################## # Unity buildings ################## # Regular empire building_autochthon_monument = { base_buildtime = @b1_time planet_limit = 1 category = unity building_sets = { government unity } potential = { exists = owner NOR = { has_modifier = slave_colony has_modifier = penal_colony } owner = { NOR = { is_gestalt = yes is_megacorp = yes is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } owner = { is_ai = no } } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_gestalt = yes is_megacorp = yes is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 1 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b1_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.05 planet_civilians_unity_produces_add = 0.1 planet_civilians_consumer_goods_upkeep_add = 0.1 } triggered_desc = { text = building_autochthon_monument_effect } triggered_desc = { text = job_civilian_ethics_effect } prerequisites = { "tech_cultural_heritage" } convert_to = { building_corporate_monument building_simulation_1 building_galactic_memorial_1 building_sensorium_1 building_lifecrypt_1 building_lifecrypt_machine_1 building_lifecrypt_hive_mind_1 building_lifecrypt_corporate_1 building_avatar_chamber_1 } show_tech_unlock_if = { is_gestalt = no is_megacorp = no is_memorialist_empire = no is_entropy_drinkers_empire = no } ai_resource_production = { unity = 10 } upgrades = { building_heritage_site } } building_heritage_site = { base_buildtime = @b2_time can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOR = { has_modifier = slave_colony has_modifier = penal_colony } owner = { NOR = { is_gestalt = yes is_megacorp = yes is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_gestalt = yes is_megacorp = yes is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } convert_to = { building_corporate_site building_simulation_2 building_galactic_memorial_2 building_sensorium_2 building_lifecrypt_2 building_lifecrypt_machine_2 building_lifecrypt_hive_mind_2 building_lifecrypt_corporate_2 building_avatar_chamber_2 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 2 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b2_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.10 planet_civilians_unity_produces_add = 0.1 planet_civilians_consumer_goods_upkeep_add = 0.1 } triggered_desc = { text = building_heritage_site_effect } triggered_desc = { text = job_civilian_ethics_effect } prerequisites = { "tech_heritage_site" } show_tech_unlock_if = { is_gestalt = no is_megacorp = no is_memorialist_empire = no is_entropy_drinkers_empire = no } ai_resource_production = { unity = 15 } upgrades = { building_hypercomms_forum } } building_hypercomms_forum = { base_buildtime = @b3_time can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOR = { has_modifier = slave_colony has_modifier = penal_colony } owner = { NOR = { is_gestalt = yes is_megacorp = yes is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_gestalt = yes is_megacorp = yes is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } convert_to = { building_corporate_forum building_simulation_3 building_galactic_memorial_3 building_sensorium_3 building_lifecrypt_3 building_lifecrypt_machine_3 building_lifecrypt_hive_mind_3 building_lifecrypt_corporate_3 building_avatar_chamber_3 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 3 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b3_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.15 planet_civilians_unity_produces_add = 0.1 planet_civilians_consumer_goods_upkeep_add = 0.1 } triggered_desc = { text = building_hypercomms_forum_effect } triggered_desc = { text = job_civilian_ethics_effect } prerequisites = { "tech_hypercomms_forum" } ai_resource_production = { unity = 20 } show_tech_unlock_if = { is_gestalt = no is_megacorp = no is_memorialist_empire = no is_entropy_drinkers_empire = no } } ################## # Bureaucrats ################## building_bureaucratic_1 = { can_build = yes base_buildtime = @b1_time exempt_from_ai_planet_specialization = no category = unity building_sets = { unity } potential = { exists = owner owner = { is_regular_empire = yes is_spiritualist = no has_make_spiritualist_perk = no } NOR = { has_modifier = penal_colony has_modifier = slave_colony has_modifier = resort_colony } } destroy_trigger = { exists = owner owner = { OR = { is_regular_empire = no is_spiritualist = yes has_make_spiritualist_perk = yes } } } allow = { } ai_weight_coefficient = 0 convert_to = { building_temple building_hive_node building_uplink_node } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_regular_empire = yes is_spiritualist = no has_make_spiritualist_perk = no } } building_bureaucratic_2 = { base_buildtime = @b2_time planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { is_regular_empire = yes is_spiritualist = no has_make_spiritualist_perk = no } NOR = { has_modifier = slave_colony has_modifier = resort_colony } } allow = { } destroy_trigger = { exists = owner owner = { OR = { is_regular_empire = no is_spiritualist = yes has_make_spiritualist_perk = yes } } } convert_to = { building_holotemple building_hive_cluster building_network_junction } 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_bureaucrats_upkeep_mult = -0.10 } prerequisites = { "tech_colonial_bureaucracy" } show_tech_unlock_if = { is_regular_empire = yes is_spiritualist = no has_make_spiritualist_perk = no } } building_bureaucratic_3 = { base_buildtime = @b3_time planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { is_regular_empire = yes is_spiritualist = no has_make_spiritualist_perk = no } NOR = { has_modifier = slave_colony has_modifier = resort_colony } } allow = { } destroy_trigger = { exists = owner owner = { OR = { is_regular_empire = no is_spiritualist = yes has_make_spiritualist_perk = yes } } } convert_to = { building_sacred_nexus building_hive_confluence building_system_conflux } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = @b3_upkeep rare_crystals = @b3_rare_upkeep } } planet_modifier = { pop_bureaucrat_bonus_workforce_mult = 0.05 } triggered_planet_modifier = { potential = { exists = owner.federation owner = { federation = { has_federation_perk = all_the_priests_2 } } } job_politician_add = @building_static_jobs_low } prerequisites = { "tech_galactic_bureaucracy" } show_tech_unlock_if = { is_regular_empire = yes is_spiritualist = no has_make_spiritualist_perk = no } } ################## # Spiritualists ################## building_temple = { base_buildtime = @b1_time exempt_from_ai_planet_specialization = no category = unity building_sets = { unity } potential = { exists = owner owner = { OR = { is_spiritualist = yes AND = { is_gestalt = no has_make_spiritualist_perk = yes } } } NOT = { has_modifier = slave_colony } } destroy_trigger = { exists = owner OR = { owner = { OR = { AND = { is_spiritualist = no has_make_spiritualist_perk = no } is_gestalt = yes } } has_modifier = slave_colony } } allow = { } ai_weight_coefficient = 0 convert_to = { building_bureaucratic_1 building_hive_node building_uplink_node } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } planet_modifier = { pop_ethic_spiritualist_attraction_mult = 0.05 } inline_script = { script = jobs/priests_add AMOUNT = @building_static_jobs } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { OR = { is_spiritualist = yes AND = { is_gestalt = no has_make_spiritualist_perk = yes } } } } building_holotemple = { base_buildtime = @b2_time planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { OR = { is_spiritualist = yes AND = { is_gestalt = no has_make_spiritualist_perk = yes } } } NOT = { has_modifier = slave_colony } } allow = { } destroy_trigger = { exists = owner OR = { owner = { OR = { AND = { is_spiritualist = no has_make_spiritualist_perk = no } is_gestalt = yes } } has_modifier = slave_colony } } convert_to = { building_bureaucratic_2 building_hive_cluster building_network_junction } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } } planet_modifier = { pop_ethic_spiritualist_attraction_mult = 0.10 planet_bureaucrats_upkeep_mult = -0.10 } prerequisites = { "tech_holographic_rituals" } show_tech_unlock_if = { OR = { is_spiritualist = yes AND = { is_gestalt = no has_make_spiritualist_perk = yes } } } } building_sacred_nexus = { base_buildtime = @b3_time planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { OR = { is_spiritualist = yes AND = { is_gestalt = no has_make_spiritualist_perk = yes } } } NOT = { has_modifier = slave_colony } } allow = { } destroy_trigger = { exists = owner OR = { owner = { OR = { AND = { is_spiritualist = no has_make_spiritualist_perk = no } is_gestalt = yes } } has_modifier = slave_colony } } convert_to = { building_bureaucratic_3 building_hive_confluence building_system_conflux } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = @b3_upkeep rare_crystals = @b3_rare_upkeep } } planet_modifier = { pop_ethic_spiritualist_attraction_mult = 0.15 pop_bureaucrat_bonus_workforce_mult = 0.05 } prerequisites = { "tech_consecration_fields" } show_tech_unlock_if = { OR = { is_spiritualist = yes AND = { is_gestalt = no has_make_spiritualist_perk = yes } } } } ################## # Machine ################## building_uplink_node = { base_buildtime = @b1_time icon = building_autochthon_monument exempt_from_ai_planet_specialization = no category = unity building_sets = { unity } potential = { exists = owner owner = { is_machine_empire = yes NOT = { has_valid_civic = civic_machine_servitor } } } destroy_trigger = { exists = owner owner = { OR = { is_machine_empire = no has_valid_civic = civic_machine_servitor } } } ai_weight_coefficient = 0 convert_to = { building_bureaucratic_1 building_temple building_hive_node } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_machine_empire = yes NOT = { has_valid_civic = civic_machine_servitor } } } building_network_junction = { base_buildtime = @b2_time icon = building_heritage_site planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { is_machine_empire = yes NOT = { has_valid_civic = civic_machine_servitor } } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { OR = { is_machine_empire = no has_valid_civic = civic_machine_servitor } } } convert_to = { building_bureaucratic_2 building_holotemple building_hive_cluster building_commensal_clearing_3 } 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_bureaucrats_upkeep_mult = -0.10 } prerequisites = { "tech_colonial_bureaucracy" } show_tech_unlock_if = { is_machine_empire = yes NOT = { has_valid_civic = civic_machine_servitor } } } building_system_conflux = { base_buildtime = @b3_time icon = building_hypercomms_forum planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { is_machine_empire = yes NOT = { has_valid_civic = civic_machine_servitor } } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { OR = { is_machine_empire = no has_valid_civic = civic_machine_servitor } } } convert_to = { building_bureaucratic_3 building_sacred_nexus building_hive_confluence } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = @b3_upkeep rare_crystals = @b3_rare_upkeep } } planet_modifier = { pop_coordinator_bonus_workforce_mult = 0.05 } prerequisites = { "tech_galactic_bureaucracy" } show_tech_unlock_if = { is_machine_empire = yes NOT = { has_valid_civic = civic_machine_servitor } } } ################## # Hive Minds ################## building_hive_node = { base_buildtime = @b1_time exempt_from_ai_planet_specialization = no category = unity building_sets = { unity } potential = { exists = owner owner = { is_hive_empire = yes is_wilderness_empire = no } } destroy_trigger = { exists = owner owner = { OR = { is_hive_empire = no is_wilderness_empire = yes } } } convert_to = { building_bureaucratic_1 building_temple building_uplink_node building_commensal_clearing_1 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs } ai_weight_coefficient = 0 resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } upkeep = { trigger = { exists = owner owner = { has_edict = synaptic_reinforcement } } energy = 2 } } prerequisites = { "tech_hive_node" } } building_hive_cluster = { base_buildtime = @b2_time planet_limit = 1 exempt_from_ai_planet_specialization = no category = unity building_sets = { unity } potential = { exists = owner owner = { is_hive_empire = yes is_wilderness_empire = no } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { OR = { is_hive_empire = no is_wilderness_empire = yes } } } convert_to = { building_bureaucratic_2 building_holotemple building_commensal_clearing_3 building_network_junction } resources = { category = planet_buildings cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { energy = @b2_upkeep exotic_gases = @b2_rare_upkeep } upkeep = { trigger = { exists = owner owner = { has_edict = synaptic_reinforcement } } energy = 2 } } planet_modifier = {} triggered_planet_modifier = { potential = { exists = owner } job_coordinator_add = @b2_jobs } planet_modifier = { planet_bureaucrats_upkeep_mult = -0.10 } prerequisites = { "tech_hive_cluster" } } building_hive_confluence = { base_buildtime = @b3_time planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { is_hive_empire = yes is_wilderness_empire = no } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { OR = { is_hive_empire = no is_wilderness_empire = yes } } } convert_to = { building_bureaucratic_3 building_sacred_nexus building_commensal_clearing_4 building_system_conflux } resources = { category = planet_buildings cost = { minerals = @b3_minerals exotic_gases = @b3_rare_cost } upkeep = { energy = @b3_upkeep exotic_gases = @b3_rare_upkeep } upkeep = { trigger = { exists = owner owner = { has_edict = synaptic_reinforcement } } energy = 2 } } planet_modifier = {} planet_modifier = { pop_coordinator_bonus_workforce_mult = 0.05 } prerequisites = { "tech_hive_confluence" } show_tech_unlock_if = { is_wilderness_empire = no } } ################## # Death Cult ################## # Sacrificial Temple (basic) building_sacrificial_temple_1 = { base_buildtime = @b1_time position_priority = 100 category = unity building_sets = { unity } potential = { exists = owner owner = { is_death_cult_empire = yes } NOT = { has_modifier = slave_colony } } destroy_trigger = { exists = owner OR = { owner = { is_death_cult_empire = no } has_modifier = slave_colony } } allow = { } convert_to = { building_bureaucratic_1 building_temple building_hive_node building_uplink_node } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } planet_modifier = { pop_ethic_spiritualist_attraction_mult = 0.05 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/mortal_initiates_add AMOUNT = @building_static_jobs_low } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_death_cult_empire = yes } } # Grim Holotemple building_sacrificial_temple_2 = { base_buildtime = @b2_time position_priority = 100 planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_death_cult_empire = yes } } allow = { } destroy_trigger = { exists = owner OR = { owner = { is_death_cult_empire = no } has_modifier = slave_colony } } convert_to = { building_bureaucratic_2 building_holotemple building_hive_cluster building_network_junction } resources = { category = planet_buildings cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { energy = @b2_upkeep exotic_gases = @b2_rare_upkeep } } planet_modifier = { pop_ethic_spiritualist_attraction_mult = 0.1 planet_bureaucrats_produces_mult = 0.05 } inline_script = { script = jobs/mortal_initiates_add AMOUNT = @building_static_jobs } prerequisites = { "tech_holographic_rituals" } show_tech_unlock_if = { is_death_cult_empire = yes } } # Temple of Grand Sacrifice building_sacrificial_temple_3 = { base_buildtime = @b3_time position_priority = 100 planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { is_death_cult_empire = yes } NOT = { has_modifier = slave_colony } } allow = { } destroy_trigger = { exists = owner OR = { owner = { is_death_cult_empire = no } has_modifier = slave_colony } } convert_to = { building_bureaucratic_3 building_sacred_nexus building_system_conflux building_hive_confluence } resources = { category = planet_buildings cost = { minerals = @b3_minerals exotic_gases = @b3_rare_cost } upkeep = { energy = @b3_upkeep exotic_gases = @b3_rare_upkeep } } planet_modifier = { pop_ethic_spiritualist_attraction_mult = 0.15 pop_mortal_initiate_bonus_workforce_mult = 0.05 } inline_script = { script = jobs/mortal_initiates_add AMOUNT = @building_static_jobs_high } prerequisites = { "tech_consecration_fields" } show_tech_unlock_if = { is_death_cult_empire = yes } } ################## # Memorialists ################## #Sanctuary of Repose building_galactic_memorial_1 = { base_buildtime = @b1_time planet_limit = 1 category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_memorialist_empire = yes } } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { is_memorialist_empire = no } } } convert_to = { building_autochthon_monument building_corporate_monument building_simulation_1 building_sensorium_1 building_avatar_chamber_1 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 1 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b1_minerals } upkeep = { minerals = @b1_upkeep } } planet_modifier = { planet_jobs_unity_produces_mult = 0.05 planet_bureaucrats_upkeep_mult = -0.05 } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } planet_civilians_unity_produces_add = 0.1 planet_civilians_consumer_goods_upkeep_add = 0.1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } planet_maintenance_drones_unity_produces_add = 0.1 planet_maintenance_drones_trade_produces_add = 0.1 planet_maintenance_drones_minerals_upkeep_add = 0.2 } triggered_desc = { text = building_autochthon_monument_effect } triggered_desc = { trigger = { exists = owner owner = { is_regular_empire = yes } } text = job_civilian_ethics_effect } prerequisites = { "tech_cultural_heritage" } #Tomb/Relic worlds triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } OR = { is_planet_class = pc_nuked is_planet_class = pc_relic } } pop_government_ethic_attraction = 0.20 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } OR = { is_planet_class = pc_nuked is_planet_class = pc_relic } } planet_crime_no_happiness_add = -20 } upgrades = { building_galactic_memorial_2 } show_tech_unlock_if = { is_memorialist_empire = yes } ai_resource_production = { unity = 10 } } #Pillar of Quietus building_galactic_memorial_2 = { base_buildtime = @b2_time can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_memorialist_empire = yes } } allow = { exists = owner has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { is_memorialist_empire = no } } } convert_to = { building_heritage_site building_corporate_site building_simulation_2 building_sensorium_2 building_avatar_chamber_2 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 2 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { minerals = @b2_upkeep exotic_gases = @b2_rare_upkeep } } planet_modifier = { planet_jobs_unity_produces_mult = 0.10 planet_bureaucrats_upkeep_mult = -0.10 } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } planet_civilians_unity_produces_add = 0.5 planet_civilians_consumer_goods_upkeep_add = 0.25 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } planet_maintenance_drones_unity_produces_add = 0.1 planet_maintenance_drones_trade_produces_add = 0.1 planet_maintenance_drones_minerals_upkeep_add = 0.2 } triggered_desc = { text = building_heritage_site_effect } triggered_desc = { trigger = { exists = owner owner = { is_regular_empire = yes } } text = job_civilian_ethics_effect } prerequisites = { "tech_heritage_site" } #Tomb/Relic worlds triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } OR = { is_planet_class = pc_nuked is_planet_class = pc_relic } } pop_government_ethic_attraction = 0.20 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } OR = { is_planet_class = pc_nuked is_planet_class = pc_relic } } planet_crime_no_happiness_add = -20 } upgrades = { building_galactic_memorial_3 } show_tech_unlock_if = { is_memorialist_empire = yes } ai_resource_production = { unity = 15 } } #Galactic Memorial building_galactic_memorial_3 = { base_buildtime = @b3_time can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_memorialist_empire = yes } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { is_memorialist_empire = no } } } convert_to = { building_hypercomms_forum building_corporate_forum building_simulation_3 building_sensorium_3 building_avatar_chamber_3 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 3 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b3_minerals exotic_gases = @b3_rare_cost } upkeep = { minerals = @b3_upkeep exotic_gases = @b3_rare_upkeep } } planet_modifier = { planet_jobs_unity_produces_mult = 0.15 planet_bureaucrats_upkeep_mult = -0.15 } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } planet_civilians_unity_produces_add = 0.1 planet_civilians_consumer_goods_upkeep_add = 0.1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } planet_maintenance_drones_unity_produces_add = 0.1 planet_maintenance_drones_trade_produces_add = 0.1 planet_maintenance_drones_minerals_upkeep_add = 0.2 } triggered_desc = { text = building_hypercomms_forum_effect } triggered_desc = { trigger = { exists = owner owner = { is_regular_empire = yes } } text = job_civilian_ethics_effect } prerequisites = { "tech_hypercomms_forum" } #Tomb/Relic worlds triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } OR = { is_planet_class = pc_nuked is_planet_class = pc_relic } } pop_government_ethic_attraction = 0.20 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } OR = { is_planet_class = pc_nuked is_planet_class = pc_relic } } planet_crime_no_happiness_add = -20 } show_tech_unlock_if = { is_memorialist_empire = yes } ai_resource_production = { unity = 20 } } ########################## # Machine Empire Memorial ########################## building_simulation_1 = { base_buildtime = @b1_time planet_limit = 1 category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_machine_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_machine_empire = no is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 1 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b1_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.05 planet_maintenance_drones_unity_produces_add = 0.1 planet_maintenance_drones_trade_produces_add = 0.1 planet_maintenance_drones_minerals_upkeep_add = 0.2 } triggered_desc = { text = building_autochthon_monument_effect } prerequisites = { "tech_cultural_heritage" } convert_to = { building_autochthon_monument building_corporate_monument building_galactic_memorial_1 building_sensorium_1 building_lifecrypt_1 building_lifecrypt_machine_1 building_lifecrypt_hive_mind_1 building_lifecrypt_corporate_1 } show_tech_unlock_if = { is_machine_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } ai_resource_production = { unity = 10 trade = 5 } upgrades = { building_simulation_2 } } building_simulation_2 = { base_buildtime = @b2_time can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_machine_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_machine_empire = no