############################# # Augmentation Bazaars # ############################# building_augmentation_bazaars = { base_buildtime = @b2_time planet_limit = 1 category = trade building_sets = { government urban trade } potential = { exists = owner owner = { has_valid_civic = civic_augmentation_bazaars } NOT = { has_modifier = resort_colony } NOT = { has_modifier = slave_colony } } allow = { always = yes } destroy_trigger = { exists = owner OR = { owner = { is_regular_empire = no } has_modifier = slave_colony has_modifier = resort_colony } } planet_modifier = { job_augmentor_add = 100 } inline_script = { script = "jobs/politician_add" AMOUNT = @building_static_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { has_tradition = tr_cybernetics_integrated_anatomy } any_owned_pop_group = { has_auto_modding_trait = yes } } modifier = { auto_mod_monthly_add = 200 } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } ai_resource_production = { energy = 5 trigger = { solar_system = { #has_system_trade_value >= 50 } } } ai_resource_production = { energy = 3 trigger = { solar_system = { #has_system_trade_value >= 80 } } } } ##################### # Natural Design # ##################### building_transcendental_retreat = { base_buildtime = @b2_time planet_limit = 1 category = pop_assembly building_sets = { government urban research society } potential = { exists = owner owner = { has_valid_civic = civic_natural_design } NOT = { has_modifier = resort_colony } NOT = { has_modifier = slave_colony } } allow = { always = yes } destroy_trigger = { exists = owner OR = { owner = { NOT = { has_valid_civic = civic_natural_design } } has_modifier = slave_colony has_modifier = resort_colony } } triggered_planet_modifier = { potential = { exists = owner } logistic_growth_mult = 0.025 planet_doctors_unity_produces_add = 1 mult = owner.value:transcendental_growth } triggered_planet_modifier = { potential = { always = yes } planet_jobs_produces_mult = 0.1 } triggered_planet_modifier = { potential = { always = yes } modifier = { job_healthcare_add = 100 } } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b3_upkeep } } triggered_desc = { text = natural_design_ascension_bonus } prerequisites = {} } building_hive_transcendental_retreat = { base_buildtime = @b2_time planet_limit = 1 category = pop_assembly building_sets = { government urban research society } potential = { exists = owner owner = { has_valid_civic = civic_hive_natural_design } NOT = { has_modifier = resort_colony } NOT = { has_modifier = slave_colony } owner = { is_wilderness_empire = no } } allow = { always = yes } destroy_trigger = { exists = owner OR = { owner = { NOT = { has_valid_civic = civic_hive_natural_design } } has_modifier = slave_colony has_modifier = resort_colony } } triggered_planet_modifier = { potential = { exists = owner } logistic_growth_mult = 0.025 planet_pop_assemblers_unity_produces_add = 1 mult = owner.value:transcendental_growth } triggered_planet_modifier = { potential = { always = yes } planet_jobs_produces_mult = 0.1 } inline_script = { script = jobs/spawning_drone_add AMOUNT = @building_static_jobs_low } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b3_upkeep } } triggered_desc = { trigger = { is_scope_valid = yes } text = natural_design_hive_ascension_bonus } triggered_desc = { trigger = { is_scope_valid = no } text = natural_design_hive_ascension_bonus_no_scope } prerequisites = {} } ##################### # Cybernetic Creed # ##################### #Choir of the Mind building_amphitheater_of_the_mind = { position_priority = 100 base_buildtime = @b2_time planet_limit = 1 empire_limit = { base = 1 modifier = { mult = -1 has_country_flag = cybernetic_creed_research } } can_demolish = no category = research building_sets = { government research physics society engineering unity } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { has_origin = origin_cybernetic_creed NOR = { has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_construction has_country_flag = cybernetic_creed_general } } } allow = { exists = owner has_upgraded_capital = yes hidden_trigger = { owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_research owner = { has_country_flag = cybernetic_creed_research } } } convert_to = { building_temple } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_construction has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_general } } } } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } planet_modifier = { planet_researchers_upkeep_mult = -0.05 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/researchers_add AMOUNT = @building_static_jobs_3 } upgrades = { building_grand_concert_hall_of_the_mind } ai_resource_production = { trigger = { planet_resource_compare = { resource = physics_research value >= 30 } } physics_research = 5 society_research = 5 engineering_research = 5 } } building_grand_concert_hall_of_the_mind = { position_priority = 100 base_buildtime = @b3_time can_build = no can_demolish = no category = research building_sets = { government research physics society engineering unity } allow = { has_major_upgraded_capital = yes hidden_trigger = { exists = owner owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_research owner = { has_country_flag = cybernetic_creed_research } } } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_construction has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_general } } } } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } planet_modifier = { planet_researchers_upkeep_mult = -0.10 } inline_script = { script = jobs/politician_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/researchers_add AMOUNT = @building_static_jobs_high_3 } ai_resource_production = { trigger = { planet_resource_compare = { resource = physics_research value >= 30 } } physics_research = 5 society_research = 5 engineering_research = 5 } } #Templars of Steel building_battlement_of_steel = { position_priority = 100 can_be_ruined = no base_buildtime = @b2_time planet_limit = 1 empire_limit = { base = 1 modifier = { mult = -1 has_country_flag = cybernetic_creed_war } } can_demolish = no category = army building_sets = { government industrial foundry fortress unity } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { has_origin = origin_cybernetic_creed NOR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_construction has_country_flag = cybernetic_creed_general } } } allow = { has_upgraded_capital = yes hidden_trigger = { exists = owner owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_war owner = { has_country_flag = cybernetic_creed_war } } } convert_to = { building_temple } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_construction has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_general } } } } } } planet_modifier = { planet_orbital_bombardment_damage = -0.15 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/soldiers_add AMOUNT = @building_static_jobs } resources = { category = planet_buildings_strongholds cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } upgrades = { building_grand_battlements_of_steel } } building_grand_battlements_of_steel = { position_priority = 100 can_be_ruined = no base_buildtime = @b3_time can_build = no can_demolish = no category = army building_sets = { government fortress unity } allow = { has_major_upgraded_capital = yes hidden_trigger = { exists = owner owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_war owner = { has_country_flag = cybernetic_creed_war } } } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_construction has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_general } } } } } } planetary_ftl_inhibitor = yes planet_modifier = { planet_orbital_bombardment_damage = -0.3 } inline_script = { script = jobs/politician_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/soldiers_add AMOUNT = @building_static_jobs_high } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } resources = { category = planet_buildings_strongholds cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } } #Commune of Toil building_sanctuary_of_toil = { position_priority = 100 base_buildtime = @b2_time planet_limit = 1 empire_limit = { base = 1 modifier = { mult = -1 has_country_flag = cybernetic_creed_labor } } can_demolish = no category = resource building_sets = { government generator mining farming unity } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { has_origin = origin_cybernetic_creed NOR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_construction has_country_flag = cybernetic_creed_general } } } allow = { has_upgraded_capital = yes hidden_trigger = { exists = owner owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_labor owner = { has_country_flag = cybernetic_creed_labor } } } convert_to = { building_temple } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_construction has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_general } } } } } } planet_modifier = { planet_farmers_food_produces_add = 0.375 planet_technician_energy_produces_add = 0.375 planet_miners_minerals_produces_add = 0.375 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } upgrades = { building_grand_cathedral_of_toil } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } } building_grand_cathedral_of_toil = { position_priority = 100 base_buildtime = @b2_time can_build = no can_demolish = no category = resource building_sets = { government generator mining farming unity } allow = { has_major_upgraded_capital = yes hidden_trigger = { exists = owner owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_labor owner = { has_country_flag = cybernetic_creed_labor } } } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_construction has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_general } } } } } } planet_modifier = { planet_farmers_food_produces_add = 0.5 planet_technician_energy_produces_add = 0.5 planet_miners_minerals_produces_add = 0.5 } inline_script = { script = jobs/politician_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } } #Fellowship of the Hammer building_forge_of_the_fellowship = { position_priority = 100 base_buildtime = @b2_time planet_limit = 1 empire_limit = { base = 1 modifier = { mult = -1 has_country_flag = cybernetic_creed_construction } } can_demolish = no category = manufacturing building_sets = { government industrial factory foundry unity } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { has_origin = origin_cybernetic_creed NOR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_general } } } allow = { has_upgraded_capital = yes hidden_trigger = { owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_construction owner = { has_country_flag = cybernetic_creed_construction } } } convert_to = { building_temple } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_general } } } } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } planet_modifier = { planet_artisans_produces_mult = 0.05 planet_metallurgists_produces_mult = 0.05 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/foundry_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/factory_add AMOUNT = @building_static_jobs_low } upgrades = { building_grand_forge_of_the_fellowship } } building_grand_forge_of_the_fellowship = { position_priority = 100 base_buildtime = @b3_time can_build = no can_demolish = no category = manufacturing building_sets = { government industrial factory foundry unity } allow = { has_major_upgraded_capital = yes hidden_trigger = { exists = owner owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_construction owner = { has_country_flag = cybernetic_creed_construction } } } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony AND = { exists = owner owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_general } } } } } } } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b3_upkeep } } planet_modifier = { planet_artisans_produces_mult = 0.10 planet_metallurgists_produces_mult = 0.10 } inline_script = { script = jobs/politician_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/foundry_add AMOUNT = @building_static_jobs } inline_script = { script = jobs/factory_add AMOUNT = @building_static_jobs } } #United Creed building_the_sanctum_of_augmentation = { position_priority = 100 base_buildtime = @b2_time planet_limit = 1 empire_limit = { base = 1 modifier = { mult = -1 has_country_flag = cybernetic_creed_general } } can_demolish = no category = unity building_sets = { government unity } potential = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } exists = owner owner = { has_origin = origin_cybernetic_creed has_country_flag = cybernetic_creed_general } } allow = { has_upgraded_capital = yes hidden_trigger = { exists = owner owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_general owner = { has_country_flag = cybernetic_creed_general } } } convert_to = { building_temple } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_construction } } } } } } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = @b2_upkeep } } inline_script = { script = jobs/politician_add AMOUNT = @building_static_jobs_low } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs } upgrades = { building_the_united_sanctum_of_augmentation } } building_the_united_sanctum_of_augmentation = { position_priority = 100 base_buildtime = @b3_time can_build = no can_demolish = no category = unity building_sets = { government unity } allow = { has_major_upgraded_capital = yes hidden_trigger = { exists = owner owner = { has_origin = origin_cybernetic_creed } } custom_tooltip = { fail_text = not_cybernetic_creed_general owner = { has_country_flag = cybernetic_creed_general } } } destroy_trigger = { OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { OR = { NOT = { has_origin = origin_cybernetic_creed } AND = { has_origin = origin_cybernetic_creed OR = { has_country_flag = cybernetic_creed_research has_country_flag = cybernetic_creed_labor has_country_flag = cybernetic_creed_war has_country_flag = cybernetic_creed_construction } } } } } } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b3_upkeep } } inline_script = { script = jobs/politician_add AMOUNT = @building_static_jobs } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_high } } ######################### # Synthetic Fertility # ######################### #Identity Repository building_identity_repository = { base_buildtime = @b2_time planet_limit = 1 position_priority = 100 can_demolish = no can_be_disabled = no category = research building_sets = { government research physics society engineering } potential = { exists = owner owner = { has_origin = origin_synthetic_fertility NOT = { has_country_flag = synthetic_fertility_no_identity_left_behind } } } destroy_trigger = { exists = owner NOT = { owner = { has_origin = origin_synthetic_fertility } } } convert_to = { building_research_lab_1 } allow = { owner = { has_origin = origin_synthetic_fertility } } resources = { category = planet_buildings cost = { minerals = @b4_minerals } upkeep = { energy = 0.025 mult = owner.value:identity_repository_scaling_mult } produces = { trigger = { exists = owner owner = { has_origin = origin_synthetic_fertility } } physics_research = 0.008 society_research = 0.008 engineering_research = 0.008 unity = 0.008 trade = 0.008 mult = owner.value:identity_repository_scaling_mult } produces = { trigger = { exists = owner owner = { has_origin = origin_synthetic_fertility has_technology = tech_administrative_ai } } physics_research = 0.0025 society_research = 0.0025 engineering_research = 0.0025 unity = 0.0025 trade = 0.0025 mult = owner.value:identity_repository_scaling_mult } produces = { trigger = { exists = owner owner = { has_origin = origin_synthetic_fertility has_technology = tech_self_aware_logic } } physics_research = 0.0025 society_research = 0.0025 engineering_research = 0.0025 unity = 0.0025 trade = 0.0025 mult = owner.value:identity_repository_scaling_mult } produces = { trigger = { exists = owner owner = { has_origin = origin_synthetic_fertility has_technology = tech_sapient_ai } } physics_research = 0.0025 society_research = 0.0025 engineering_research = 0.0025 unity = 0.0025 trade = 0.0025 mult = owner.value:identity_repository_scaling_mult } } triggered_planet_modifier = { robotic_pop_bonus_workforce_mult = 0.000075 mult = owner.value:identity_repository_scaling_mult } triggered_desc = { text = building_identity_repository_tt } } building_abandoned_gene_clinic = { icon = building_ancient_cryo_chamber position_priority = 100 can_demolish = no can_build = no category = amenity building_sets = { government } potential = { exists = owner owner = { has_origin = origin_synthetic_fertility } } destroy_trigger = { exists = owner NOT = { owner = { has_origin = origin_synthetic_fertility } } } allow = { owner = { has_origin = origin_synthetic_fertility } } triggered_desc = { text = building_abandoned_gene_clinic_tt } } ##################### # Synaptic Lathe # ##################### # Habitat Administration building_lathe_capital = { capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 building_sets = { cosmogenesis_world } capital_tier = 2 category = government potential = { uses_district_set = cosmogenesis_world exists = owner } resources = { category = planet_buildings upkeep = { energy = @b3_upkeep alloys = 5 } } planet_modifier = { planet_housing_add = 2000 planet_amenities_add = 1500 planet_stability_add = 10 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_capital_productivity_1 } } modifier = { pop_bonus_workforce_mult = 0.1 } } upgrades = { "building_lathe_major_capital" } } # Habitat Central Complex building_lathe_major_capital = { base_buildtime = @b2_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 building_sets = { cosmogenesis_world } capital_tier = 3 category = government potential = { uses_district_set = cosmogenesis_world exists = owner owner = { has_ascension_perk = ap_cosmogenesis } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 } upkeep = { energy = @b3_upkeep alloys = 10 } } planet_modifier = { planet_max_districts_add = 2 planet_housing_add = 4000 planet_amenities_add = 3000 planet_stability_add = 10 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_capital_productivity_1 NOT = { has_technology = tech_capital_productivity_2 } } } modifier = { pop_bonus_workforce_mult = 0.1 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_capital_productivity_2 } } modifier = { pop_bonus_workforce_mult = 0.2 } } upgrades = { "building_lathe_super_capital" } on_built = { planet = { set_planet_entity = { entity = "neural_calculator_phase_2_entity" } } } } # Habitat Central Complex building_lathe_super_capital = { base_buildtime = @b3_time capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 building_sets = { cosmogenesis_world } capital_tier = 4 category = government potential = { uses_district_set = cosmogenesis_world exists = owner owner = { has_ascension_perk = ap_cosmogenesis } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_2 } upkeep = { energy = @b3_upkeep alloys = 15 } } planet_modifier = { planet_max_districts_add = 4 planet_housing_add = 10000 planet_amenities_add = 5000 planet_stability_add = 15 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_capital_productivity_1 NOT = { has_technology = tech_capital_productivity_2 } } } modifier = { pop_bonus_workforce_mult = 0.1 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_capital_productivity_2 NOT = { has_technology = tech_capital_productivity_3 } } } modifier = { pop_bonus_workforce_mult = 0.2 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_capital_productivity_3 } } modifier = { pop_bonus_workforce_mult = 0.3 } } on_built = { planet = { set_planet_entity = { entity = "neural_calculator_phase_3_entity" } } } ai_estimate_without_unemployment = yes additional_ai_weight = 200 ai_weight_coefficient = 1.2 } building_lathe_resonator = { base_buildtime = @b2_time planet_limit = 2 building_sets = { cosmogenesis_world } potential = { is_planet_class = pc_cosmogenesis_world } category = resource resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 advanced_logic = @b2_minerals } upkeep = { energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } } triggered_planet_modifier = { planet_jobs_upkeep_mult = 1 } triggered_planet_modifier = { potential = { always = yes } planet_jobs_produces_mult = 0.01 mult = value:num_chip_slave_raw } prerequisites = { tech_lathe_resonator } triggered_desc = { text = lathe_resonator_tt } ai_estimate_without_unemployment = yes additional_ai_weight = 200 ai_weight_coefficient = 1.2 } building_lathe_stabilisator = { base_buildtime = @b2_time planet_limit = 2 building_sets = { cosmogenesis_world } potential = { is_planet_class = pc_cosmogenesis_world exists = owner owner = { has_ascension_perk = ap_cosmogenesis } } category = government resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 exotic_gases = @fe_sr_cost_1 advanced_logic = @b2_minerals } upkeep = { energy = @b2_upkeep exotic_gases = @b2_rare_upkeep } } triggered_planet_modifier = { planet_stability_add = 10 } ai_estimate_without_unemployment = yes additional_ai_weight = 200 ai_weight_coefficient = 1.2 } building_lathe_overclocker = { base_buildtime = @b2_time planet_limit = 2 building_sets = { cosmogenesis_world } potential = { is_planet_class = pc_cosmogenesis_world exists = owner owner = { has_ascension_perk = ap_cosmogenesis } } category = resource resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 volatile_motes = @fe_sr_cost_1 advanced_logic = @b2_minerals } upkeep = { energy = @b2_upkeep volatile_motes = @b2_rare_upkeep } } triggered_planet_modifier = { potential = { NOT = { owner = { has_deficit = energy } } } modifier = { planet_neural_chips_physics_research_produces_add = 1 planet_neural_chips_society_research_produces_add = 1 planet_neural_chips_engineering_research_produces_add = 1 planet_neural_chips_advanced_logic_produces_add = 0.5 pop_purge_speed = 0.75 } } #triggered_desc = { # text = lathe_overclocker_tt #} prerequisites = { tech_lathe_overclocker } ai_estimate_without_unemployment = yes additional_ai_weight = 200 ai_weight_coefficient = 1.2 } building_lathe_preserver = { base_buildtime = @b2_time planet_limit = 2 building_sets = { cosmogenesis_world } potential = { is_planet_class = pc_cosmogenesis_world exists = owner owner = { has_ascension_perk = ap_cosmogenesis } } category = amenity resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 exotic_gases = @fe_sr_cost_1 advanced_logic = @b2_minerals } upkeep = { energy = @b2_upkeep exotic_gases = @b2_rare_upkeep } } planet_modifier = { pop_purge_speed = -0.15 } prerequisites = { tech_lathe_preserver } ai_estimate_without_unemployment = yes additional_ai_weight = 200 ai_weight_coefficient = 1.2 } building_lathe_reactor = { base_buildtime = @b2_time planet_limit = 2 building_sets = { cosmogenesis_world } potential = { is_planet_class = pc_cosmogenesis_world exists = owner owner = { has_ascension_perk = ap_cosmogenesis } } category = resource resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 exotic_gases = @fe_sr_cost_1 advanced_logic = @b2_minerals } upkeep = { exotic_gases = @b4_rare_upkeep } } planet_modifier = { planet_jobs_upkeep_mult = -0.15 planet_buildings_upkeep_mult = -0.15 planet_districts_energy_upkeep_mult = -0.15 } ai_estimate_without_unemployment = yes additional_ai_weight = 200 ai_weight_coefficient = 1.2 } building_lathe_life_support = { base_buildtime = @b2_time planet_limit = 2 building_sets = { cosmogenesis_world } potential = { is_planet_class = pc_cosmogenesis_world exists = owner owner = { has_ascension_perk = ap_cosmogenesis } } category = amenity resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 advanced_logic = @b2_minerals } upkeep = { energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } } planet_modifier = { planet_housing_add = 5000 planet_amenities_add = 5000 } prerequisites = { tech_lathe_life_support } ai_estimate_without_unemployment = yes additional_ai_weight = 200 ai_weight_coefficient = 1.2 } building_lathe_cogitator = { base_buildtime = @b2_time planet_limit = 2 building_sets = { cosmogenesis_world } potential = { is_planet_class = pc_cosmogenesis_world exists = owner owner = { has_ascension_perk = ap_cosmogenesis } } category = army resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 volatile_motes = @fe_sr_cost_1 advanced_logic = @b3_minerals } upkeep = { energy = @b3_upkeep volatile_motes = @b3_rare_upkeep } } planet_modifier = { planet_amenities_add = -5000 planet_jobs_produces_mult = -0.35 } triggered_country_modifier = { potential = { always = yes } country_naval_cap_mult = 0.01 ship_experience_gain_mult = 0.02 mult = value:num_chip_slave_raw } triggered_desc = { text = building_lathe_cogitator_tt } prerequisites = { tech_lathe_cogitator } ai_estimate_without_unemployment = yes additional_ai_weight = 200 ai_weight_coefficient = 1.2 } building_lathe_validator = { base_buildtime = @b2_time planet_limit = 2 building_sets = { cosmogenesis_world } potential = { is_planet_class = pc_cosmogenesis_world exists = owner owner = { has_ascension_perk = ap_cosmogenesis } } category = research resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 rare_crystals = @fe_sr_cost_1 advanced_logic = @b3_minerals } upkeep = { energy = @b3_upkeep rare_crystals = @b3_rare_upkeep } } planet_modifier = { planet_stability_add = -10 } triggered_country_modifier = { potential = { always = yes } category_computing_research_speed_mult = 0.01 mult = value:num_chip_slave_raw } triggered_desc = { text = building_lathe_validator_tt } prerequisites = { tech_lathe_validator } ai_estimate_without_unemployment = yes additional_ai_weight = 200 ai_weight_coefficient = 1.2 } ######################### # CYBERIZATION SITUATION ######################### building_augmentation_center = { base_buildtime = @b3_time desc = { # Regular empire, default trigger = { exists = owner owner = { is_regular_empire = yes NOT = { has_origin = origin_cybernetic_creed } NOR = { has_country_flag = cyber_control_government has_country_flag = cyber_control_corporate has_country_flag = cyber_control_independent } } } text = building_augmentation_center_desc } desc = { # Regular empire, government control trigger = { exists = owner owner = { is_regular_empire = yes NOT = { has_origin = origin_cybernetic_creed } has_country_flag = cyber_control_government } } text = building_augmentation_center_government_desc } desc = { # Regular empire, corporate control trigger = { exists = owner owner = { is_regular_empire = yes NOT = { has_origin = origin_cybernetic_creed } has_country_flag = cyber_control_corporate } } text = building_augmentation_center_corporate_desc } desc = { # Regular empire, independent control trigger = { exists = owner owner = { is_regular_empire = yes NOT = { has_origin = origin_cybernetic_creed } has_country_flag = cyber_control_independent } } text = building_augmentation_center_independent_desc } desc = { # Cybernetic Creed trigger = { exists = owner owner = { has_origin = origin_cybernetic_creed } } text = building_augmentation_center_creed_desc } desc = { # Hive trigger = { exists = owner owner = { is_gestalt = yes } } text = building_augmentation_center_hive_desc } category = pop_assembly building_sets = { government urban research engineering } planet_limit = 1 potential = { owner = { OR = { has_country_flag = augmentation_center_available has_active_tradition = tr_cybernetics_augmentation_centers has_active_tradition = tr_cybernetics_assimilator_augmentation_centers } } } destroy_trigger = { exists = owner owner = { NOR = { has_country_flag = augmentation_center_available has_active_tradition = tr_cybernetics_augmentation_centers has_active_tradition = tr_cybernetics_assimilator_augmentation_centers } } } triggered_planet_modifier = { potential = { exists = owner owner = { OR = { has_active_tradition = tr_cybernetics_augmentation_centers has_valid_civic = civic_machine_assimilator } } } auto_mod_monthly_add = 600 } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } modifier = { job_augmentor_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_cybernetics_augmentation_overload } } modifier = { job_augmentor_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = yes } } modifier = { job_augmentor_drone_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_machine_assimilator } } modifier = { job_augmentor_drone_add = 200 } } ### CONTROLLING SECTOR MODIFIERS ### triggered_planet_modifier = { # Government control, after Cyberization potential = { exists = owner owner = { has_country_flag = cyber_augmentation_center_government } } modifier = { planet_jobs_unity_produces_mult = 0.10 } } triggered_planet_modifier = { # Corporate control, after Cyberization potential = { exists = owner owner = { has_country_flag = cyber_augmentation_center_corporate } } modifier = { planet_jobs_consumer_goods_produces_mult = 0.10 } } triggered_planet_modifier = { # Independent control, after Cyberization potential = { exists = owner owner = { has_country_flag = cyber_augmentation_center_independent } } modifier = { planet_jobs_upkeep_mult = -0.05 } } ### JOB STRATA FOCUS MODIFIERS ### triggered_planet_modifier = { # Ruler focus potential = { exists = owner owner = { has_country_flag = cyber_focus_rulers } } modifier = { pop_cat_ruler_bonus_workforce_mult = 0.1 } } triggered_planet_modifier = { # Specialist focus potential = { exists = owner owner = { has_country_flag = cyber_focus_specialists } } modifier = { pop_cat_specialist_bonus_workforce_mult = 0.1 } } triggered_planet_modifier = { # Worker focus potential = { exists = owner owner = { has_country_flag = cyber_focus_workers } } modifier = { pop_cat_worker_bonus_workforce_mult = 0.1 } } triggered_planet_modifier = { # General focus potential = { exists = owner owner = { has_country_flag = cyber_focus_everyone } } modifier = { planet_jobs_produces_mult = 0.05 } } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b3_upkeep } } is_essential = yes } building_cyberdome = { # Cyber Imperial Collectivist base_buildtime = @b3_time planet_limit = 1 desc = { text = building_cyberdome_desc } category = amenity building_sets = { government urban } potential = { owner = { is_imperial_authority = yes has_country_flag = cyber_collectivist } is_capital = yes } allow = { } destroy_trigger = { OR = { AND = { exists = owner owner = { is_imperial_authority = no } } AND = { exists = planet planet = { is_capital = no } } } } planet_modifier = { job_cyberdome_spectator_add = 200 planet_entertainers_unity_produces_add = 0.5 planet_entertainers_alloys_upkeep_add = 0.25 } # With edict triggered_planet_modifier = { potential = { exists = owner owner = { has_edict = neurocasted_spectacles } } planet_housing_add = 5000 planet_resettlement_unemployed_destination_mult = 0.25 planet_pops_upkeep_mult = -0.1 job_cyberdome_duelist_add = 200 job_cyberdome_spectator_add = 1000 } resources = { category = planet_buildings cost = { minerals = @b2_minerals } upkeep = { energy = 3 } } } ########################### # SYNTHESIZATION SITUATION ########################### building_identity_complex = { base_buildtime = @b3_time empire_limit = { base = 1 } desc = { text = building_identity_complex_desc } category = pop_assembly building_sets = { government urban research physics } potential = { owner = { has_country_flag = identity_complex_available } } destroy_trigger = { exists = owner NOT = { owner = { has_country_flag = identity_complex_available } } } planet_modifier = { job_identity_designer_add = 200 } resources = { category = planet_buildings cost = { minerals = @b3_minerals } upkeep = { energy = @b3_upkeep } } is_essential = yes } ################# # Nanotech # ################# building_nanolab_1 = { base_buildtime = @b2_time planet_limit = 6 category = research building_sets = { research physics society engineering } potential = { exists = owner owner = { has_tradition = tr_nanotech_adopt } } allow = { exists = owner owner = { has_tradition = tr_nanotech_adopt } } destroy_trigger = { exists = owner OR = { NOT = { owner = { has_tradition = tr_nanotech_adopt } } has_modifier = slave_colony has_modifier = resort_colony } } resources = { category = planet_buildings cost = { minerals = @b3_minerals nanites = @b2_rare_cost } upkeep = { energy = @b3_upkeep nanites = @b2_rare_upkeep } } inline_script = { script = jobs/engineers_add AMOUNT = @building_static_jobs } upgrades = { "building_nanolab_2" } triggered_desc = { trigger = { exists = owner owner = { is_gestalt = no } } text = engineer_is_nanotech_researcher_tt } triggered_desc = { trigger = { exists = owner owner = { is_machine_empire = yes } } text = engineering_calculator_is_nanotech_researcher_tt } } building_nanolab_2 = { base_buildtime = @b3_time can_build = no category = research building_sets = { research physics society engineering } potential = { exists = owner owner = { has_tradition = tr_nanotech_1 } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { NOT = { owner = { has_tradition = tr_nanotech_1 } } has_modifier = slave_colony has_modifier = resort_colony } } resources = { category = planet_buildings cost = { minerals = @b4_minerals nanites = @b3_rare_cost } upkeep = { energy = @b4_upkeep nanites = @b3_rare_upkeep } } inline_script = { script = jobs/engineers_add AMOUNT = @building_static_jobs } planet_modifier = { planet_engineers_engineering_research_produces_add = 0.5 planet_engineers_nanites_upkeep_add = 0.1 } triggered_desc = { trigger = { exists = owner owner = { is_gestalt = no } } text = engineer_is_nanotech_researcher_tt } triggered_desc = { trigger = { exists = owner owner = { is_machine_empire = yes } } text = engineering_calculator_is_nanotech_researcher_tt } } building_nanotech_cauldron = { base_buildtime = @b2_time category = manufacturing building_sets = { industrial foundry } potential = { exists = owner owner = { has_tradition = tr_nanotech_2 } NOT = { has_modifier = resort_colony } NOT = { has_modifier = slave_colony } } allow = { always = yes } destroy_trigger = { exists = owner OR = { NOT = { owner = { has_tradition = tr_nanotech_2 } } has_modifier = slave_colony has_modifier = resort_colony } } resources = { category = planet_buildings cost = { alloys = @fe_alloy_cost_1 } upkeep = { nanites = 3 energy = 30 } produces = { alloys = 15 } } }