@buildings_t1 = 1 @buildings_t2 = 2 @buildings_t3 = 3 @buildings_t4 = 4 @tier_2_capital_defense_armies = 4 @tier_3_capital_defense_armies = 8 @tier_4_capital_defense_armies = 16 @buildtime_1 = 180 @buildtime_2 = 240 @buildtime_3 = 360 @buildtime_4 = 480 @buildtime_5 = 600 @buildtime_6 = 720 @b1_biomass = 100 @b2_biomass = 200 @b3_biomass = 400 @b4_biomass = 800 #################### # Capital Buildings #################### # Tier 1 (equivalent to Colony Shelter) building_colony_shelter_wilderness = { icon = "capital_wilderness_1" ruined_icon = "wilderness_building_ruined" capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 1 category = government building_sets = { government } potential = { exists = owner owner = { is_wilderness_empire = yes } } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } convert_to = { building_hive_capital building_deployment_post building_resort_capital building_slave_capital building_ancient_control_center building_ancient_palace building_colony_shelter } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_wilderness_buildings_districts } planet_modifier = { planet_housing_add = 300 planet_amenities_add = 300 job_patrol_drone_add = 100 job_logistics_drone_add = 200 } resources = { category = planet_buildings upkeep = { energy = 1 food = 1 } } upgrades = { building_capital_wilderness } ai_estimate_without_unemployment = yes } # Tier 2 building_capital_wilderness = { # substitute for 'building_hive_capital' icon = "capital_wilderness_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 2 category = government building_sets = { government } potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { num_free_districts = { type = any value <= 10 } } prerequisites = { "tech_planetary_government" } show_tech_unlock_if = { is_wilderness_empire = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } convert_to = { building_hive_capital building_machine_capital building_resort_capital building_slave_capital building_ancient_control_center building_ancient_palace building_capital } planet_modifier = { planet_housing_add = 1000 planet_amenities_add = 1000 job_coordinator_add = 100 job_logistics_drone_add = 300 job_patrol_drone_add = 100 planet_defense_armies_add = @tier_2_capital_defense_armies } upgrades = { "building_major_capital_wilderness" } resources = { category = planet_buildings cost = { food = @b1_minerals biomass = @b1_biomass } upkeep = { food = @b2_upkeep } } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Tier 3 building_major_capital_wilderness = { # substitute for 'building_hive_major_capital' icon = "capital_wilderness_3" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 3 category = government building_sets = { government } potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { num_free_districts = { type = any value <= 5 } } prerequisites = { "tech_colonial_centralization" } show_tech_unlock_if = { is_wilderness_empire = yes } convert_to = { building_hive_major_capital building_machine_major_capital building_resort_major_capital building_slave_major_capital building_ancient_control_center building_ancient_palace building_major_capital } planet_modifier = { planet_housing_add = 1500 planet_amenities_add = 1500 job_coordinator_add = 200 job_logistics_drone_add = 400 job_patrol_drone_add = 200 planet_defense_armies_add = @tier_3_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_wilderness_buildings_districts } resources = { category = planet_buildings cost = { food = @b2_minerals biomass = @b2_biomass } upkeep = { food = @b3_upkeep } } upgrades = { "building_system_capital_wilderness" } ai_estimate_without_unemployment = yes } # Tier 4 (equivalent to System Capital or Primary Nexus) building_system_capital_wilderness = { icon = "capital_wilderness_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_5 capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 4 category = government building_sets = { government } potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { num_free_districts = { type = any value = 0 } } prerequisites = { "tech_galactic_administration" } show_tech_unlock_if = { is_wilderness_empire = yes } convert_to = { building_hive_major_capital building_machine_major_capital building_major_capital building_resort_major_capital building_slave_major_capital building_ancient_control_center building_ancient_palace building_system_capital } planet_modifier = { planet_housing_add = 2000 planet_amenities_add = 2000 job_coordinator_add = 300 job_logistics_drone_add = 500 job_patrol_drone_add = 300 planet_defense_armies_add = @tier_4_capital_defense_armies } resources = { category = planet_buildings cost = { food = @b3_minerals biomass = @b3_biomass } upkeep = { food = @b4_upkeep } } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Imperial Complex building_imperial_capital_wilderness = { # substitute for 'building_imperial_hive_capital' icon = "capital_wilderness_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_6 capital = yes can_build = no can_demolish = no can_be_ruined = no can_be_disabled = no position_priority = 0 capital_tier = 5 category = government building_sets = { government } potential = { exists = owner owner = { is_galactic_emperor = yes is_wilderness_empire = yes } planet = { is_capital = yes } } allow = { num_free_districts = { type = any value = 0 } } prerequisites = { } convert_to = { # downgrades if Emperorship is lost building_hive_major_capital building_machine_system_capital building_system_capital building_hab_system_capital building_ancient_control_center building_ancient_palace } planet_modifier = { planet_housing_add = 3000 planet_amenities_add = 3000 job_patrol_drone_add = 400 job_logistics_drone_add = 700 planet_defense_armies_add = @tier_4_capital_defense_armies } inline_script = { script = buildings/on_all_capital_buildings } inline_script = { script = buildings/on_all_wilderness_buildings_districts } resources = { category = planet_buildings cost = { food = @b4_minerals biomass = @b4_biomass } upkeep = { food = @b4_upkeep } } ai_estimate_without_unemployment = yes } building_cradle_of_rebirth = { icon = "seed_cradle_2" category = government base_buildtime = @b1_time can_build = yes can_demolish = yes can_be_ruined = yes building_sets = { government } potential = { exists = owner owner = { is_wilderness_empire = yes } } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } inline_script = { script = jobs/spawning_drone_add AMOUNT = @building_static_jobs_low } resources = { category = planet_buildings cost = { food = @b1_minerals biomass = @b3_biomass } upkeep = { food = @b1_upkeep } } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes ai_weight_coefficient = 1.2 additional_ai_weight = 200 } # Tendril Cradle building_tendril_cradle_1 = { icon = "tendril_cradle_building_1" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = trade can_build = yes can_demolish = yes building_sets = { government trade } potential = { exists = owner owner = { is_wilderness_empire = yes } } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } resources = { category = planet_buildings cost = { minerals = @b1_minerals biomass = @b1_biomass } upkeep = { minerals = @b1_upkeep } } upgrades = { building_tendril_cradle_2 } planet_modifier = { job_logistics_drone_add = @building_static_jobs_low } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_tendril_cradle_2 = { icon = "tendril_cradle_building_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = trade can_build = no can_demolish = yes building_sets = { government trade } potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { minerals = @b2_upkeep } } upgrades = { building_tendril_cradle_3 } planet_modifier = { job_logistics_drone_add = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_tendril_cradle_3 = { icon = "tendril_cradle_building_3" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_5 category = trade can_build = no can_demolish = yes building_sets = { government trade } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } resources = { category = planet_buildings cost = { minerals = @b3_minerals biomass = @b3_biomass rare_crystals = @b2_rare_cost } upkeep = { minerals = @b3_upkeep rare_crystals = @b2_rare_upkeep } } upgrades = { building_tendril_cradle_4 } planet_modifier = { job_logistics_drone_add = @building_static_jobs_high planet_pops_trade_produces_mult = 0.10 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_tendril_cradle_4 = { icon = "tendril_cradle_building_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_6 category = trade can_build = no can_demolish = yes building_sets = { government trade } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_fully_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } resources = { category = planet_buildings cost = { minerals = @b4_minerals biomass = @b4_biomass rare_crystals = @b3_rare_cost } upkeep = { minerals = @b4_upkeep rare_crystals = @b3_rare_upkeep } } planet_modifier = { job_logistics_drone_add = @building_static_jobs_high planet_pops_trade_produces_mult = 0.15 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } ##################### # Resource Buildings ##################### # Research building_brain_node_1 = { icon = "brain_node_1" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_2 category = research can_build = yes can_demolish = yes building_sets = { government research } inline_script = { script = buildings/wilderness_buildings_potential_destroy } resources = { category = planet_research_buildings cost = { minerals = @b1_minerals biomass = @b1_biomass } upkeep = { energy = @b1_upkeep } upkeep = { trigger = { has_planet_flag = has_science_ministry } energy = 1 } } upgrades = { building_brain_node_2 } inline_script = { script = jobs/researchers_add AMOUNT = @building_static_jobs_low_3 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_brain_node_2 = { icon = "brain_node_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = research can_build = no can_demolish = yes building_sets = { government research } allow = { has_upgraded_capital = yes } inline_script = { script = buildings/wilderness_buildings_potential_destroy } resources = { category = planet_research_buildings cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { energy = @b2_upkeep } upkeep = { trigger = { has_planet_flag = has_science_ministry } energy = 1 } } upgrades = { building_brain_node_3 } inline_script = { script = jobs/researchers_add AMOUNT = @building_static_jobs_3 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_brain_node_3 = { icon = "brain_node_3" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = research can_build = no can_demolish = yes building_sets = { government research } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } resources = { category = planet_research_buildings cost = { minerals = @b3_minerals biomass = @b3_biomass exotic_gases = @b2_rare_cost } upkeep = { energy = @b3_upkeep exotic_gases = @b2_rare_upkeep } upkeep = { trigger = { has_planet_flag = has_science_ministry } energy = 2 } } prerequisites = { "tech_basic_science_lab_2" } upgrades = { building_brain_node_4 } planet_modifier = { planet_physicists_physics_research_produces_add = 0.25 planet_biologists_society_research_produces_add = 0.25 planet_engineers_engineering_research_produces_add = 0.25 } inline_script = { script = jobs/researchers_add AMOUNT = @building_static_jobs_high_3 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes show_tech_unlock_if = { is_wilderness_empire = yes } } building_brain_node_4 = { icon = "brain_node_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_5 category = research can_build = no can_demolish = yes building_sets = { government research } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_fully_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } resources = { category = planet_research_buildings cost = { minerals = @b4_minerals biomass = @b4_biomass exotic_gases = @b3_rare_cost } upkeep = { energy = @b4_upkeep exotic_gases = @b3_rare_upkeep } upkeep = { trigger = { has_planet_flag = has_science_ministry } energy = 3 food = 1 } } prerequisites = { "tech_basic_science_lab_3" } planet_modifier = { planet_physicists_physics_research_produces_add = 0.25 planet_biologists_society_research_produces_add = 0.25 planet_engineers_engineering_research_produces_add = 0.25 pop_calculator_physicist_bonus_workforce_mult = 0.05 pop_calculator_biologist_bonus_workforce_mult = 0.05 pop_calculator_engineer_bonus_workforce_mult = 0.05 } inline_script = { script = jobs/researchers_add AMOUNT = @building_static_jobs_high_3 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes show_tech_unlock_if = { is_wilderness_empire = yes } } # Unity building_commensal_clearing_1 = { icon = "building_commensal_clearing_1" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_2 category = unity can_build = yes can_demolish = yes building_sets = { government unity } inline_script = { script = buildings/wilderness_buildings_potential_destroy } resources = { category = planet_buildings cost = { minerals = @b0_minerals biomass = @b1_biomass } upkeep = { energy = @b0_upkeep } } upgrades = { building_commensal_clearing_2 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_low } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_commensal_clearing_2 = { # substitute for 'building_hive_node' icon = "building_commensal_clearing_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = unity can_build = no can_demolish = yes building_sets = { government unity } inline_script = { script = buildings/wilderness_buildings_potential_destroy } allow = { has_upgraded_capital = yes } convert_to = { building_bureaucratic_1 building_temple building_hive_node