is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } convert_to = { building_corporate_site building_heritage_site building_galactic_memorial_2 building_sensorium_2 building_lifecrypt_2 building_lifecrypt_machine_2 building_lifecrypt_hive_mind_2 building_lifecrypt_corporate_2 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 2 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b2_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.10 planet_maintenance_drones_unity_produces_add = 0.1 planet_maintenance_drones_trade_produces_add = 0.1 planet_maintenance_drones_minerals_upkeep_add = 0.2 } triggered_desc = { text = building_heritage_site_effect } prerequisites = { "tech_heritage_site" } show_tech_unlock_if = { is_machine_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } ai_resource_production = { unity = 15 trade = 5 } upgrades = { building_simulation_3 } } building_simulation_3 = { base_buildtime = @b3_time can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_machine_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_machine_empire = no is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } convert_to = { building_corporate_forum building_hypercomms_forum building_galactic_memorial_3 building_sensorium_3 building_lifecrypt_3 building_lifecrypt_machine_3 building_lifecrypt_hive_mind_3 building_lifecrypt_corporate_3 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 3 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b3_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.15 planet_maintenance_drones_unity_produces_add = 0.1 planet_maintenance_drones_trade_produces_add = 0.1 planet_maintenance_drones_minerals_upkeep_add = 0.2 } prerequisites = { "tech_hypercomms_forum" } ai_resource_production = { unity = 20 trade = 5 } show_tech_unlock_if = { is_machine_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } } #################### # Megacorp Memorial #################### building_corporate_monument = { base_buildtime = @b1_time planet_limit = 1 icon = building_autochthon_monument category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_megacorp = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_megacorp = no is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } convert_to = { building_autochthon_monument building_simulation_1 building_galactic_memorial_1 building_sensorium_1 building_lifecrypt_1 building_lifecrypt_machine_1 building_lifecrypt_hive_mind_1 building_lifecrypt_corporate_1 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 1 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b1_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.05 planet_civilians_unity_produces_add = 0.1 planet_civilians_consumer_goods_upkeep_add = 0.1 } triggered_desc = { text = building_autochthon_monument_effect } triggered_desc = { text = job_civilian_ethics_effect } prerequisites = { "tech_cultural_heritage" } show_tech_unlock_if = { is_megacorp = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } ai_resource_production = { unity = 10 } upgrades = { building_corporate_site } } building_corporate_site = { base_buildtime = @b2_time icon = building_heritage_site can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_megacorp = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_megacorp = no is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } convert_to = { building_heritage_site building_galactic_memorial_2 building_simulation_2 building_sensorium_2 building_lifecrypt_2 building_lifecrypt_machine_2 building_lifecrypt_hive_mind_2 building_lifecrypt_corporate_2 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 2 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b2_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.10 planet_civilians_unity_produces_add = 0.1 planet_civilians_consumer_goods_upkeep_add = 0.1 } triggered_desc = { text = building_heritage_site_effect } triggered_desc = { text = job_civilian_ethics_effect } prerequisites = { "tech_heritage_site" } show_tech_unlock_if = { is_megacorp = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } ai_resource_production = { unity = 15 } upgrades = { building_corporate_forum } } building_corporate_forum = { base_buildtime = @b3_time icon = building_hypercomms_forum can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_megacorp = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_megacorp = no is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } convert_to = { building_hypercomms_forum building_simulation_3 building_galactic_memorial_3 building_sensorium_3 building_lifecrypt_3 building_lifecrypt_machine_3 building_lifecrypt_hive_mind_3 building_lifecrypt_corporate_3 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 3 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b3_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.15 planet_civilians_unity_produces_add = 0.1 planet_civilians_consumer_goods_upkeep_add = 0.1 } triggered_desc = { text = building_hypercomms_forum_effect } triggered_desc = { text = job_civilian_ethics_effect } prerequisites = { "tech_hypercomms_forum" } ai_resource_production = { unity = 20 } show_tech_unlock_if = { is_megacorp = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } } ####################### # Hive Empire Memorial ####################### building_sensorium_1 = { base_buildtime = @b1_time planet_limit = 1 category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_hive_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no is_wilderness_empire = no # see 'building_avatar_chamber_1' } } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_hive_empire = no is_memorialist_empire = yes is_entropy_drinkers_empire = yes } } } } convert_to = { building_autochthon_monument building_corporate_monument building_galactic_memorial_1 