############# # Trade buildings ############# building_commercial_zone = { base_buildtime = @b1_time exempt_from_ai_planet_specialization = no category = trade building_sets = { urban trade } potential = { exists = owner owner = { is_regular_empire = yes } NOR = { has_modifier = slave_colony has_modifier = penal_colony } NOT = { has_building = building_low_tech_capital } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } # AI is allowed to build one of these unless they're a megacorp or this is a trade planet owner = { is_megacorp = yes } has_any_trade_zone = yes NOR = { has_building = building_commercial_zone has_building = building_commercial_megaplex } } } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } has_modifier = slave_colony has_modifier = penal_colony } } allow = { } convert_to = { building_maintenance_depot } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } inline_script = { script = jobs/trader_add AMOUNT = @building_static_jobs } prerequisites = { "tech_interplanetary_commerce" } show_tech_unlock_if = { is_regular_empire = yes } } building_commercial_megaplex = { base_buildtime = @b2_time planet_limit = 1 category = trade building_sets = { trade } potential = { exists = owner owner = { is_regular_empire = yes } NOR = { has_modifier = slave_colony has_modifier = penal_colony } } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } has_modifier = slave_colony has_modifier = penal_colony } } allow = { } inline_script = { script = jobs/trader_add AMOUNT = @building_static_jobs } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } } planet_modifier = { planet_traders_upkeep_mult = -0.10 } prerequisites = { "tech_interstellar_economics" } show_tech_unlock_if = { is_regular_empire = yes } ai_resource_production = { energy = 6 trigger = { OR = { num_unemployed >= 1000 num_assigned_jobs = { job = servant value >= 1000 } } } } } building_galactic_stock_exchange = { base_buildtime = @b2_time planet_limit = 1 category = trade building_sets = { trade } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } has_modifier = slave_colony has_modifier = resort_colony has_modifier = penal_colony } } planet_modifier = { pop_trader_bonus_workforce_mult = 0.15 } country_modifier = { country_trade_fee = -0.05 } inline_script = { script = jobs/trader_add AMOUNT = @building_static_jobs } inline_script = { script = "jobs/politician_add_from_civic" AMOUNT = @building_static_jobs CIVIC = civic_merchant_guilds } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } } prerequisites = { "tech_galactic_markets" } ai_resource_production = { trade = 10 } } building_maintenance_depot = { base_buildtime = 240 category = trade building_sets = { urban trade } potential = { exists = owner owner = { is_gestalt = yes } owner = { is_wilderness_empire = no } } destroy_trigger = { exists = owner OR = { owner = { is_gestalt = no } owner = { is_wilderness_empire = yes } } } convert_to = { building_commercial_zone } inline_script = { script = jobs/trader_add AMOUNT = @building_static_jobs } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } }