_offworld_prospector_drone_add = @building_static_jobs } }