building_simulation_1 building_avatar_chamber_1 building_lifecrypt_1 building_lifecrypt_machine_1 building_lifecrypt_hive_mind_1 building_lifecrypt_corporate_1 } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 1 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b1_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.05 planet_maintenance_drones_unity_produces_add = 0.1 planet_maintenance_drones_trade_produces_add = 0.1 planet_maintenance_drones_minerals_upkeep_add = 0.2 } triggered_desc = { text = building_autochthon_monument_effect } prerequisites = { "tech_cultural_heritage" } show_tech_unlock_if = { is_hive_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } ai_resource_production = { unity = 10 trade = 5 } upgrades = { building_sensorium_2 } } building_sensorium_2 = { base_buildtime = @b2_time can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_hive_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no is_wilderness_empire = no # see 'building_avatar_chamber_2' } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_hive_empire = no is_memorialist_empire = yes is_entropy_drinkers_empire = yes is_wilderness_empire = yes } } } } convert_to = { building_corporate_site building_heritage_site building_galactic_memorial_2 building_simulation_2 building_lifecrypt_2 building_lifecrypt_machine_2 building_lifecrypt_hive_mind_2 building_lifecrypt_corporate_2 building_avatar_chamber_2 } prerequisites = { "tech_heritage_site" } show_tech_unlock_if = { is_hive_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 2 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b2_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.10 planet_maintenance_drones_unity_produces_add = 0.1 planet_maintenance_drones_trade_produces_add = 0.1 planet_maintenance_drones_minerals_upkeep_add = 0.2 } triggered_desc = { text = building_heritage_site_effect } ai_resource_production = { unity = 15 trade = 5 } upgrades = { building_sensorium_3 } } building_sensorium_3 = { base_buildtime = @b3_time can_build = no category = unity building_sets = { government unity } potential = { exists = owner NOT = { has_modifier = slave_colony } owner = { is_hive_empire = yes is_memorialist_empire = no is_entropy_drinkers_empire = no is_wilderness_empire = no # see 'building_avatar_chamber_3' } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_hive_empire = no is_memorialist_empire = yes is_entropy_drinkers_empire = yes is_wilderness_empire = yes } } } } convert_to = { building_corporate_forum building_hypercomms_forum building_galactic_memorial_3 building_simulation_3 building_avatar_chamber_3 } prerequisites = { "tech_hypercomms_forum" } show_tech_unlock_if = { is_hive_empire = yes is_memorialist_empire = no is_wilderness_empire = no is_entropy_drinkers_empire = no } resources = { category = planet_buildings produces = { trigger = { exists = owner } unity = 3 multiplier = owner.trigger:num_ascension_perks } cost = { minerals = @b3_minerals } } planet_modifier = { planet_jobs_unity_produces_mult = 0.15 planet_maintenance_drones_unity_produces_add = 0.1 planet_maintenance_drones_trade_produces_add = 0.1 planet_maintenance_drones_minerals_upkeep_add = 0.2 } ai_resource_production = { unity = 20 trade = 5 } triggered_desc = { text = building_hypercomms_forum_effect } } ################## # Unity boosters ################## building_autocurating_vault = { base_buildtime = @b2_time planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner is_special_colony_type = no owner = { is_machine_empire = no # see 'building_alpha_hub' is_megacorp = no # see 'building_corporate_vault' is_spiritualist = no # see 'building_citadel_of_faith' is_wilderness_empire = no OR = { # only Hive Minds may avoid effects and restrictions imposed by the 'make_spiritualist_1' Federation Perk is_hive_empire = yes has_make_spiritualist_perk = no } } } allow = { } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_machine_empire = yes is_spiritualist = yes is_megacorp = yes } } } } convert_to = { building_citadel_of_faith building_alpha_hub building_corporate_vault building_trophy_vault } 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 = 1200 rare_crystals = 375 } upkeep = { trigger = { has_ringworld_output_boost = no } energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } upkeep = { trigger = { has_ringworld_output_boost = yes } energy = 8 rare_crystals = 3 } } planet_modifier = { planet_bureaucrats_unity_produces_add = 0.25 planet_bureaucrats_physics_research_produces_add = 0.1 planet_bureaucrats_society_research_produces_add = 0.1 planet_bureaucrats_engineering_research_produces_add = 0.1 } triggered_planet_modifier = { potential = { has_ringworld_output_boost = yes } planet_bureaucrats_unity_produces_add = 0.1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } planet_bureaucrats_consumer_goods_upkeep_add = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } } planet_bureaucrats_energy_upkeep_add = 4 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_lithoid_empire = no is_infernal_empire = no } } planet_bureaucrats_food_upkeep_add = 2 planet_bureaucrats_energy_upkeep_add = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_lithoid_empire = yes } } planet_bureaucrats_minerals_upkeep_add = 2 planet_bureaucrats_energy_upkeep_add = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_infernal_empire = yes } } planet_bureaucrats_alloys_upkeep_add = 0.75 planet_bureaucrats_energy_upkeep_add = 3 } prerequisites = { "tech_autocurating_vault" } show_tech_unlock_if = { is_machine_empire = no is_spiritualist = no is_megacorp = no is_wilderness_empire = no OR = { is_hive_empire = yes has_make_spiritualist_perk = no } } } building_citadel_of_faith = { base_buildtime = @b2_time planet_limit = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { OR = { is_spiritualist = yes AND = { is_gestalt = no has_make_spiritualist_perk = yes } } } NOR = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { } destroy_trigger = { exists = owner OR = { owner = { OR = { AND = { is_spiritualist = no has_make_spiritualist_perk = no } is_gestalt = yes } } has_modifier = slave_colony } } convert_to = { building_autocurating_vault building_alpha_hub building_corporate_vault building_trophy_vault } 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 = 1200 rare_crystals = 375 } upkeep = { trigger = { has_ringworld_output_boost = no } energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } upkeep = { trigger = { has_ringworld_output_boost = yes } energy = 8 rare_crystals = 3 } } planet_modifier = { planet_bureaucrats_unity_produces_add = 1 } triggered_planet_modifier = { potential = { has_ringworld_output_boost = yes } planet_bureaucrats_unity_produces_add = 0.5 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } planet_bureaucrats_consumer_goods_upkeep_add = 1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } } planet_bureaucrats_energy_upkeep_add = 4 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_lithoid_empire = no is_infernal_empire = no } } planet_bureaucrats_food_upkeep_add = 2 planet_bureaucrats_energy_upkeep_add = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_lithoid_empire = yes } } planet_bureaucrats_minerals_upkeep_add = 2 planet_bureaucrats_energy_upkeep_add = 2 } inline_script = { script = "jobs/politician_add_from_civic" AMOUNT = @building_static_jobs CIVIC = civic_exalted_priesthood } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_infernal_empire = yes } } planet_bureaucrats_alloys_upkeep_add = 0.75 planet_bureaucrats_energy_upkeep_add = 3 } prerequisites = { "tech_transcendent_faith" } } building_corporate_vault = { base_buildtime = @b2_time planet_limit = 1 icon = building_autocurating_vault category = unity building_sets = { unity } potential = { exists = owner NOR = { has_modifier = slave_colony has_modifier = penal_colony } owner = { is_megacorp = yes is_spiritualist = no has_make_spiritualist_perk = no } } allow = { } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { OR = { is_megacorp = no is_spiritualist = yes has_make_spiritualist_perk = yes } } } } convert_to = { building_citadel_of_faith building_autocurating_vault building_alpha_hub building_trophy_vault } 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 = 1200 rare_crystals = 375 } upkeep = { trigger = { has_ringworld_output_boost = no } energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } upkeep = { trigger = { has_ringworld_output_boost = yes } energy = 8 rare_crystals = 3 } } triggered_planet_modifier = { potential = { has_ringworld_output_boost = yes } planet_bureaucrats_unity_produces_add = 0.5 } planet_modifier = { planet_bureaucrats_unity_produces_add = 0.5 planet_bureaucrats_trade_produces_add = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } planet_bureaucrats_consumer_goods_upkeep_add = 1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } } planet_bureaucrats_energy_upkeep_add = 4 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_lithoid_empire = no is_infernal_empire = no } } planet_bureaucrats_food_upkeep_add = 2 planet_bureaucrats_energy_upkeep_add = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_lithoid_empire = yes } } planet_bureaucrats_minerals_upkeep_add = 2 planet_bureaucrats_energy_upkeep_add = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_infernal_empire = yes } } planet_bureaucrats_alloys_upkeep_add = 0.75 planet_bureaucrats_energy_upkeep_add = 3 } prerequisites = { "tech_autocurating_vault" } show_tech_unlock_if = { is_megacorp = yes is_spiritualist = no has_make_spiritualist_perk = no } } building_alpha_hub = { base_buildtime = @b2_time planet_limit = 1 icon = building_autocurating_vault category = unity building_sets = { unity } potential = { exists = owner owner = { is_machine_empire = yes NOT = { has_valid_civic = civic_machine_servitor } } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { OR = { is_machine_empire = no has_valid_civic = civic_machine_servitor } } } convert_to = { building_autocurating_vault building_citadel_of_faith building_corporate_vault building_trophy_vault } 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 = 1200 rare_crystals = 375 } upkeep = { trigger = { has_ringworld_output_boost = no } energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } upkeep = { trigger = { has_ringworld_output_boost = yes } energy = 8 rare_crystals = 3 } } planet_modifier = { planet_bureaucrats_unity_produces_add = 0.5 planet_bureaucrats_physics_research_produces_add = 0.1 planet_bureaucrats_society_research_produces_add = 0.1 planet_bureaucrats_engineering_research_produces_add = 0.1 } triggered_planet_modifier = { potential = { has_ringworld_output_boost = yes } planet_bureaucrats_unity_produces_add = 0.25 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } planet_bureaucrats_consumer_goods_upkeep_add = 1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } } planet_bureaucrats_energy_upkeep_add = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_lithoid_empire = no is_infernal_empire = no } } planet_bureaucrats_food_upkeep_add = 1 planet_bureaucrats_energy_upkeep_add = 1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_lithoid_empire = yes } } planet_bureaucrats_minerals_upkeep_add = 1 planet_bureaucrats_energy_upkeep_add = 1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_hive_empire = yes is_infernal_empire = yes } } planet_bureaucrats_alloys_upkeep_add = 0.75 planet_bureaucrats_energy_upkeep_add = 3 } prerequisites = { "tech_autocurating_vault" } show_tech_unlock_if = { is_machine_empire = yes NOT = { has_valid_civic = civic_machine_servitor } } } # Servitors building_organic_sanctuary = { base_buildtime = @b1_time category = unity building_sets = { bio_trophy urban unity } potential = { exists = owner owner = { has_valid_civic = civic_machine_servitor } } destroy_trigger = { exists = owner OR = { owner = { NOT = { owner = { has_valid_civic = civic_machine_servitor } } } AND = { owner = { is_ai = yes } count_owned_pop_amount = { limit = { has_citizenship_type = { type = citizenship_organic_trophy country = owner } } count <= 2000 } num_buildings = { type = building_organic_sanctuary value > 3 } } AND = { owner = { is_ai = yes } count_owned_pop_amount = { limit = { has_citizenship_type = { type = citizenship_organic_trophy country = owner } } count <= 4000 } num_buildings = { type = building_organic_paradise value > 5 } } } } convert_to = { building_luxury_residence building_communal_housing } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } planet_modifier = { job_bio_trophy_add = 1500 } upgrades = { "building_organic_paradise" } # We need to cheat here and tell AI that this will probably give some complex output since AI can not evaluate what this building does without the pops which it cant get without the building - chicken and egg ai_resource_production = { unity = 10 physics_research = 10 alloys = 5 trigger = { NOT = { has_building = building_organic_sanctuary } } } ai_weight_coefficient = 1.2 # Here we try to adress the second issue that the AI cant evaluate the pop job output of the bio trophy given the happiness trigger that was put inplace to guard against players exploiting bio trophies #science ai_resource_production = { unity = 10 physics_research = 10 trigger = { any_owned_pop_group = { is_pop_category = bio_trophy_unemployment } planet_resource_compare = { resource = physics_research value >= 100 type = produces } } } #alloys ai_resource_production = { unity = 10 alloys = 10 trigger = { any_owned_pop_group = { is_pop_category = bio_trophy_unemployment } planet_resource_compare = { resource = alloys value >= 100 type = produces } } } #cgs ai_resource_production = { unity = 10 consumer_goods = 10 trigger = { any_owned_pop_group = { is_pop_category = bio_trophy_unemployment } planet_resource_compare = { resource = consumer_goods value >= 100 type = produces } } } } building_organic_paradise = { base_buildtime = @b2_time can_build = no icon = building_paradise_dome category = unity building_sets = { bio_trophy urban unity } potential = { exists = owner owner = { has_valid_civic = civic_machine_servitor } } destroy_trigger = { exists = owner NOT = { owner = { has_valid_civic = civic_machine_servitor } } } convert_to = { building_paradise_dome building_communal_housing_large } resources = { category = planet_buildings cost = { minerals = @b2_minerals exotic_gases = @b2_rare_cost } upkeep = { energy = @b2_upkeep exotic_gases = @b2_rare_upkeep } } planet_modifier = { job_bio_trophy_add = 3000 } prerequisites = { "tech_paradise_dome" } show_tech_unlock_if = { owner = { has_valid_civic = civic_machine_servitor } } ai_weight_coefficient = 1.2 # Here we try to adress the second issue that the AI cant evaluate the pop job output of the bio trophy given the happiness trigger that was put inplace to guard against players exploiting bio trophies #science ai_resource_production = { unity = 20 physics_research = 20 trigger = { any_owned_pop_group = { is_pop_category = bio_trophy_unemployment } planet_resource_compare = { resource = physics_research value >= 100 type = produces } } } #alloys ai_resource_production = { unity = 20 alloys = 20 trigger = { any_owned_pop_group = { is_pop_category = bio_trophy_unemployment } planet_resource_compare = { resource = alloys value >= 100 type = produces } } } #cgs ai_resource_production = { unity = 20 consumer_goods = 20 trigger = { any_owned_pop_group = { is_pop_category = bio_trophy_unemployment } planet_resource_compare = { resource = consumer_goods value >= 100 type = produces } } } } building_trophy_vault = { base_buildtime = @b2_time planet_limit = 1 category = unity icon = building_autocurating_vault building_sets = { unity } potential = { exists = owner is_special_colony_type = no owner = { has_valid_civic = civic_machine_servitor } } allow = { } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { NOT = { has_valid_civic = civic_machine_servitor } } } } convert_to = { building_autocurating_vault building_citadel_of_faith building_alpha_hub building_corporate_vault } 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_bio_trophies_unity_produces_add = 0.5 planet_bio_trophies_consumer_goods_upkeep_add = 0.5 pop_cat_bio_trophy_happiness = 0.10 } prerequisites = { "tech_autocurating_vault" } show_tech_unlock_if = { has_valid_civic = civic_machine_servitor } } # Archaeotech building_league_offices = { base_buildtime = @b2_time empire_limit = { base = 1 } category = unity building_sets = { unity } potential = { exists = owner owner = { has_technology = tech_secrets_league } NOT = { has_modifier = slave_colony } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { has_modifier = slave_colony } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost minor_artifacts = 30 } upkeep = { energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } inline_script = { script = buildings/on_all_wilderness_buildings_districts } country_modifier = { country_edict_fund_add = 50 } triggered_country_modifier = { potential = { owner = { has_ascension_perk = ap_archaeoengineers } } country_edict_fund_add = 50 } planet_modifier = { planet_bureaucrats_unity_produces_add = 0.25 } triggered_desc = { text = building_league_offices_effect } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs } prerequisites = { "tech_secrets_league" } }