############# # Amenities buildings ############# building_luxury_residence = { base_buildtime = @b1_time category = amenity building_sets = { government urban entertainment resort } potential = { OR = { NOT = { is_planet_class = pc_habitat } AND = { exists = owner owner = { is_void_dweller_empire = yes } } } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } free_amenities < @amenity_ai_limit days_passed = 0 #To avoid errors at game start } NOR = { has_modifier = slave_colony has_modifier = penal_colony } exists = owner owner = { is_regular_empire = yes NOT = { has_valid_civic = civic_shared_burden } } NOT = { has_building = building_low_tech_capital } } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } owner = { has_valid_civic = civic_shared_burden } has_modifier = slave_colony } } convert_to = { building_drone_storage building_hive_warren building_communal_housing } planet_modifier = { planet_housing_add = 1500 planet_amenities_add = 1500 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } upgrades = { "building_paradise_dome" } ai_weight_coefficient = 1.25 } building_paradise_dome = { base_buildtime = @b2_time can_build = no category = amenity building_sets = { government urban entertainment resort } potential = { has_building = building_luxury_residence OR = { NOT = { is_planet_class = pc_habitat } AND = { exists = owner owner = { is_void_dweller_empire = yes } } } NOR = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } owner = { has_valid_civic = civic_shared_burden } has_modifier = slave_colony } } convert_to = { building_organic_paradise building_drone_megastorage building_expanded_warren building_communal_housing_large } planet_modifier = { planet_housing_add = 3000 planet_amenities_add = 3000 } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = 3 rare_crystals = @b2_rare_upkeep } } prerequisites = { "tech_paradise_dome" } show_tech_unlock_if = { owner = { is_regular_empire = yes NOT = { has_valid_civic = civic_shared_burden } } } ai_weight_coefficient = 1.25 } building_communal_housing = { base_buildtime = @b1_time icon = building_residence category = amenity building_sets = { government urban entertainment resort } potential = { exists = owner OR = { NOT = { is_planet_class = pc_habitat } owner = { is_void_dweller_empire = yes } } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } free_amenities < @amenity_ai_limit days_passed = 0 #To avoid errors at game start } NOR = { has_modifier = slave_colony has_modifier = penal_colony } owner = { is_regular_empire = yes has_valid_civic = civic_shared_burden } } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony NOT = { owner = { is_regular_empire = yes has_valid_civic = civic_shared_burden } } } } convert_to = { building_drone_storage building_hive_warren building_luxury_residence } planet_modifier = { planet_housing_add = 2000 planet_amenities_add = 2500 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } upgrades = { "building_communal_housing_large" } ai_weight_coefficient = 1.25 } building_communal_housing_large = { base_buildtime = @b2_time can_build = no icon = building_paradise_dome category = amenity building_sets = { government urban entertainment resort } potential = { exists = owner has_building = building_communal_housing owner = { is_regular_empire = yes has_valid_civic = civic_shared_burden } OR = { NOT = { is_planet_class = pc_habitat } owner = { is_void_dweller_empire = yes } } NOR = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony NOT = { owner = { is_regular_empire = yes has_valid_civic = civic_shared_burden } } } } show_tech_unlock_if = { owner = { is_regular_empire = yes has_valid_civic = civic_shared_burden } } convert_to = { building_drone_megastorage building_expanded_warren building_paradise_dome } planet_modifier = { planet_housing_add = 4000 planet_amenities_add = 5000 } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = 3 rare_crystals = @b2_rare_upkeep } } prerequisites = { "tech_paradise_dome" } ai_weight_coefficient = 1.25 } #Machine housing building_drone_storage = { base_buildtime = @b1_time category = amenity building_sets = { government urban } potential = { exists = owner owner = { is_machine_empire = yes } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } free_amenities < @amenity_ai_limit days_passed = 0 #To avoid errors at game start } } destroy_trigger = { exists = owner owner = { is_machine_empire = no } } convert_to = { building_luxury_residence building_communal_housing building_hive_warren } planet_modifier = { planet_housing_add = 1500 planet_amenities_no_happiness_add = 1500 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } upgrades = { "building_drone_megastorage" } ai_weight_coefficient = 1.25 } building_drone_megastorage = { base_buildtime = @b2_time can_build = no category = amenity building_sets = { government urban } allow = { has_upgraded_capital = yes } potential = { has_building = building_drone_storage } destroy_trigger = { exists = owner owner = { is_machine_empire = no } } convert_to = { building_paradise_dome building_expanded_warren building_communal_housing_large } planet_modifier = { planet_housing_add = 3000 planet_amenities_no_happiness_add = 3000 } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = 3 rare_crystals = @b2_rare_upkeep } } prerequisites = { "tech_micro_replicators" } ai_weight_coefficient = 1.25 } #Hive housing building_hive_warren = { base_buildtime = @b1_time category = amenity building_sets = { government urban } potential = { exists = owner owner = { is_hive_empire = yes is_wilderness_empire = no } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } free_amenities < @amenity_ai_limit days_passed = 0 #To avoid errors at game start } } destroy_trigger = { exists = owner owner = { is_hive_empire = no } } convert_to = { building_luxury_residence building_drone_storage building_communal_housing } planet_modifier = { planet_housing_add = 1500 planet_amenities_no_happiness_add = 1500 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = 2 } } upgrades = { "building_expanded_warren" } ai_weight_coefficient = 1.25 } building_expanded_warren = { base_buildtime = @b2_time can_build = no category = amenity building_sets = { government urban } potential = { exists = owner has_building = building_hive_warren owner = { is_wilderness_empire = no } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_hive_empire = no } } show_tech_unlock_if = { owner = { is_hive_empire = yes } } convert_to = { building_paradise_dome building_drone_megastorage building_communal_housing_large } planet_modifier = { planet_housing_add = 3000 planet_amenities_no_happiness_add = 3000 } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = 3 rare_crystals = @b2_rare_upkeep } } prerequisites = { "tech_housing_2" } ai_weight_coefficient = 1.25 } building_holo_theatres = { base_buildtime = @b1_time category = amenity building_sets = { government urban entertainment } potential = { exists = owner NOR = { has_modifier = slave_colony has_modifier = penal_colony } owner = { is_regular_empire = yes NOT = { has_valid_civic = civic_dystopian_society } } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } free_amenities < @amenity_ai_limit } NOT = { has_building = building_low_tech_capital } } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } owner = { has_valid_civic = civic_dystopian_society } has_modifier = slave_colony } } allow = { } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } inline_script = { script = jobs/entertainers_add AMOUNT = @building_static_jobs } prerequisites = { "tech_holo_entertainment" } upgrades = { building_hyper_entertainment_forum } } building_hyper_entertainment_forum = { base_buildtime = @b2_time planet_limit = 1 can_build = no category = amenity building_sets = { government urban entertainment } destroy_trigger = { exists = owner owner = { has_valid_civic = civic_dystopian_society } OR = { owner = { is_regular_empire = no } has_modifier = slave_colony } } planet_modifier = { planet_entertainers_upkeep_mult = -0.10 } inline_script = { script = jobs/entertainers_add AMOUNT = @building_static_jobs_high } resources = { category = planet_buildings cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { energy = @b2_upkeep exotic_gases = @b2_rare_upkeep } } prerequisites = { "tech_hyper_entertainment_forum" } } building_medical_1 = { base_buildtime = @b1_time planet_limit = 1 category = amenity icon = building_medical_1 building_sets = { government urban medical } allow = { exists = owner NOR = { has_modifier = slave_colony has_modifier = penal_colony } owner = { is_regular_empire = yes is_individual_machine = no NOT = { has_valid_civic = civic_dystopian_society } } OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } free_amenities < @amenity_ai_limit } NOT = { has_building = building_low_tech_capital } } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } AND = { buildings_stop_pop = yes owner = { is_ai = yes } } } } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } inline_script = { script = jobs/healthcare_add AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = clone_army_full_potential has_active_tradition = tr_cloning_artificial_population_clone_army } } clone_soldiers_sustained = @clones_sustained_low } triggered_planet_modifier = { potential = { exists = owner owner = { has_purity_heightened_attributes_tradition = yes } } organic_pop_bonus_workforce_mult = @medical_workforce_mult } prerequisites = { "tech_basic_health" } upgrades = { building_medical_2 } } building_medical_2 = { base_buildtime = @b2_time can_build = no category = amenity building_sets = { government urban medical } potential = { exists = owner # check the empire is valid owner = { # rule out gestalts and pre-FTL societies is_individual_machine = no OR = { is_regular_empire = yes AND = { has_origin = origin_fear_of_the_dark is_country_type = primitive } } # rule out AI empires with entirely no access to "Pharma State" Civic, unless the planet is unstable OR = { is_ai = no has_valid_civic = civic_private_healthcare_corporate root = { if = { limit = { has_branch_office = yes } branch_office_owner = { has_valid_civic = civic_private_healthcare_corporate } } } root = { NOT = { has_available_jobs = entertainer } NOT = { has_forbidden_jobs = entertainer } planet_stability < 50 free_amenities < 0 } } } } destroy_trigger = { exists = owner OR = { # if the planet is owned by a gestalt or pre-FTL society owner = { OR = { is_regular_empire = no AND = { is_country_type = primitive NOT = { has_origin = origin_fear_of_the_dark } } } } # if this is an AI-controlled empire with entirely no access to "Pharma State" Civic, assuming the planet is now stable AND = { owner = { is_ai = yes NOT = { OR = { has_valid_civic = civic_private_healthcare_corporate prev = { has_branch_office = yes branch_office_owner = { has_valid_civic = civic_private_healthcare_corporate } } } } } planet_stability > 70 free_amenities > 20 } } } inline_script = { script = jobs/healthcare_add AMOUNT = @building_static_jobs } planet_modifier = { planet_doctors_upkeep_mult = -0.10 pop_amenities_usage_organic_mult = -0.10 } 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 = 100 } } 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 = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = clone_army_full_potential has_active_tradition = tr_cloning_artificial_population_clone_army } } clone_soldiers_sustained = @clones_sustained_low mult = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { has_purity_heightened_attributes_tradition = yes } } organic_pop_bonus_workforce_mult = @medical_workforce_mult mult = 2 } resources = { category = planet_buildings cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { energy = @b2_upkeep } upkeep = { trigger = { num_zones = { type = zone_payback_enlightenment value = 0 } } exotic_gases = @b2_rare_upkeep } } prerequisites = { "tech_frontier_health" } on_destroy = { owner = { if = { limit = { has_event_chain = payback_out_of_warranty_chain } end_event_chain = payback_out_of_warranty_chain } } } on_repaired = { if = { limit = { planet.owner = { has_event_chain = payback_out_of_warranty_chain } } random_list = { 50 = { # still broken planet.owner = { country_event = { id = origin.4302 } } modifier = { factor = 0 planet.owner = { has_technology = tech_frontier_health } } } 20 = { # repaired planet.owner = { country_event = { id = origin.4301 } } modifier = { factor = 2 planet.owner = { num_research_agreements = 1 } } modifier = { factor = 3 planet.owner = { num_research_agreements = 2 } } modifier = { factor = 4 planet.owner = { num_research_agreements >= 3 } } } 10 = { # broken beyond repair planet = { planet_event = { id = origin.4303 } } } } } } upgrades = { building_medical_3 } } building_medical_3 = { base_buildtime = @b3_time can_build = no category = amenity building_sets = { government urban medical } potential = { exists = owner has_upgraded_capital = yes OR = { owner = { OR = { has_valid_civic = civic_private_healthcare_corporate is_ai = no } } AND = { NOT = { has_available_jobs = entertainer } NOT = { has_forbidden_jobs = entertainer } planet_stability < 55 free_amenities < 5 } AND = { has_branch_office = yes branch_office_owner = { has_valid_civic = civic_private_healthcare_corporate } } } } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } AND = { buildings_stop_pop = yes owner = { is_ai = yes } } } } inline_script = { script = jobs/healthcare_add AMOUNT = @building_static_jobs } planet_modifier = { planet_doctors_upkeep_mult = -0.10 pop_amenities_usage_organic_mult = -0.10 # Modifier implmented in /inline_scripts/output/healthcare_triggered_modifiers.txt pop_environment_tolerance = @building_medical_3_environment_tolerance job_healthcare_organics_upkeep_mult = @building_medical_3_organics_upkeep } 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_country_flag = clone_army_full_potential has_active_tradition = tr_cloning_artificial_population_clone_army } } clone_soldiers_sustained = @clones_sustained_low mult = 3 } triggered_planet_modifier = { potential = { exists = owner owner = { has_purity_heightened_attributes_tradition = yes } } organic_pop_bonus_workforce_mult = @medical_workforce_mult mult = 3 } resources = { category = planet_buildings cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { energy = @b2_upkeep exotic_gases = @b2_rare_upkeep } } prerequisites = { "tech_frontier_hospital" } show_tech_unlock_if = { is_regular_empire = yes } } building_overseer_homes = { base_buildtime = 240 icon = building_residence category = amenity building_sets = { government urban } potential = { has_modifier = slave_colony } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } NOT = { has_modifier = slave_colony } } } planet_modifier = { planet_housing_add = 200 job_slave_overseer_add = 200 } resources = { category = planet_buildings cost = { minerals = 200 } upkeep = { energy = 1 } } } building_toxic_bath = { base_buildtime = @b1_time planet_limit = 1 icon = building_toxic_bath category = amenity building_sets = { government urban industrial foundry factory entertainment research unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_toxic_baths_empire = yes OR = { AND = { is_regular_empire = yes is_individual_machine = no } has_valid_civic = civic_machine_servitor } } } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_toxic_baths_empire = no is_individual_machine = yes AND = { is_regular_empire = no NOT = { has_valid_civic = civic_machine_servitor } } } } } } convert_to = { building_toxic_bath_hive building_toxic_bath_machine } planet_modifier = { habitability_floor_add = -0.10 habitability_ceil_add = -0.10 pop_environment_tolerance = -0.10 } inline_script = { script = jobs/bath_attendant_add AMOUNT = @building_static_jobs } triggered_desc = { text = building_toxic_bath_tt } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } } building_toxic_bath_hive = { base_buildtime = @b1_time planet_limit = 1 icon = building_toxic_bath_hive category = amenity building_sets = { government urban industrial foundry factory entertainment research unity } potential = { owner = { is_hive_empire = yes is_wilderness_empire = no is_toxic_baths_empire = yes } } destroy_trigger = { exists = owner owner = { OR = { is_hive_empire = no NOT = { has_valid_civic = civic_hive_toxic_baths } } } } planet_modifier = { habitability_floor_add = -0.10 habitability_ceil_add = -0.10 pop_environment_tolerance = -0.10 } inline_script = { script = jobs/bath_attendant_add AMOUNT = @building_static_jobs } triggered_desc = { text = building_toxic_bath_tt } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } } building_toxic_bath_machine = { base_buildtime = @b1_time planet_limit = 1 icon = building_toxic_bath_machine category = amenity building_sets = { government urban industrial foundry factory entertainment research unity } potential = { exists = owner owner = { is_toxic_baths_empire = yes is_synthetic_empire = yes NOT = { has_valid_civic = civic_machine_servitor } } } destroy_trigger = { exists = owner owner = { OR = { is_synthetic_empire = no has_valid_civic = civic_machine_servitor is_toxic_baths_empire = no } } } convert_to = { building_toxic_bath building_toxic_bath_hive } planet_modifier = { habitability_floor_add = -0.10 habitability_ceil_add = -0.10 pop_environment_tolerance = -0.10 } inline_script = { script = jobs/bath_attendant_add AMOUNT = @building_static_jobs } triggered_desc = { text = building_toxic_bath_tt } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } }