########################## # Cosmic storm buildings # ########################## building_storm_attraction_center = { base_buildtime = @b1_time planet_limit = 1 category = research building_sets = { research physics } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { is_wilderness_empire = no } } allow = { custom_tooltip = { fail_text = storm_attracting_allow solar_system = { system_has_storm_repelling_tech = no } } } resources = { category = planet_buildings_storm_tech cost = { trigger = { exists = owner NOT = { owner = { has_origin = origin_storm_chasers } } } minerals = @b1_minerals rare_crystals = 25 } cost = { trigger = { exists = owner owner = { has_origin = origin_storm_chasers } } minerals = @b1_minerals } upkeep = { trigger = { exists = owner NOT = { owner = { has_origin = origin_storm_chasers } } } energy = @b1_upkeep rare_crystals = 0.75 } upkeep = { trigger = { exists = owner owner = { has_origin = origin_storm_chasers } } energy = @b1_upkeep } } prerequisites = { "tech_storm_manipulation" } show_tech_unlock_if = { is_wilderness_empire = no } custom_tooltip = "building_cosmic_storm_attraction_center_tt" upgrades = { "building_advanced_storm_attraction_center" } inline_script = { script = jobs/physicists_add AMOUNT = @b1_jobs } inline_script = { script = cosmic_storms/StormBuildingModifiers } planet_modifier = { storm_attraction_field_modifier = 0.4 } on_built = { create_influence_field_if_needed = yes } on_enabled = { create_influence_field_if_needed = yes } custom_storm_ai_weight = { weight = 0 modifier = { add = 2 AND = { exists = owner owner = { has_origin = origin_storm_chasers } } } modifier = { add = 10 AND = { exists = owner owner = { is_astrometeorologist_empire = yes } } } modifier = { add = 2 AND = { exists = owner owner = { is_storm_callers_empire = yes } } } modifier = { set = 0 solar_system = { cosmic_storm_influence_value > 0.75 } } } } building_advanced_storm_attraction_center = { base_buildtime = @b2_time can_build = no category = research building_sets = { research physics } potential = { exists = owner owner = { is_wilderness_empire = no } } resources = { category = planet_buildings_storm_tech cost = { trigger = { exists = owner NOT = { owner = { has_origin = origin_storm_chasers } } } minerals = @b2_minerals rare_crystals = 50 } cost = { trigger = { exists = owner owner = { has_origin = origin_storm_chasers } } minerals = @b2_minerals } upkeep = { trigger = { exists = owner NOT = { owner = { has_origin = origin_storm_chasers } } } energy = @b1_upkeep rare_crystals = 2.25 } upkeep = { trigger = { exists = owner owner = { has_origin = origin_storm_chasers } } energy = @b1_upkeep } } prerequisites = { "tech_advanced_storm_manipulation" } show_tech_unlock_if = { is_wilderness_empire = no } allow = { custom_tooltip = { fail_text = storm_attracting_allow solar_system = { system_has_storm_repelling_tech = no } } } planet_modifier = { storm_attraction_field_modifier = 0.6 } inline_script = { script = jobs/physicists_add AMOUNT = @b2_jobs } inline_script = { script = cosmic_storms/StormBuildingModifiers } custom_storm_ai_weight = { weight = 1 modifier = { add = 10 AND = { exists = owner owner = { has_origin = origin_storm_chasers } } } } custom_tooltip = "building_cosmic_storm_advanced_attraction_center_tt" } building_storm_repellent_center = { base_buildtime = @b1_time planet_limit = 1 category = research building_sets = { research physics } prerequisites = { "tech_storm_manipulation" } potential = { exists = owner owner = { is_wilderness_empire = no } solar_system = { system_has_storm_attraction_tech = no } } allow = { custom_tooltip = { fail_text = storm_repellent_allow solar_system = { system_has_storm_attraction_tech = no } } } resources = { category = planet_buildings_storm_tech cost = { minerals = @b1_minerals rare_crystals = 25 } upkeep = { energy = @b1_upkeep rare_crystals = 0.75 } } upgrades = { "building_advanced_storm_repellent_center" } inline_script = { script = jobs/physicists_add AMOUNT = @b1_jobs } inline_script = { script = cosmic_storms/StormBuildingModifiers } planet_modifier = { storm_repelling_field_modifier = 0.4 } on_built = { create_influence_field_if_needed = yes } on_enabled = { create_influence_field_if_needed = yes } custom_storm_ai_weight = { weight = 0 modifier = { add = 1 AND = { exists = owner owner = { num_cosmic_storms_encountered >= 2 } solar_system = { is_on_border = yes } } } } custom_tooltip = "building_cosmic_storm_repellent_center_tt" } building_advanced_storm_repellent_center = { base_buildtime = @b2_time can_build = no category = research building_sets = { research physics } resources = { category = planet_buildings_storm_tech cost = { minerals = @b2_minerals rare_crystals = 50 } upkeep = { energy = @b1_upkeep rare_crystals = 2.25 } } prerequisites = { "tech_advanced_storm_manipulation" } inline_script = { script = jobs/physicists_add AMOUNT = @b2_jobs } inline_script = { script = cosmic_storms/StormBuildingModifiers } planet_modifier = { storm_repelling_field_modifier = 0.6 } custom_tooltip = "building_cosmic_storm_advanced_repellent_center_tt" } building_storm_resistant_production = { # see also 'building_wilderness_storm_relief' base_buildtime = @b1_time planet_limit = 1 category = resource building_sets = { urban generator mining farming } potential = { exists = owner owner = { is_wilderness_empire = no NOT = { has_origin = origin_storm_chasers } } OR = { owner = { is_ai = no } solar_system = { system_has_storm_repelling_tech = no } } } resources = { category = planet_buildings_storm_tech cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } upkeep = { trigger = { has_modifier = storm_hunkered_down_modifier } energy = @b1_upkeep } } prerequisites = { "tech_industrial_storm_protection" } show_tech_unlock_if = { is_wilderness_empire = no } upgrades = { "building_advanced_storm_resistant_production" } inline_script = { script = cosmic_storms/StormBuildingModifiers } triggered_planet_modifier = { potential = { exists = owner solar_system = { has_star_flag = storm_system } } modifier = { planet_miners_minerals_produces_add = 0.5 planet_farmers_food_produces_add = 0.5 planet_technician_energy_produces_add = 0.5 } } inline_script = { script = jobs/clerks_add AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_galactic_community_member = yes } } modifier = { planet_miners_produces_mult = 1 planet_farmers_produces_mult = 1 planet_technician_produces_mult = 1 } mult = value:storm_building_production_multiplier } custom_tooltip = "building_storm_resistant_production_tt" custom_storm_ai_weight = { weight = 0 modifier = { add = 1 AND = { exists = owner owner = { num_unique_cosmic_storms_encountered >= 2 } } } } destroy_trigger = { influence_building_destruction_trigger = yes } } building_advanced_storm_resistant_production = { # see also 'building_wilderness_storm_relief' (non-upgradeable) base_buildtime = @b2_time can_build = no category = resource building_sets = { urban generator mining farming } potential = { exists = owner owner = { OR = { is_wilderness_empire = no NOT = { has_origin = origin_storm_chasers } } } if = { limit = { owner = { is_ai = yes } } solar_system = { system_has_storm_repelling_tech = no } } } resources = { category = planet_buildings_storm_tech cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = @b2_upkeep } upkeep = { trigger = { has_modifier = storm_hunkered_down_modifier } energy = @b2_upkeep } } prerequisites = { "tech_advanced_industrial_storm_protection" } triggered_planet_modifier = { potential = { exists = owner solar_system = { is_inside_storm = yes } } modifier = { planet_miners_minerals_produces_add = 1 planet_farmers_food_produces_add = 1 planet_technician_energy_produces_add = 1 } } inline_script = { script = jobs/clerks_add AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_galactic_community_member = yes } } modifier = { planet_miners_produces_mult = 1 planet_farmers_produces_mult = 1 planet_technician_produces_mult = 1 } mult = value:storm_building_production_multiplier } inline_script = { script = cosmic_storms/StormBuildingModifiers } custom_tooltip = "building_advanced_storm_resistant_production_tt" custom_storm_ai_weight = { weight = 0 modifier = { add = 2 AND = { exists = owner owner = { num_unique_cosmic_storms_encountered >= 3 } } } } destroy_trigger = { influence_building_destruction_trigger = yes } } building_adakkaria_patriotic_institute = { base_buildtime = @b3_time planet_limit = 1 category = resource building_sets = { government research physics society engineering } can_build = yes can_demolish = no can_be_disabled = yes potential = { exists = owner owner = { has_country_flag = adakkaria_world_found } has_planet_flag = adSul_capital } country_modifier = { ship_shield_damage_mult = 0.1 } inline_script = { script = jobs/researchers_add AMOUNT = 1200 } resources = { category = planet_buildings cost = { minerals = @b2_minerals sr_zro = 20 } upkeep = { energy = @b2_upkeep } } triggered_desc = { trigger = { NAND = { exists = owner owner = { has_country_flag = patriotic_institute_supercharged } } } text = "building_adakkaria_patriotic_institute_effect_desc" } triggered_desc = { trigger = { exists = owner owner = { has_country_flag = patriotic_institute_supercharged } } text = "adakkaria_patriotic_institute_desc.supercharged" } inline_script = { script = cosmic_storms/StormBuildingModifiers } on_built = { start_patriotic_institute_spawn_storm_repeated = yes } on_destroy = { remove_planet_flag = patriotic_institute_spawning_storms } } building_astrometeorology_observation_center = { base_buildtime = @b1_time planet_limit = 1 category = research building_sets = { research physics } potential = { exists = owner owner = { is_astrometeorologist_empire = yes } NOR = { has_modifier = resort_colony has_modifier = slave_colony } } destroy_trigger = { exists = owner OR = { owner = { is_astrometeorologist_empire = no } has_modifier = resort_colony has_modifier = slave_colony } } resources = { category = planet_buildings_storm_tech cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } inline_script = { script = jobs/physicists_add AMOUNT = @building_static_jobs } triggered_desc = { trigger = { exists = owner owner = { is_gestalt = no } } text = physicist_is_astrometeorologist_tt } triggered_desc = { trigger = { exists = owner owner = { is_machine_empire = yes } } text = physics_calculator_is_astrometeorologist_tt } triggered_desc = { trigger = { exists = owner owner = { is_hive_empire = yes } } text = physics_brain_drone_is_astrometeorologist_tt } inline_script = { script = cosmic_storms/StormBuildingModifiers } custom_storm_ai_weight = { weight = 0 modifier = { add = 3 solar_system = { has_environmental_effects = yes } } modifier = { factor = 2 AND = { exists = owner solar_system = { system_has_storm_attraction_tech = yes } } } } } building_storm_summoning_theater = { base_buildtime = @b1_time planet_limit = 1 category = amenity building_sets = { government urban } potential = { exists = owner owner = { is_storm_callers_empire = yes } } allow = { solar_system = { system_has_storm_repelling_tech = no } } destroy_trigger = { exists = owner owner = { is_storm_callers_empire = no } } resources = { category = planet_buildings_storm_tech cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } upgrades = { "building_storm_holo_theater" } planet_modifier = { planet_entertainers_physics_research_produces_add = 0.5 planet_entertainers_consumer_goods_upkeep_add = 0.5 storm_attraction_field_modifier = @cosmic_storm_minor_storm_attraction } inline_script = { script = jobs/entertainers_add AMOUNT = @building_static_jobs } inline_script = { script = cosmic_storms/StormBuildingModifiers } on_built = { create_influence_field_if_needed = yes } on_enabled = { create_influence_field_if_needed = yes } custom_tooltip = "building_cosmic_storm_storm_summoning_theater_tt" } building_storm_holo_theater = { base_buildtime = @b2_time category = amenity can_build = no building_sets = { government urban } potential = { exists = owner owner = { is_storm_callers_empire = yes } } allow = { exists = owner has_upgraded_capital = yes owner = { is_storm_callers_empire = yes } solar_system = { system_has_storm_repelling_tech = no } } destroy_trigger = { exists = owner owner = { is_storm_callers_empire = no } } resources = { category = planet_buildings_storm_tech cost = { minerals = @b2_minerals volatile_motes = @b2_rare_cost } upkeep = { energy = @b2_upkeep volatile_motes = @b2_rare_upkeep } } upgrades = { "building_storm_grand_theater" } planet_modifier = { storm_attraction_field_modifier = @cosmic_storm_medium_storm_attraction planet_entertainers_physics_research_produces_add = 1 planet_entertainers_consumer_goods_upkeep_add = 1 } inline_script = { script = jobs/entertainers_add AMOUNT = @building_static_jobs } inline_script = { script = cosmic_storms/StormBuildingModifiers } custom_storm_ai_weight = { weight = 0 modifier = { add = 10 AND = { exists = owner is_colony = yes } } } on_built = { create_influence_field_if_needed = yes } on_enabled = { create_influence_field_if_needed = yes } custom_tooltip = "building_cosmic_storm_storm_holo_theater_tt" } building_storm_grand_theater = { base_buildtime = @b3_time category = amenity can_build = no building_sets = { government urban } potential = { exists = owner owner = { is_storm_callers_empire = yes } } allow = { exists = owner has_major_upgraded_capital = yes owner = { is_storm_callers_empire = yes } solar_system = { system_has_storm_repelling_tech = no } } destroy_trigger = { exists = owner owner = { is_storm_callers_empire = no } } resources = { category = planet_buildings_storm_tech cost = { minerals = @b3_minerals volatile_motes = @b3_rare_cost } upkeep = { energy = @b3_upkeep volatile_motes = @b3_rare_upkeep } } planet_modifier = { storm_attraction_field_modifier = @cosmic_storm_severe_storm_attraction planet_entertainers_physics_research_produces_add = 1.5 planet_entertainers_consumer_goods_upkeep_add = 1.5 } inline_script = { script = jobs/entertainers_add AMOUNT = @building_static_jobs } inline_script = { script = cosmic_storms/StormBuildingModifiers } custom_storm_ai_weight = { weight = 0 modifier = { add = 10 exists = owner } } on_built = { create_influence_field_if_needed = yes } on_enabled = { create_influence_field_if_needed = yes } custom_tooltip = "building_cosmic_storm_storm_grand_theater_tt" } # When adding more buildings here be sure to also update the list in game/common/resolutions/04_resolutions_cosmic_storms_dlc.txt