##################### # Galactic Paragons Origin Unique Buildings ##################### ##################### # Galactic Paragons Buildings ##################### building_paragon_memory_vaults = { base_buildtime = @b2_time planet_limit = 1 category = unity can_demolish = yes can_be_ruined = yes can_be_disabled = yes is_essential = yes empire_limit = 1 building_sets = { government urban unity } destroy_trigger = { exists = owner owner = { is_memory_vault_empire = no } } desc = { trigger = { exists = owner owner = { OR = { has_civic = civic_memory_vault has_civic = civic_memory_vault_corporate } } } text = building_paragon_memory_vaults_desc } desc = { trigger = { exists = owner owner = { has_civic = civic_memory_vault_machine } } text = building_paragon_memory_vaults_machine_desc } desc = { trigger = { exists = owner owner = { has_civic = civic_memory_vault_hive } } text = building_paragon_memory_vaults_hive_desc } triggered_desc = { text = memory_vault_tooltip } allow = { has_upgraded_capital = yes hidden_trigger = { owner = { OR = { is_ai = no resource_stockpile_compare = { resource = minerals value >= 800 } } } } } potential = { custom_tooltip = { text = EMPIRE_UNIQUE_BUILDING owner = { is_memory_vault_empire = yes } } exists = planet } resources = { category = planet_buildings cost = { minerals = @b2_minerals } cost = { trigger = { exists = owner owner = { is_wilderness_empire = yes } } biomass = 200 } produces = { trigger = { exists = owner } unity = 5 } produces = { trigger = { exists = owner owner = { is_variable_set = paragon_memory_vault } } unity = 5 multiplier = owner.paragon_memory_vault } produces = { trigger = { exists = owner owner = { has_civic = civic_memory_vault_corporate } owner = { is_variable_set = paragon_memory_vault } } trade = 10 } produces = { trigger = { exists = owner owner = { has_civic = civic_memory_vault_corporate } owner = { is_variable_set = paragon_memory_vault } } trade = 10 multiplier = owner.paragon_memory_vault } upkeep = { energy = @b2_upkeep } } triggered_country_modifier = { potential = { exists = owner owner = { OR = { has_civic = civic_memory_vault has_civic = civic_memory_vault_machine has_civic = civic_memory_vault_hive } } } species_leader_exp_gain = 0.01 } triggered_country_modifier = { potential = { exists = owner owner = { OR = { has_civic = civic_memory_vault has_civic = civic_memory_vault_machine has_civic = civic_memory_vault_hive } is_variable_set = paragon_memory_vault } } species_leader_exp_gain = 0.01 mult = owner.paragon_memory_vault } inline_script = { script = buildings/on_all_wilderness_buildings_districts } } ### THE BEHOLDER building_the_beholder = { icon = building_temple_of_whispers empire_limit = 1 can_build = no can_demolish = no category = manufacturing building_sets = { government unity } destroy_trigger = { OR = { NOT = { exists = owner } AND = { # if leader exists but has wrong owner exists = event_target:beholder_leader exists = event_target:beholder_leader.owner owner = { NOT = { is_same_value = event_target:beholder_leader.owner } } } AND = { # if leader doesn't exist and owner isn't beholder chain owner NOT = { exists = event_target:beholder_leader.owner } owner = { NOT = { has_country_flag = beholder_chain_owner } } } } } triggered_planet_modifier = { potential = { exists = event_target:beholder_leader } psionic_pop_bonus_workforce_mult = 0.10 } resources = { category = planet_buildings upkeep = { trigger = { exists = event_target:beholder_leader } energy = 25 } produces = { trigger = { exists = event_target:beholder_leader NOT = { has_planet_flag = psi_inoculating_pops } } sr_zro = 8 } upkeep = { trigger = { NOT = { exists = event_target:beholder_leader } } energy = 3 } produces = { trigger = { NOT = { exists = event_target:beholder_leader } } sr_zro = 1 } } triggered_desc = { trigger = { NOT = { exists = event_target:beholder_leader } } text = building_the_beholder_unknown_desc } triggered_desc = { trigger = { exists = event_target:beholder_leader } text = building_the_beholder_known_desc } triggered_desc = { text = beholder_psi_pops_timer_tooltip trigger = { has_planet_flag = beholder_psi_pops_timer } } } ### ASTROCREATOR AZARYN building_contained_ecosphere = { icon = building_contained_ecosphere empire_limit = 1 can_build = yes can_demolish = yes position_priority = 1 category = resource building_sets = { government research society } potential = { exists = owner owner = { has_country_flag = azaryn_dead } } resources = { category = planet_buildings cost = { minerals = 500 alloys = 500 } upkeep = { energy = 5 } produces = { food = 40 } } on_built = { planet = { add_modifier = { modifier = contained_ecosphere_pheromones } } } on_destroy = { planet = { remove_modifier = contained_ecosphere_pheromones } } }