@fe_automation_worker_1 = 0.75 @fe_automation_worker_2 = 1.00 @fe_automation_specialist_1 = 0.25 @fe_automation_specialist_2 = 0.50 ########################### # Fallen Empire buildings # ########################### building_ancient_control_center = { base_buildtime = @b3_time capital = yes can_build = no can_demolish = yes position_priority = 0 capital_tier = 5 icon = building_maintenance_depot category = government building_sets = { fallen_empire } potential = { exists = owner owner = { is_fallen_empire_machine = yes } } convert_to = { building_hive_major_capital building_machine_major_capital building_major_capital building_major_capital_wilderness building_ancient_palace } planet_modifier = { planet_housing_add = 1200 planet_amenities_add = 15000 job_fe_maintenance_bot_add = 400 job_fe_guardian_bot_add = 500 } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = 10 } } upgrades = { } } building_ancient_hive_capital = { base_buildtime = @b3_time capital = yes can_build = no can_demolish = yes position_priority = 0 capital_tier = 5 icon = building_hive_major_capital category = government building_sets = { fallen_empire } potential = { exists = owner owner = { is_hive_empire = yes is_fallen_empire = yes is_wilderness_empire = no } } convert_to = { building_hive_major_capital building_machine_major_capital building_major_capital building_ancient_palace building_ancient_control_center } planet_modifier = { planet_housing_add = 1200 planet_amenities_add = 15000 job_logistics_drone_add = 700 job_patrol_drone_add = 400 } triggered_planet_modifier = { potential = { exists = owner } modifier = { job_coordinator_add = 500 } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = 10 } } upgrades = { } } building_ancient_palace = { base_buildtime = @b3_time capital = yes can_build = no can_demolish = yes position_priority = 0 capital_tier = 5 icon = building_palace category = government building_sets = { fallen_empire } potential = { exists = owner owner = { is_fallen_empire = yes is_hive_empire = no } } convert_to = { building_hive_major_capital building_machine_major_capital building_major_capital building_ancient_control_center building_major_capital_wilderness } planet_modifier = { planet_housing_add = 1200 planet_amenities_add = 15000 } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = no } } modifier = { job_fe_overseer_add = 200 job_fe_protector_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = yes } } modifier = { job_fe_sky_cardinal_add = 200 job_fe_protector_add = 200 } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = 10 } } upgrades = { } } building_fe_xeno_zoo = { base_buildtime = @b3_time capital = yes can_build = no can_demolish = yes position_priority = 0 capital_tier = 5 category = amenity building_sets = { fallen_empire } potential = { exists = owner owner = { is_fallen_empire = yes is_xenophile = yes is_wilderness_empire = no } } convert_to = { building_hive_capital building_machine_capital building_capital } planet_modifier = { planet_amenities_add = 1500 job_fe_xeno_keeper_add = 200 planet_housing_add = 3000 } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = 10 } } upgrades = { } } # Habitat Administration building_hab_fe_capital = { base_buildtime = @b3_time capital = yes can_build = no can_demolish = yes position_priority = 0 capital_tier = 5 icon = building_capital category = government building_sets = { fallen_empire } potential = { is_planet_class = pc_habitat exists = owner owner = { is_fallen_empire = yes is_wilderness_empire = no } } convert_to = { building_hab_major_capital } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = 5 } } planet_modifier = { planet_housing_add = 500 planet_amenities_add = 2500 } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = no } owner = { is_fallen_empire_machine = no } } modifier = { job_fe_overseer_add = 100 job_fe_protector_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = yes } } modifier = { job_fe_sky_cardinal_add = 100 job_fe_protector_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_machine = yes } } job_fe_guardian_bot_add = 200 job_fe_maintenance_bot_add = 100 } upgrades = { } } #Unique Buildings building_master_archive = { base_buildtime = @b3_time can_build = no can_demolish = yes planet_limit = 1 category = research building_sets = { fallen_empire research physics society engineering } potential = { exists = owner } country_modifier = { num_tech_alternatives_add = 2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire = yes } } job_fe_archivist_add = 1000 job_fe_archivist_automated_workforce_mult = @fe_automation_specialist_2 } inline_script = { script = "jobs/researchers_add" AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } job_physicist_automated_workforce_mult = @fe_automation_specialist_2 job_biologist_automated_workforce_mult = @fe_automation_specialist_2 job_engineer_automated_workforce_mult = @fe_automation_specialist_2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes is_wilderness_empire = no } } job_calculator_physicist_automated_workforce_mult = @fe_automation_specialist_2 job_calculator_biologist_automated_workforce_mult = @fe_automation_specialist_2 job_calculator_engineer_automated_workforce_mult = @fe_automation_specialist_2 } resources = { category = planet_buildings produces = { physics_research = 100 society_research = 100 engineering_research = 100 } cost = { alloys = @fe_alloy_cost_1 } upkeep = { alloys = @b3_alloy_upkeep sr_living_metal = 1 energy = @fe_energy_upkeep_2 } } } building_empyrean_shrine = { base_buildtime = @b3_time can_build = no can_demolish = yes planet_limit = 1 category = unity building_sets = { fallen_empire unity } potential = { exists = owner } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire = yes } } job_fe_augur_add = 300 job_fe_augur_automated_workforce_mult = @fe_automation_specialist_2 } inline_script = { script = jobs/telepaths_add AMOUNT = @fe_jobs } triggered_country_modifier = { potential = { has_shroud_dlc = no exists = owner owner = { has_country_flag = breached_shroud } } shroud_delve_cost = -0.25 } triggered_country_modifier = { potential = { has_shroud_dlc = yes exists = owner owner = { has_country_flag = breached_shroud } } shroud_delve_cooldown = -0.1 # Delving doesn't cost anything in Shroud so it's changed } triggered_planet_modifier = { potential = { exists = owner owner = { has_psi_corps_tradition = no } } planet_bureaucrats_produces_mult = 0.1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 } upkeep = { alloys = @b2_alloy_upkeep rare_crystals = @fe_sr_upkeep_1 energy = 10 } } } building_ancient_cryo_chamber = { base_buildtime = @b3_time can_build = no can_demolish = yes planet_limit = 1 category = government building_sets = { fallen_empire research society } potential = { exists = owner } country_modifier = { category_biology_research_speed_mult = 0.1 } triggered_country_modifier = { potential = { exists = owner owner = { is_fallen_empire = no } } BIOLOGICAL_species_trait_picks_add = 1 BIOLOGICAL_species_trait_points_add = 1 } resources = { category = planet_buildings cost = { alloys = @b2_minerals } upkeep = { sr_living_metal = 1 energy = 50 } } } # Non-Capital Buildings building_affluence_emporium = { base_buildtime = @b3_time can_build = yes can_demolish = yes icon = building_affluence_emporium planet_limit = 1 category = manufacturing building_sets = { fallen_empire industrial factory } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_country_flag = affluence_emporium_can_build has_technology = tech_fe_affluence_1 } is_hive_empire = no } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext owner = { OR = { check_variable = { which = affluence_emporium_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_affluence_1 } } } } destroy_trigger = { always = no } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 sr_living_metal = @fe_rr_cost_1 } upkeep = { sr_living_metal = @fe_rr_upkeep_1 alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = jobs/factory_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_artisan_automated_workforce_mult = @fe_automation_specialist_1 job_artisan_drone_automated_workforce_mult = @fe_automation_specialist_1 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = affluence_emporium_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = affluence_emporium_build_count value = 1 } } } upgrades = { building_affluence_center } show_in_tech = tech_fe_affluence_1 } building_affluence_center = { base_buildtime = @b4_time can_build = no icon = building_affluence_center planet_limit = 1 category = manufacturing building_sets = { fallen_empire industrial factory } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_affluence_2 has_country_flag = affluence_emporium_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = affluence_emporium_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_affluence_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { always = no } resources = { category = planet_buildings produces = { consumer_goods = 35 } cost = { alloys = @fe_alloy_cost_2 sr_living_metal = @fe_rr_cost_2 } upkeep = { sr_living_metal = @fe_rr_upkeep_2 alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } planet_modifier = { planet_amenities_add = 1000 } inline_script = { script = jobs/factory_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_artisan_automated_workforce_mult = @fe_automation_specialist_2 job_artisan_drone_automated_workforce_mult = @fe_automation_specialist_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = affluence_emporium_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = affluence_emporium_upgrade_count value = 1 } } } show_in_tech = tech_fe_affluence_2 } building_nourishment_complex = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = resource building_sets = { fallen_empire fallen_empire_farming } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_country_flag = nourishment_complex_can_build has_technology = tech_fe_nourishment_1 } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext owner = { OR = { check_variable = { which = nourishment_complex_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_nourishment_1 } } } } destroy_trigger = { always = no } inline_script = { script = jobs/farmers_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = yes } } job_fe_acolyte_farm_automated_workforce_mult = @fe_automation_worker_1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_farmer_automated_workforce_mult = @fe_automation_worker_1 job_agri_drone_automated_workforce_mult = @fe_automation_worker_1 } resources = { category = planet_buildings produces = { food = 40 } cost = { alloys = @fe_alloy_cost_1 exotic_gases = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 exotic_gases = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = nourishment_complex_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = nourishment_complex_build_count value = 1 } } } upgrades = { building_nourishment_center } show_in_tech = tech_fe_nourishment_1 } building_nourishment_center = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = resource building_sets = { fallen_empire fallen_empire_farming } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_nourishment_2 has_country_flag = nourishment_complex_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = nourishment_complex_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_nourishment_2 } } } } destroy_trigger = { always = no } planet_modifier = { pop_environment_tolerance = 0.05 } inline_script = { script = jobs/farmers_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = yes } } job_fe_acolyte_farm_automated_workforce_mult = @fe_automation_worker_2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_farmer_automated_workforce_mult = @fe_automation_worker_2 job_agri_drone_automated_workforce_mult = @fe_automation_worker_2 } resources = { category = planet_buildings produces = { food = 150 } cost = { alloys = @fe_alloy_cost_2 exotic_gases = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 exotic_gases = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = nourishment_complex_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = nourishment_complex_upgrade_count value = 1 } } } show_in_tech = tech_fe_nourishment_2 } building_dimensional_replicator = { base_buildtime = @b3_time can_build = yes can_demolish = yes icon = building_dimensional_replicator category = manufacturing building_sets = { fallen_empire industrial factory foundry } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_fabricator_1 has_country_flag = dimensional_replicator_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext owner = { OR = { check_variable = { which = dimensional_replicator_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_fabricator_1 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { always = no } resources = { category = planet_buildings produces = { rare_crystals = 10 exotic_gases = 10 volatile_motes = 10 } cost = { alloys = @fe_alloy_cost_1 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_3 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = dimensional_replicator_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = dimensional_replicator_build_count value = 1 } } } upgrades = { building_dimensional_fabricator } show_in_tech = tech_fe_fabricator_1 } building_dimensional_fabricator = { base_buildtime = @b3_time can_build = no icon = building_dimensional_fabricator category = manufacturing building_sets = { fallen_empire industrial factory foundry } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_fabricator_2 has_country_flag = dimensional_replicator_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = dimensional_replicator_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_fabricator_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { always = no } resources = { category = planet_buildings produces = { rare_crystals = 25 exotic_gases = 25 volatile_motes = 25 sr_zro = 5 sr_dark_matter = 5 sr_living_metal = 5 nanites = 5 } cost = { alloys = @fe_alloy_cost_2 } upkeep = { alloys = @b4_alloy_upkeep energy = @fe_energy_upkeep_5 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = dimensional_replicator_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = dimensional_replicator_upgrade_count value = 1 } } } show_in_tech = tech_fe_fabricator_2 } building_class_3_singularity = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = resource building_sets = { fallen_empire fallen_empire_generator } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_singularity_1 has_country_flag = class_3_singularity_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext owner = { OR = { check_variable = { which = class_3_singularity_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_singularity_1 } } } } destroy_trigger = { always = no } inline_script = { script = jobs/technicians_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = yes } } job_fe_acolyte_generator_automated_workforce_mult = @fe_automation_worker_1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_technician_automated_workforce_mult = @fe_automation_worker_1 job_technician_drone_automated_workforce_mult = @fe_automation_worker_1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep rare_crystals = @fe_sr_upkeep_1 } produces = { energy = 75 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = class_3_singularity_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = class_3_singularity_build_count value = 1 } } } upgrades = { building_class_4_singularity } show_in_tech = tech_fe_singularity_1 } building_class_4_singularity = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = resource building_sets = { fallen_empire fallen_empire_generator } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_singularity_2 has_country_flag = class_3_singularity_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = class_3_singularity_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_singularity_2 } } } } destroy_trigger = { always = no } inline_script = { script = jobs/technicians_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = yes } } job_fe_acolyte_generator_automated_workforce_mult = @fe_automation_worker_2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_technician_automated_workforce_mult = @fe_automation_worker_2 job_technician_drone_automated_workforce_mult = @fe_automation_worker_2 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 rare_crystals = @fe_sr_cost_2 } upkeep = { alloys = @b2_alloy_upkeep rare_crystals = @fe_sr_upkeep_2 } produces = { energy = 200 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = class_3_singularity_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = class_3_singularity_upgrade_count value = 1 } } } show_in_tech = tech_fe_singularity_2 } building_micro_forge = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = manufacturing building_sets = { fallen_empire industrial foundry } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_forge_1 has_country_flag = micro_forge_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext owner = { OR = { check_variable = { which = micro_forge_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_forge_1 } } } } destroy_trigger = { always = no } inline_script = { script = jobs/foundry_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_foundry_automated_workforce_mult = @fe_automation_specialist_1 job_fabricator_automated_workforce_mult = @fe_automation_specialist_1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 sr_living_metal = @fe_rr_cost_1 } upkeep = { sr_living_metal = @fe_rr_upkeep_1 alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } upgrades = { building_nano_forge } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = micro_forge_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = micro_forge_build_count value = 1 } } } show_in_tech = tech_fe_forge_1 } building_nano_forge = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = manufacturing building_sets = { fallen_empire industrial foundry } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_forge_2 has_country_flag = micro_forge_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = micro_forge_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_forge_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { always = no } planet_modifier = { planet_structures_upkeep_mult = -0.05 } inline_script = { script = jobs/foundry_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_foundry_automated_workforce_mult = @fe_automation_specialist_2 job_fabricator_automated_workforce_mult = @fe_automation_specialist_2 } resources = { category = planet_buildings produces = { alloys = 25 } cost = { alloys = @fe_alloy_cost_2 sr_living_metal = @fe_rr_cost_2 } upkeep = { sr_living_metal = @fe_rr_upkeep_2 alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = micro_forge_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = micro_forge_upgrade_count value = 1 } } } show_in_tech = tech_fe_forge_2 } building_fe_sky_dome = { base_buildtime = @b3_time can_build = yes can_demolish = yes category = amenity building_sets = { fallen_empire bio_trophy urban resort } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_dome_1 has_country_flag = fe_sky_dome_can_build } } NOT = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext owner = { OR = { check_variable = { which = fe_sky_dome_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_dome_1 } } } } destroy_trigger = { always = no } planet_modifier = { planet_housing_add = 2500 planet_amenities_add = 3750 } triggered_planet_modifier = { potential = { owner = { has_valid_civic = civic_machine_servitor } } job_bio_trophy_add = 3750 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 rare_crystals = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_sky_dome_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_sky_dome_build_count value = 1 } } } upgrades = { building_fe_dome } show_in_tech = tech_fe_dome_1 } building_fe_dome = { base_buildtime = @b3_time can_build = no category = amenity building_sets = { fallen_empire bio_trophy urban resort } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_dome_2 has_country_flag = fe_sky_dome_can_build } } NOT = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_sky_dome_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_dome_2 } } } } destroy_trigger = { always = no } planet_modifier = { planet_housing_add = 5000 planet_amenities_add = 7500 planet_pops_upkeep_mult = -0.05 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_machine_servitor } } job_bio_trophy_add = 7500 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 rare_crystals = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 rare_crystals = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_sky_dome_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_sky_dome_upgrade_count value = 1 } } } show_in_tech = tech_fe_dome_2 } building_fe_fortress = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = army building_sets = { fallen_empire fortress } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_fortress_1 has_country_flag = fe_fortress_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext owner = { OR = { check_variable = { which = fe_fortress_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_fortress_1 } } } } destroy_trigger = { always = no } inline_script = { script = jobs/soldiers_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_soldier_automated_workforce_mult = @fe_automation_specialist_1 job_warrior_drone_automated_workforce_mult = @fe_automation_specialist_1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 volatile_motes = @fe_sr_cost_1 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_1 volatile_motes = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } upgrades = { building_fe_stronghold } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_fortress_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_fortress_build_count value = 1 } } } show_in_tech = tech_fe_fortress_1 } building_fe_stronghold = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = army building_sets = { fallen_empire fortress } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_fortress_2 has_country_flag = fe_fortress_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_fortress_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_fortress_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { always = no } planetary_ftl_inhibitor = yes inline_script = { script = jobs/soldiers_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_soldier_automated_workforce_mult = @fe_automation_specialist_2 job_warrior_drone_automated_workforce_mult = @fe_automation_specialist_2 } planet_modifier = { planet_orbital_bombardment_damage = -0.1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 volatile_motes = @fe_sr_cost_2 } upkeep = { alloys = @b4_alloy_upkeep energy = @fe_energy_upkeep_2 volatile_motes = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_fortress_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_fortress_upgrade_count value = 1 } } } show_in_tech = tech_fe_fortress_2 } building_fe_administration_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = unity building_sets = { fallen_empire unity } potential = { exists = owner owner = { is_hive_empire = no is_machine_empire = no is_spiritualist = no has_make_spiritualist_perk = no OR = { is_fallen_empire = yes has_technology = tech_fe_administration_1 has_country_flag = fe_administration_1_can_build } } NOT = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext owner = { OR = { check_variable = { which = fe_administration_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_administration_1 } } } } destroy_trigger = { exists = owner owner = { is_fallen_empire = no OR = { is_regular_empire = no is_spiritualist = yes has_make_spiritualist_perk = yes } } } convert_to = { building_fe_administration_hive_1 building_fe_temple_1 building_fe_administration_machine_1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 rare_crystals = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_bureaucrat_automated_workforce_mult = @fe_automation_specialist_1 job_coordinator_automated_workforce_mult = @fe_automation_specialist_1 } upgrades = { building_fe_administration_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_administration_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_administration_1_build_count value = 1 } } } show_in_tech = tech_fe_administration_1 show_tech_unlock_if = { is_hive_empire = no is_machine_empire = no is_spiritualist = no has_make_spiritualist_perk = no } } building_fe_administration_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = unity building_sets = { fallen_empire unity } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_administration_2 has_country_flag = fe_administration_1_can_build } } NOT = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_administration_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_administration_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { exists = owner owner = { is_fallen_empire = no OR = { is_regular_empire = no is_spiritualist = yes has_make_spiritualist_perk = yes } } } convert_to = { building_fe_administration_hive_2 building_fe_temple_2 building_fe_administration_machine_2 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 rare_crystals = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 rare_crystals = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } produces = { unity = 20 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } planet_modifier = { pop_housing_usage_mult = -0.1 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @fe2_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_bureaucrat_automated_workforce_mult = @fe_automation_specialist_2 job_coordinator_automated_workforce_mult = @fe_automation_specialist_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_administration_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_administration_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_administration_2 show_tech_unlock_if = { is_hive_empire = no is_machine_empire = no is_spiritualist = no has_make_spiritualist_perk = no } } building_fe_administration_hive_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = unity building_sets = { fallen_empire unity } potential = { exists = owner owner = { is_hive_empire = yes } owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_administration_1 has_country_flag = fe_administration_hive_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_administration_hive_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_administration_1 } } } } destroy_trigger = { exists = owner owner = { is_hive_empire = no } } convert_to = { building_fe_administration_1 building_fe_temple_1 building_fe_administration_machine_1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 rare_crystals = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_bureaucrat_automated_workforce_mult = @fe_automation_specialist_1 job_coordinator_automated_workforce_mult = @fe_automation_specialist_1 } upgrades = { building_fe_administration_hive_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_administration_hive_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_administration_hive_1_build_count value = 1 } } } show_in_tech = tech_fe_administration_1 show_tech_unlock_if = { is_hive_empire = yes } } building_fe_administration_hive_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = unity building_sets = { fallen_empire unity } potential = { exists = owner owner = { is_hive_empire = yes } owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_administration_2 has_country_flag = fe_administration_hive_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_administration_hive_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_administration_2 } } } } destroy_trigger = { exists = owner owner = { is_hive_empire = no } } convert_to = { building_fe_administration_2 building_fe_temple_2 building_fe_administration_machine_2 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 rare_crystals = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 rare_crystals = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } produces = { unity = 20 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } planet_modifier = { pop_housing_usage_mult = -0.1 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @fe2_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_bureaucrat_automated_workforce_mult = @fe_automation_specialist_2 job_coordinator_automated_workforce_mult = @fe_automation_specialist_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_administration_hive_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_administration_hive_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_administration_2 show_tech_unlock_if = { is_hive_empire = yes } } building_fe_administration_machine_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = unity building_sets = { fallen_empire unity } potential = { exists = owner owner = { is_machine_empire = yes OR = { is_fallen_empire = yes has_technology = tech_fe_administration_1 has_country_flag = fe_administration_machine_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_administration_machine_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_administration_1 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { exists = owner owner = { is_machine_empire = no } } convert_to = { building_fe_administration_1 building_fe_temple_1 building_fe_administration_hive_1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 rare_crystals = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_bureaucrat_automated_workforce_mult = @fe_automation_specialist_1 job_coordinator_automated_workforce_mult = @fe_automation_specialist_1 } upgrades = { building_fe_administration_machine_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_administration_machine_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_administration_machine_1_build_count value = 1 } } } show_in_tech = tech_fe_administration_1 show_tech_unlock_if = { is_machine_empire = yes } } building_fe_administration_machine_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = unity building_sets = { fallen_empire unity } potential = { exists = owner owner = { is_machine_empire = yes OR = { is_fallen_empire = yes has_technology = tech_fe_administration_2 has_country_flag = fe_administration_machine_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_administration_machine_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_administration_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { exists = owner owner = { is_machine_empire = no } } convert_to = { building_fe_administration_2 building_fe_temple_2 building_fe_administration_hive_2 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 rare_crystals = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 rare_crystals = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } produces = { unity = 20 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } planet_modifier = { pop_housing_usage_mult = -0.1 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_bureaucrat_automated_workforce_mult = @fe_automation_specialist_2 job_coordinator_automated_workforce_mult = @fe_automation_specialist_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_administration_machine_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_administration_machine_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_administration_2 show_tech_unlock_if = { is_machine_empire = yes } } building_fe_temple_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = unity building_sets = { fallen_empire unity } potential = { exists = owner owner = { is_spiritualist = yes OR = { is_fallen_empire = yes has_technology = tech_fe_administration_1 has_country_flag = fe_administration_1_can_build # Using Administration 1 for this one instead of temple to avoid ethic swap shennanigans } } NOT = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_administration_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_administration_1 } } } } destroy_trigger = { exists = owner owner = { is_spiritualist = no } } convert_to = { building_fe_administration_1 building_fe_administration_machine_1 building_fe_administration_hive_1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 rare_crystals = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = jobs/priests_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_bureaucrat_automated_workforce_mult = @fe_automation_specialist_1 job_coordinator_automated_workforce_mult = @fe_automation_specialist_1 } upgrades = { building_fe_temple_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_administration_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_administration_1_build_count value = 1 } } } show_in_tech = tech_fe_administration_1 show_tech_unlock_if = { OR = { is_spiritualist = yes has_make_spiritualist_perk = yes } } } building_fe_temple_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = unity building_sets = { fallen_empire unity } potential = { exists = owner owner = { is_spiritualist = yes OR = { is_fallen_empire = yes has_technology = tech_fe_administration_2 has_country_flag = fe_administration_1_can_build } } NOT = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_administration_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_administration_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { exists = owner owner = { is_spiritualist = no } } convert_to = { building_fe_administration_2 building_fe_administration_machine_2 building_fe_administration_hive_2 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 rare_crystals = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 rare_crystals = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } produces = { unity = 25 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } planet_modifier = { pop_housing_usage_mult = -0.1 } inline_script = { script = jobs/priests_add AMOUNT = @fe2_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_bureaucrat_automated_workforce_mult = @fe_automation_specialist_2 job_coordinator_automated_workforce_mult = @fe_automation_specialist_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_administration_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_administration_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_administration_2 show_tech_unlock_if = { OR = { is_spiritualist = yes has_make_spiritualist_perk = yes } } } building_fe_assembly_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = pop_assembly building_sets = { fallen_empire urban } potential = { exists = owner OR = { AND = { OR = { owner = { is_ai = no } NOT = { exists = assembling_species } assembling_species = { is_robotic_species = yes } } owner = { is_regular_empire = yes NOT = { has_policy_flag = robots_outlawed } OR = { NOT = { has_ascension_perk = ap_engineered_evolution } is_materialist = yes } } } owner = { is_machine_empire = yes } } owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_assembly_1 has_country_flag = fe_assembly_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_assembly_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_assembly_1 } } } } destroy_trigger = { exists = owner owner = { is_fallen_empire = no is_machine_empire = no OR = { is_regular_empire = no has_policy_flag = robots_outlawed } } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 sr_living_metal = @fe_rr_cost_1 } upkeep = { sr_living_metal = @fe_rr_upkeep_1 alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } triggered_planet_modifier = { potential = { exists = owner owner = { OR = { has_origin = origin_mechanists is_individual_machine = yes has_country_flag = synthetic_empire } } 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 = synth_unscheduled_updates } } modifier = { planet_pop_assembly_mult = 0.1 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = synth_safe_updates } } modifier = { planet_pop_assembly_mult = -0.1 planet_stability_add = 1 } } inline_script = { script = jobs/roboticist_add AMOUNT = 150 } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_roboticist_automated_workforce_mult = @fe_automation_specialist_1 job_replicator_automated_workforce_mult = @fe_automation_specialist_1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 200 } } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_assembly_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_assembly_1_build_count value = 1 } } } upgrades = { building_fe_assembly_2 } show_in_tech = tech_fe_assembly_1 } building_fe_assembly_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = pop_assembly building_sets = { fallen_empire urban } potential = { exists = owner OR = { AND = { OR = { owner = { is_ai = no } NOT = { exists = assembling_species } assembling_species = { is_robotic_species = yes } } owner = { is_regular_empire = yes NOT = { has_policy_flag = robots_outlawed } OR = { is_ai = no NOT = { has_ascension_perk = ap_engineered_evolution } is_materialist = yes } } } owner = { is_machine_empire = yes } } owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_assembly_2 has_country_flag = fe_assembly_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_assembly_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_assembly_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { exists = owner owner = { is_fallen_empire = no is_machine_empire = no OR = { is_regular_empire = no has_policy_flag = robots_outlawed } } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 sr_living_metal = @fe_rr_cost_2 } upkeep = { sr_living_metal = @fe_rr_upkeep_2 alloys = @b4_alloy_upkeep energy = @fe_energy_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = jobs/roboticist_add AMOUNT = 300 } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_roboticist_automated_workforce_mult = @fe_automation_specialist_2 job_replicator_automated_workforce_mult = @fe_automation_specialist_2 } triggered_planet_modifier = { potential = { exists = owner owner = { OR = { has_origin = origin_mechanists is_individual_machine = yes has_country_flag = synthetic_empire } } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 500 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = synth_unscheduled_updates } } modifier = { planet_pop_assembly_mult = 0.1 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = synth_safe_updates } } modifier = { planet_pop_assembly_mult = -0.1 planet_stability_add = 1 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 500 } } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_assembly_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_assembly_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_assembly_2 } building_fe_clinic_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = amenity building_sets = { fallen_empire urban } potential = { exists = owner owner = { OR = { is_regular_empire = yes is_hive_empire = yes } OR = { is_fallen_empire = yes has_technology = tech_fe_clinic_1 has_country_flag = fe_clinic_1_can_build } } NOT = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_clinic_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_clinic_1 } } } } destroy_trigger = { exists = owner owner = { is_machine_empire = yes is_fallen_empire = no } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 sr_dark_matter = @fe_rr_cost_1 } upkeep = { sr_dark_matter = @fe_rr_upkeep_1 alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } country_modifier = { leader_lifespan_add = 1 } inline_script = { script = jobs/spawning_drone_add AMOUNT = 150 } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } modifier = { job_healthcare_add = 150 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_spawning_drone_automated_workforce_mult = @fe_automation_specialist_1 job_healthcare_automated_workforce_mult = @fe_automation_specialist_1 } 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 = 400 } } 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 = 400 } } 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 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_clinic_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_clinic_1_build_count value = 1 } } } upgrades = { building_fe_clinic_2 } show_in_tech = tech_fe_clinic_1 } building_fe_clinic_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = amenity building_sets = { fallen_empire urban } potential = { exists = owner owner = { OR = { is_regular_empire = yes is_hive_empire = yes } OR = { is_fallen_empire = yes has_technology = tech_fe_clinic_2 has_country_flag = fe_clinic_1_can_build } } NOT = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_clinic_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_clinic_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { exists = owner owner = { is_machine_empire = yes is_fallen_empire = no } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 sr_dark_matter = @fe_rr_cost_2 } upkeep = { sr_dark_matter = @fe_rr_upkeep_2 alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } country_modifier = { leader_lifespan_add = 2 } inline_script = { script = jobs/spawning_drone_add AMOUNT = 300 } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } modifier = { job_healthcare_add = 300 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_spawning_drone_automated_workforce_mult = @fe_automation_specialist_2 job_healthcare_automated_workforce_mult = @fe_automation_specialist_2 } 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 = 600 } } 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 = 600 } } 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 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_clinic_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_clinic_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_clinic_2 } building_fe_security_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = government building_sets = { fallen_empire urban } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_security_1 has_country_flag = fe_security_1_can_build } } NOT = { has_modifier = resort_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_security_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_security_1 } } } } destroy_trigger = { always = no } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 rare_crystals = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no is_fallen_empire = yes } } modifier = { job_fe_protector_add = @fe_jobs } } inline_script = { script = jobs/enforcers_add AMOUNT = @fe_jobs } triggered_desc = { trigger = { exists = owner owner = { is_regular_empire = yes NOT = { has_valid_civic = civic_civil_education } } } text = job_enforcer_desc } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } modifier = { job_patrol_drone_add = @fe_jobs } } upgrades = { building_fe_security_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_security_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_security_1_build_count value = 1 } } } show_in_tech = tech_fe_security_1 } building_fe_security_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = government building_sets = { fallen_empire urban } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_security_2 has_country_flag = fe_security_1_can_build } } NOT = { has_modifier = resort_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_security_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_security_2 } } } } destroy_trigger = { always = no } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 rare_crystals = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 rare_crystals = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } country_modifier = { country_edict_fund_add = 10 } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } modifier = { planet_crime_add = -40 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } modifier = { planet_crime_no_happiness_add = -40 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no is_fallen_empire = yes } } modifier = { job_fe_protector_add = @fe_jobs } } inline_script = { script = jobs/enforcers_add AMOUNT = @fe_jobs } triggered_desc = { trigger = { exists = owner owner = { is_regular_empire = yes NOT = { has_valid_civic = civic_civil_education } } } text = job_enforcer_desc } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } modifier = { job_patrol_drone_add = @fe_jobs } } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_security_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_security_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_security_2 } building_fe_market_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = trade building_sets = { fallen_empire trade } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_market_1 has_country_flag = fe_market_1_can_build } } NOR = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_market_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_market_1 } } } } destroy_trigger = { OR = { has_modifier = slave_colony has_modifier = penal_colony } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 rare_crystals = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = "jobs/trader_add" AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_trader_automated_workforce_mult = @fe_automation_specialist_1 job_logistics_drone_automated_workforce_mult = @fe_automation_specialist_1 } upgrades = { building_fe_market_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_market_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_market_1_build_count value = 1 } } } show_in_tech = tech_fe_market_1 } building_fe_market_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = trade building_sets = { fallen_empire trade } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_market_2 has_country_flag = fe_market_1_can_build } } NOR = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_market_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_market_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { OR = { has_modifier = slave_colony has_modifier = penal_colony } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 rare_crystals = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 rare_crystals = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = "jobs/trader_add" AMOUNT = 1200 } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_trader_automated_workforce_mult = @fe_automation_specialist_2 job_logistics_drone_automated_workforce_mult = @fe_automation_specialist_2 } country_modifier = { country_trade_produces_mult = 0.01 } planet_modifier = { planet_traders_trade_produces_add = 0.5 } triggered_country_modifier = { potential = { exists = owner owner = { is_megacorp = yes } } branch_office_value_mult = 0.05 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_market_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_market_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_market_2 } building_fe_silo_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes category = resource building_sets = { fallen_empire generator mining farming } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_silo_1 has_country_flag = fe_silo_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_silo_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_silo_1 } } } } destroy_trigger = { always = no } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_0 sr_dark_matter = @fe_rr_cost_0 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } country_modifier = { country_resource_max_add = 50000 country_resource_max_minor_artifacts_add = 500 } upgrades = { building_fe_silo_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_silo_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_silo_1_build_count value = 1 } } } show_in_tech = tech_fe_silo_1 } building_fe_silo_2 = { base_buildtime = @b3_time can_build = no category = resource building_sets = { fallen_empire generator mining farming } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_silo_2 has_country_flag = fe_silo_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_silo_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_silo_2 } } } } destroy_trigger = { always = no } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 sr_dark_matter = @fe_rr_cost_1 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } country_modifier = { country_resource_max_add = 100000 country_resource_max_minor_artifacts_add = 1000 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_silo_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_silo_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_silo_2 } building_fe_entertainment_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = amenity building_sets = { fallen_empire urban } potential = { exists = owner owner = { is_hive_empire = no is_machine_empire = no OR = { is_fallen_empire = yes has_technology = tech_fe_entertainment_1 has_country_flag = fe_entertainment_1_can_build } } NOT = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_entertainment_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_entertainment_1 } } } } destroy_trigger = { exists = owner owner = { is_regular_empire = no is_fallen_empire = no } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 rare_crystals = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = jobs/entertainers_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_entertainer_automated_workforce_mult = @fe_automation_specialist_1 } upgrades = { building_fe_entertainment_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_entertainment_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_entertainment_1_build_count value = 1 } } } show_in_tech = tech_fe_entertainment_1 } building_fe_entertainment_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = amenity building_sets = { fallen_empire urban } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_entertainment_2 has_country_flag = fe_entertainment_1_can_build } } NOT = { has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_entertainment_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_entertainment_2 } } } } destroy_trigger = { exists = owner owner = { is_regular_empire = no is_fallen_empire = no } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 rare_crystals = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 rare_crystals = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } planet_modifier = { planet_amenities_add = 5000 } inline_script = { script = jobs/entertainers_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_entertainer_automated_workforce_mult = @fe_automation_specialist_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_entertainment_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_entertainment_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_entertainment_2 } building_fe_lab_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = research building_sets = { fallen_empire research physics society engineering } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_lab_1 has_country_flag = fe_lab_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_lab_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_lab_1 } } } } destroy_trigger = { always = no } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 exotic_gases = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 exotic_gases = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = jobs/researchers_add AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } job_physicist_automated_workforce_mult = @fe_automation_specialist_1 job_biologist_automated_workforce_mult = @fe_automation_specialist_1 job_engineer_automated_workforce_mult = @fe_automation_specialist_1 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes is_wilderness_empire = no } } job_calculator_physicist_automated_workforce_mult = @fe_automation_specialist_1 job_calculator_biologist_automated_workforce_mult = @fe_automation_specialist_1 job_calculator_engineer_automated_workforce_mult = @fe_automation_specialist_1 } upgrades = { building_fe_lab_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_lab_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_lab_1_build_count value = 1 } } } show_in_tech = tech_fe_lab_1 } building_fe_lab_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = research building_sets = { fallen_empire research physics society engineering } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_lab_2 has_country_flag = fe_lab_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_lab_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_lab_2 } } } custom_tooltip = { fail_text = cosmogenesis_aborted_tt NOT = { owner = { has_country_flag = cosmogenesis_aborted } } } } destroy_trigger = { always = no } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 exotic_gases = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 exotic_gases = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } produces = { physics_research = 20 society_research = 20 engineering_research = 20 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } inline_script = { script = jobs/researchers_add AMOUNT = @building_static_jobs_high } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } job_physicist_automated_workforce_mult = @fe_automation_specialist_2 job_biologist_automated_workforce_mult = @fe_automation_specialist_2 job_engineer_automated_workforce_mult = @fe_automation_specialist_2 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes is_wilderness_empire = no } } job_calculator_physicist_automated_workforce_mult = @fe_automation_specialist_2 job_calculator_biologist_automated_workforce_mult = @fe_automation_specialist_2 job_calculator_engineer_automated_workforce_mult = @fe_automation_specialist_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_lab_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_lab_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_lab_2 } building_fe_mine_1 = { base_buildtime = @b3_time can_build = yes can_demolish = yes planet_limit = 1 category = resource building_sets = { fallen_empire fallen_empire_mining } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_mine_1 has_country_flag = fe_mine_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } NOT = { is_planet_class = pc_ringworld_habitable } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_mine_1_build_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_mine_1 } } } } destroy_trigger = { always = no } triggered_planet_modifier = { potential = { NOT = { is_planet_class = pc_shattered_ring_habitable } exists = owner owner = { is_fallen_empire_spiritualist = yes } } modifier = { job_fe_acolyte_mine_add = @fe_jobs job_fe_acolyte_mine_automated_workforce_mult = @fe_automation_worker_1 } } inline_script = { script = jobs/miners_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_miner_automated_workforce_mult = @fe_automation_worker_1 job_mining_drone_automated_workforce_mult = @fe_automation_worker_1 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 volatile_motes = @fe_sr_cost_1 } upkeep = { alloys = @b2_alloy_upkeep energy = @fe_energy_upkeep_1 volatile_motes = @fe_sr_upkeep_1 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } produces = { minerals = 50 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } upgrades = { building_fe_mine_2 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_mine_1_build_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_mine_1_build_count value = 1 } } } show_in_tech = tech_fe_mine_1 } building_fe_mine_2 = { base_buildtime = @b3_time can_build = no planet_limit = 1 category = resource building_sets = { fallen_empire fallen_empire_mining } potential = { exists = owner owner = { OR = { is_fallen_empire = yes has_technology = tech_fe_mine_2 has_country_flag = fe_mine_1_can_build } } NOR = { has_modifier = resort_colony has_modifier = slave_colony has_modifier = penal_colony } NOT = { is_planet_class = pc_ringworld_habitable } } allow = { custom_tooltip = { fail_text = ancrel.10004.failtext exists = owner owner = { OR = { check_variable = { which = fe_mine_1_upgrade_count value >= 1 } is_fallen_empire = yes has_technology = tech_fe_mine_2 } } } } destroy_trigger = { always = no } triggered_planet_modifier = { potential = { NOT = { is_planet_class = pc_shattered_ring_habitable } exists = owner owner = { is_fallen_empire_spiritualist = yes } } modifier = { job_fe_acolyte_mine_add = @fe_jobs job_fe_acolyte_mine_automated_workforce_mult = @fe_automation_worker_2 } } inline_script = { script = jobs/miners_add AMOUNT = @fe_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = no } } job_miner_automated_workforce_mult = @fe_automation_worker_2 job_mining_drone_automated_workforce_mult = @fe_automation_worker_2 } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 volatile_motes = @fe_sr_cost_2 } upkeep = { alloys = @b3_alloy_upkeep energy = @fe_energy_upkeep_2 volatile_motes = @fe_sr_upkeep_2 } cost = { trigger = { owner = { is_wilderness_empire = yes } } biomass = @b3_biomass } produces = { minerals = 150 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_wilderness_empire = yes has_tradition = tr_purity_finish } } planet_building_build_speed_mult = 0.03 planet_decision_enact_speed_mult = 0.03 } on_queued = { if = { # kill on the same planet limit = { is_variable_set = local_spent_biomass any_owned_pop_group = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } } random_owned_pop_group = { limit = { has_trait = trait_wilderness pop_group_size > local_spent_biomass } kill_pop_group = { pop_group = this amount = local_spent_biomass } } } else_if = { limit = { is_variable_set = local_spent_biomass } owner = { global_biomass_spender = yes } } owner = { subtract_variable = { which = fe_mine_1_upgrade_count value = 1 } } } on_unqueued = { unqueue_biomass_effect = yes owner = { change_variable = { which = fe_mine_1_upgrade_count value = 1 } } } show_in_tech = tech_fe_mine_2 }