############# # Army buildings ############# building_military_academy = { base_buildtime = @b2_time empire_limit = 1 can_be_ruined = no category = army building_sets = { fortress } potential = { exists = owner owner = { is_wilderness_empire = no NOT = { has_valid_civic = civic_reanimated_armies } } NOR = { has_modifier = resort_colony has_modifier = penal_colony } } allow = { OR = { has_major_upgraded_capital = yes AND = { exists = owner owner = { has_valid_civic = civic_machine_tactical_algorithms } } } } triggered_country_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_machine_tactical_algorithms } } ship_evasion_mult = 0.02 ship_tracking_mult = 0.01 ship_shield_penetration_add = 0.05 ship_armor_penetration_add = 0.05 mult = owner.value:tactical_algorithms_scaling_mult } triggered_country_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_machine_tactical_algorithms } } ship_shield_hardening_add = 0.1 mult = owner.value:tactical_algorithms_enclave_scaling_mult } triggered_country_modifier = { potential = { exists = owner owner = { is_gestalt = no } } pop_soldier_bonus_workforce_mult = 0.15 } triggered_country_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } pop_warrior_drone_bonus_workforce_mult = 0.15 } triggered_country_modifier = { potential = { exists = owner owner = { has_origin = origin_toxic_knights } } pop_knight_bonus_workforce_mult = 0.05 pop_knight_commander_bonus_workforce_mult = 0.025 } resources = { category = planet_buildings cost = { minerals = @b2_minerals } cost = { trigger = { exists = owner owner = { NOT = { has_valid_civic = civic_machine_tactical_algorithms } } } volatile_motes = @b2_rare_cost } upkeep = { energy = @b2_upkeep } upkeep = { trigger = { exists = owner owner = { NOT = { has_valid_civic = civic_machine_tactical_algorithms } } } volatile_motes = @b2_rare_upkeep } } prerequisites = { "tech_centralized_command" } inline_script = { script = jobs/soldiers_add AMOUNT = @building_static_jobs } } building_dread_encampment = { base_buildtime = @b2_time planet_limit = 1 can_be_ruined = no category = army building_sets = { government fortress } potential = { exists = owner owner = { has_valid_civic = civic_reanimated_armies } } allow = { has_upgraded_capital = yes } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b1_upkeep } } inline_script = { script = jobs/soldiers_add AMOUNT = @building_static_jobs_high } planet_modifier = { planet_soldiers_society_research_produces_add = 0.5 planet_soldiers_engineering_research_produces_add = 0.5 planet_soldiers_consumer_goods_upkeep_add = 0.5 } triggered_desc = { text = building_dread_encampment_tt } } building_stronghold = { base_buildtime = 240 position_priority = 100 can_be_ruined = no exempt_from_ai_planet_specialization = no category = army building_sets = { government fortress } potential = { exists = owner NOT = { has_modifier = resort_colony } owner = { is_wilderness_empire = no } # see 'building_planetary_carapace' OR = { has_planet_flag = ignore_ai_building_limitations owner = { is_ai = no } # AI is allowed to build up to three of these unless they have a fortress zone. (This can result in three under certain upgrade sequences.) has_any_fortress_zone = yes AND = { num_buildings = { type = building_stronghold value < 2 } num_buildings = { type = building_fortress value < 2 } } } } resources = { category = planet_buildings_strongholds cost = { minerals = @b1_minerals } upkeep = { energy = 1 } } prerequisites = { "tech_planetary_defenses" } show_tech_unlock_if = { is_wilderness_empire = no } inline_script = { script = jobs/soldiers_add AMOUNT = @building_static_jobs } upgrades = { building_fortress } } building_fortress = { base_buildtime = @b1_time can_build = no planetary_ftl_inhibitor = yes position_priority = 100 can_be_ruined = no category = army building_sets = { government fortress } potential = { exists = owner owner = { is_wilderness_empire = no } # see 'building_planetary_carapace_2' } allow = { has_upgraded_capital = yes } resources = { category = planet_buildings_strongholds cost = { minerals = @b2_minerals volatile_motes = @b2_rare_cost } upkeep = { energy = 1 volatile_motes = @b2_rare_upkeep } } prerequisites = { "tech_global_defense_grid" } show_tech_unlock_if = { is_wilderness_empire = no } inline_script = { script = jobs/soldiers_add AMOUNT = @building_static_jobs_high } } building_planetary_shield_generator = { base_buildtime = @b3_time planet_limit = 1 position_priority = 100 can_be_ruined = no category = army building_sets = { government fortress } potential = { exists = owner owner = { is_wilderness_empire = no } # see 'building_ozone_thickener' } allow = { has_upgraded_capital = yes if = { limit = { exists = orbital_defence } orbital_defence = { exists = starbase starbase = { NOR = { has_starbase_building = ring_orbital_shield_generator is_starbase_building_building = ring_orbital_shield_generator } } } } } prerequisites = { "tech_planetary_shield_generator" } show_tech_unlock_if = { is_wilderness_empire = no } planet_modifier = { planet_orbital_bombardment_damage = -0.5 } triggered_planet_modifier = { potential = { has_cosmic_storms_dlc = yes } planet_storm_devastation_mult = -0.5 } inline_script = { script = cosmic_storms/StormBuildingModifiers } inline_script = { # on_built & on_destroy behaviors script = cosmic_storms/PlanetaryShieldOnBuiltDestroy } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } custom_storm_ai_weight = { weight = 5 modifier = { factor = 5 AND = { exists = owner solar_system = { exists = owner owner = { num_cosmic_storms_encountered >=2 } } } } } }