building_uplink_node } resources = { category = planet_buildings cost = { minerals = @b1_minerals biomass = @b2_biomass } upkeep = { energy = @b1_upkeep } } upgrades = { building_commensal_clearing_3 } prerequisites = { tech_wilderness_node } show_tech_unlock_if = { is_wilderness_empire = yes } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_commensal_clearing_3 = { # substitute for 'building_hive_cluster' icon = "building_commensal_clearing_3" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = unity can_build = no can_demolish = yes building_sets = { government unity } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } convert_to = { building_bureaucratic_2 building_holotemple building_hive_cluster building_network_junction } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b3_biomass rare_crystals = @b2_rare_cost } upkeep = { energy = @b2_upkeep rare_crystals = @b2_rare_upkeep } } upgrades = { building_commensal_clearing_4 } prerequisites = { tech_wilderness_cluster } convert_to = { building_bureaucratic_2 building_holotemple building_hive_cluster } planet_modifier = { planet_bureaucrats_unity_produces_add = 0.25 } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_high } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_commensal_clearing_4 = { # equivalent to 'building_hive_confluence' icon = "building_commensal_clearing_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_5 category = unity can_build = no can_demolish = yes building_sets = { government unity } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_fully_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } convert_to = { building_bureaucratic_3 building_sacred_nexus building_hive_confluence building_system_conflux } resources = { category = planet_buildings cost = { minerals = @b3_minerals biomass = @b4_biomass rare_crystals = @b3_rare_cost } upkeep = { energy = @b3_upkeep rare_crystals = @b3_rare_upkeep } } prerequisites = { tech_wilderness_confluence } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs_high } planet_modifier = { planet_bureaucrats_unity_produces_add = 0.25 pop_bureaucrat_bonus_workforce_mult = 0.05 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Food building_massive_growth_1 = { icon = "massive_growth_1" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_1 category = resource can_build = yes can_demolish = yes building_sets = { farming } inline_script = { script = buildings/wilderness_buildings_potential_destroy } resources = { category = planet_buildings cost = { minerals = @b1_minerals biomass = @b1_biomass } upkeep = { minerals = @b1_upkeep } } upgrades = { building_massive_growth_2 } inline_script = { script = jobs/farmers_add AMOUNT = @building_static_jobs_low } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_massive_growth_2 = { icon = "massive_growth_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_2 category = resource can_build = no can_demolish = yes building_sets = { farming } inline_script = { script = buildings/wilderness_buildings_potential_destroy } allow = { has_upgraded_capital = yes } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { minerals = @b2_upkeep } } upgrades = { building_massive_growth_3 } inline_script = { script = jobs/farmers_add AMOUNT = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_massive_growth_3 = { # substitute for 'building_food_processing_facility' icon = "massive_growth_3" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = resource can_build = no can_demolish = yes building_sets = { farming } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { owner = { is_ai = yes country_uses_food = no is_wilderness_empire = no } is_planet_class = pc_machine has_modifier = resort_colony AND = { owner = { is_ai = yes } has_any_farming_district_or_building = no } } } resources = { category = planet_buildings cost = { minerals = @b3_minerals biomass = @b3_biomass exotic_gases = @b2_rare_cost } upkeep = { minerals = @b3_upkeep exotic_gases = @b2_rare_upkeep } } prerequisites = { "tech_food_processing_1" } show_tech_unlock_if = { is_wilderness_empire = yes } upgrades = { building_massive_growth_4 } planet_modifier = { planet_farmers_food_produces_add = 0.5 } inline_script = { script = jobs/farmers_add AMOUNT = @building_static_jobs_high } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_massive_growth_4 = { # substitute for 'building_food_processing_center' icon = "massive_growth_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = resource can_build = no can_demolish = yes building_sets = { farming } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_fully_upgraded_capital = yes } destroy_trigger = { OR = { AND = { exists = owner OR = { owner = { is_ai = yes country_uses_food = no is_wilderness_empire = no } AND = { owner = { is_ai = yes } has_any_farming_district_or_building = no } } } is_planet_class = pc_machine has_modifier = resort_colony } } prerequisites = { "tech_food_processing_2" } show_tech_unlock_if = { is_wilderness_empire = yes } resources = { category = planet_buildings cost = { minerals = @b4_minerals exotic_gases = @b3_rare_cost biomass = @b4_biomass } upkeep = { minerals = @b4_upkeep exotic_gases = @b3_rare_upkeep } } planet_modifier = { planet_farmers_food_produces_add = 0.5 pop_agri_drone_bonus_workforce_mult = 0.05 } inline_script = { script = jobs/farmers_add AMOUNT = @building_static_jobs_high } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Energy building_bioelectric_stimulator_1 = { icon = "bio_electric_stimulator_1" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_1 category = resource can_build = yes can_demolish = yes building_sets = { generator } inline_script = { script = buildings/wilderness_buildings_potential_destroy } resources = { category = planet_buildings cost = { minerals = @b1_minerals biomass = @b1_biomass } upkeep = { minerals = @b1_upkeep } } upgrades = { building_bioelectric_stimulator_2 } inline_script = { script = jobs/technicians_add AMOUNT = @building_static_jobs_low } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_bioelectric_stimulator_2 = { icon = "bio_electric_stimulator_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_2 category = resource can_build = no can_demolish = yes building_sets = { generator } inline_script = { script = buildings/wilderness_buildings_potential_destroy } allow = { has_upgraded_capital = yes } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { minerals = @b2_upkeep } } upgrades = { building_bioelectric_stimulator_3 } inline_script = { script = jobs/technicians_add AMOUNT = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_bioelectric_stimulator_3 = { # substitute for 'building_energy_grid' icon = "bio_electric_stimulator_3" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = resource can_build = no can_demolish = yes building_sets = { generator } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony AND = { owner = { is_ai = yes } has_any_generator_district_or_building = no } owner = { is_wilderness_empire = no } } } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b2_rare_cost biomass = @b3_biomass } upkeep = { minerals = @b3_upkeep rare_crystals = @b2_rare_upkeep } } prerequisites = { tech_power_hub_1 } show_tech_unlock_if = { is_wilderness_empire = yes } upgrades = { building_bioelectric_stimulator_4 } planet_modifier = { planet_technician_energy_produces_add = 0.5 } inline_script = { script = jobs/technicians_add AMOUNT = @building_static_jobs_high } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_bioelectric_stimulator_4 = { # substitute for 'building_energy_nexus' icon = "bio_electric_stimulator_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = resource can_build = no can_demolish = yes building_sets = { generator } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony AND = { owner = { is_ai = yes } has_any_generator_district_or_building = no } owner = { is_wilderness_empire = no } } } allow = { has_fully_upgraded_capital = yes } resources = { category = planet_buildings cost = { minerals = @b4_minerals rare_crystals = @b3_rare_cost biomass = @b4_biomass } upkeep = { minerals = @b4_upkeep rare_crystals = @b3_rare_upkeep } } prerequisites = { tech_power_hub_2 } show_tech_unlock_if = { is_wilderness_empire = yes } planet_modifier = { planet_technician_energy_produces_add = 0.5 pop_technician_drone_bonus_workforce_mult = 0.05 } inline_script = { script = jobs/technicians_add AMOUNT = @building_static_jobs_high } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Mining building_churning_tunnels_1 = { icon = "churning_tunnels_1" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_1 category = resource can_build = yes can_demolish = yes building_sets = { mining } inline_script = { script = buildings/wilderness_buildings_potential_destroy } resources = { category = planet_buildings cost = { minerals = @b1_minerals biomass = @b1_biomass } upkeep = { minerals = @b1_upkeep } } inline_script = { script = jobs/miners_add AMOUNT = @building_static_jobs_low } upgrades = { building_churning_tunnels_2 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_churning_tunnels_2 = { icon = "churning_tunnels_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_2 category = resource can_build = no can_demolish = yes building_sets = { mining } inline_script = { script = buildings/wilderness_buildings_potential_destroy } allow = { has_upgraded_capital = yes } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { minerals = @b2_upkeep } } upgrades = { building_churning_tunnels_3 } inline_script = { script = jobs/miners_add AMOUNT = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_churning_tunnels_3 = { # substitute for 'building_mineral_purification_plant' icon = "churning_tunnels_3" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = resource can_build = no can_demolish = yes building_sets = { mining } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony AND = { owner = { is_ai = yes } has_any_mining_district_or_building = no } owner = { is_wilderness_empire = no } } } allow = { has_major_upgraded_capital = yes } resources = { category = planet_buildings cost = { minerals = @b3_minerals volatile_motes = @b2_rare_cost biomass = @b3_biomass } upkeep = { minerals = @b3_upkeep volatile_motes = @b2_rare_upkeep } } prerequisites = { "tech_mineral_purification_1" } show_tech_unlock_if = { is_wilderness_empire = yes } upgrades = { building_churning_tunnels_4 } planet_modifier = { planet_miners_minerals_produces_add = 0.5 } inline_script = { script = jobs/miners_add AMOUNT = @building_static_jobs_high } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_churning_tunnels_4 = { # substitute for 'building_mineral_purification_hub' icon = "churning_tunnels_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = resource can_build = no can_demolish = yes building_sets = { mining } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony AND = { owner = { is_ai = yes } has_any_mining_district_or_building = no } owner = { is_wilderness_empire = no } } } allow = { has_fully_upgraded_capital = yes } resources = { category = planet_buildings cost = { minerals = @b4_minerals volatile_motes = @b3_rare_cost biomass = @b4_biomass } upkeep = { minerals = @b4_upkeep volatile_motes = @b3_rare_upkeep } } planet_modifier = { planet_miners_minerals_produces_add = 0.5 pop_mining_drone_bonus_workforce_mult = 0.05 } inline_script = { script = jobs/miners_add AMOUNT = @building_static_jobs_high } inline_script = { script = buildings/on_all_wilderness_buildings_districts } prerequisites = { "tech_mineral_purification_2" } ai_estimate_without_unemployment = yes show_tech_unlock_if = { is_wilderness_empire = yes } } # Alloys building_natural_furnace_0 = { icon = "natural_furnace_1" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_1 category = resource can_build = yes can_demolish = yes building_sets = { government foundry } inline_script = { script = buildings/wilderness_buildings_potential_destroy } resources = { category = planet_buildings cost = { minerals = @b1_minerals biomass = @b1_biomass } upkeep = { energy = @b1_upkeep } } upgrades = { building_natural_furnace_1 } inline_script = { script = jobs/foundry_add AMOUNT = @building_static_jobs_low } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_natural_furnace_1 = { # substitute for 'building_foundry_1' icon = "natural_furnace_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_2 category = resource can_build = no can_demolish = yes building_sets = { government foundry } allow = { has_major_upgraded_capital = yes } inline_script = { script = buildings/wilderness_buildings_potential_destroy } prerequisites = { tech_basic_industry } show_tech_unlock_if = { is_wilderness_empire = yes } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { energy = @b2_upkeep } } upgrades = { building_natural_furnace_2 } inline_script = { script = jobs/foundry_add AMOUNT = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_natural_furnace_2 = { # substitute for 'building_foundry_2' icon = "natural_furnace_3" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = resource can_build = no can_demolish = yes building_sets = { government foundry } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } resources = { category = planet_buildings cost = { minerals = @b3_minerals biomass = @b3_biomass volatile_motes = @b2_rare_cost } upkeep = { energy = @b3_upkeep volatile_motes = @b2_rare_upkeep } } upgrades = { building_natural_furnace_3 } prerequisites = { tech_alloys_1 } show_tech_unlock_if = { is_wilderness_empire = yes } planet_modifier = { planet_metallurgists_alloys_produces_add = 0.5 planet_metallurgists_minerals_upkeep_add = 2 } inline_script = { script = jobs/foundry_add AMOUNT = @building_static_jobs_high } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_natural_furnace_3 = { # substitute for 'building_foundry_3' icon = "natural_furnace_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = resource can_build = no can_demolish = yes building_sets = { government foundry } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_fully_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = resort_colony has_modifier = slave_colony owner = { is_wilderness_empire = no } } } resources = { category = planet_buildings cost = { minerals = @b4_minerals biomass = @b4_biomass volatile_motes = @b3_rare_cost } upkeep = { energy = @b4_upkeep volatile_motes = @b3_rare_upkeep } } prerequisites = { tech_alloys_2 } show_tech_unlock_if = { is_wilderness_empire = yes } planet_modifier = { pop_foundry_bonus_workforce_mult = 0.05 planet_metallurgists_alloys_produces_add = 0.5 planet_metallurgists_minerals_upkeep_add = 2 } inline_script = { script = jobs/foundry_add AMOUNT = @building_static_jobs_high } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Amenities building_avatar_chamber_1 = { icon = "avatar_chamber_1" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = amenities can_build = yes can_demolish = yes building_sets = { government unity } potential = { exists = owner owner = { is_wilderness_empire = yes } } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } convert_to = { building_autochthon_monument building_corporate_monument building_galactic_memorial_1 building_simulation_1 building_sensorium_1 } prerequisites = { tech_wilderness_node } resources = { category = planet_buildings cost = { minerals = @b1_minerals biomass = @b1_biomass } upkeep = { food = @b1_upkeep } } upgrades = { building_avatar_chamber_2 } planet_modifier = { planet_housing_add = 300 planet_amenities_no_happiness_add = 400 } triggered_planet_modifier = { potential = { has_building = building_avatar_chamber_2 } planet_amenities_no_happiness_add = 200 } triggered_planet_modifier = { potential = { has_building = building_avatar_chamber_3 } planet_amenities_no_happiness_add = 400 } triggered_planet_modifier = { potential = { has_building = building_avatar_chamber_4 } planet_amenities_no_happiness_add = 800 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_avatar_chamber_2 = { # substitute for 'building_sensorium_1' icon = "avatar_chamber_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = amenities can_build = no can_demolish = yes #planet_limit = 1 building_sets = { government unity } potential = { exists = owner owner = { is_wilderness_empire = yes } NOR = { has_building = building_avatar_chamber_2 has_building = building_avatar_chamber_3 has_building = building_avatar_chamber_4 } } allow = { has_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } } convert_to = { building_autochthon_monument building_corporate_monument building_galactic_memorial_1 building_simulation_1 building_sensorium_1 } prerequisites = { tech_wilderness_node } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { food = @b2_upkeep } produces = { trigger = { exists = owner } unity = 1 multiplier = owner.trigger:num_ascension_perks } } upgrades = { building_avatar_chamber_3 } planet_modifier = { planet_housing_add = 300 planet_amenities_no_happiness_add = 600 planet_bureaucrats_produces_mult = 0.05 } triggered_desc = { text = building_avatar_chamber_2_effect } triggered_desc = { text = building_autochthon_monument_effect } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_avatar_chamber_3 = { # substitute for 'building_sensorium_2' icon = "avatar_chamber_3" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = amenities can_build = no can_demolish = yes building_sets = { government unity } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { is_wilderness_empire = no } } } convert_to = { building_corporate_site building_heritage_site building_galactic_memorial_2 building_simulation_2 building_sensorium_2 } prerequisites = { tech_wilderness_cluster } resources = { category = planet_buildings cost = { minerals = @b3_minerals biomass = @b3_biomass volatile_motes = @b2_rare_cost } upkeep = { food = @b3_upkeep volatile_motes = @b2_rare_upkeep } produces = { trigger = { exists = owner } unity = 2 multiplier = owner.trigger:num_ascension_perks } } upgrades = { building_avatar_chamber_4 } planet_modifier = { planet_housing_add = 300 planet_amenities_no_happiness_add = 800 planet_bureaucrats_produces_mult = 0.10 } triggered_desc = { text = building_avatar_chamber_3_effect } triggered_desc = { text = building_heritage_site_effect } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_avatar_chamber_4 = { # substitute for 'building_sensorium_3' icon = "avatar_chamber_4" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_5 category = amenities can_build = no can_demolish = yes building_sets = { government unity } planet_limit = 1 potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_fully_upgraded_capital = yes } destroy_trigger = { exists = owner OR = { has_modifier = slave_colony owner = { is_wilderness_empire = no } } } convert_to = { building_corporate_forum building_hypercomms_forum building_galactic_memorial_3 building_simulation_3 building_sensorium_3 } prerequisites = { tech_wilderness_confluence } resources = { category = planet_buildings cost = { minerals = @b4_minerals biomass = @b4_biomass volatile_motes = @b3_rare_cost } upkeep = { food = @b4_upkeep volatile_motes = @b3_rare_upkeep } produces = { trigger = { exists = owner } unity = 3 multiplier = owner.trigger:num_ascension_perks } } planet_modifier = { planet_housing_add = 300 planet_amenities_no_happiness_add = 1200 planet_bureaucrats_produces_mult = 0.20 } triggered_desc = { text = building_avatar_chamber_4_effect } triggered_desc = { text = building_hypercomms_forum_effect } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Volatile Motes building_mote_aggravator = { # substitute for 'building_chemical_plant' icon = "mote_aggravator" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = resource can_build = yes can_demolish = yes building_sets = { government foundry } inline_script = { script = buildings/wilderness_buildings_potential_destroy } prerequisites = { "tech_volatile_motes" } show_tech_unlock_if = { is_wilderness_empire = yes } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b3_biomass } upkeep = { energy = @b2_upkeep } } planet_modifier = { job_chemist_drone_add = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Exotic Gas building_churning_stomach = { # substitute for 'building_refinery' icon = "churning_stomach" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = resource can_build = yes can_demolish = yes building_sets = { government foundry } inline_script = { script = buildings/wilderness_buildings_potential_destroy } prerequisites = { "tech_exotic_gases" } show_tech_unlock_if = { is_wilderness_empire = yes } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b3_biomass } upkeep = { energy = @b2_upkeep } } planet_modifier = { job_gas_refiner_drone_add = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Rare Crystals building_crystal_growth = { # substitute for 'building_crystal_plant' icon = "crystal_growth" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_4 category = resource can_build = yes can_demolish = yes building_sets = { government foundry } inline_script = { script = buildings/wilderness_buildings_potential_destroy } prerequisites = { "tech_rare_crystals" } show_tech_unlock_if = { is_wilderness_empire = yes } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b3_biomass } upkeep = { energy = @b2_upkeep } } planet_modifier = { job_translucer_drone_add = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } ##################### # Military & Defense ##################### building_planetary_carapace = { # substitute for 'building_stronghold' icon = "planetary_carapace_1" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_2 category = army can_build = yes can_demolish = yes building_sets = { government fortress } inline_script = { script = buildings/wilderness_buildings_potential_destroy } prerequisites = { "tech_planetary_defenses" } show_tech_unlock_if = { is_wilderness_empire = yes } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { minerals = @b2_upkeep } } inline_script = { script = jobs/soldiers_add AMOUNT = @building_static_jobs_low } upgrades = { building_planetary_carapace_2 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } building_planetary_carapace_2 = { # substitute for 'building_fortress' icon = "planetary_carapace_2" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_3 category = army can_build = no can_demolish = yes planetary_ftl_inhibitor = yes building_sets = { government fortress } inline_script = { script = buildings/wilderness_buildings_potential_destroy } allow = { has_upgraded_capital = yes } prerequisites = { "tech_global_defense_grid" } show_tech_unlock_if = { is_wilderness_empire = yes } resources = { category = planet_buildings cost = { minerals = @b3_minerals biomass = @b3_biomass volatile_motes = @b2_rare_cost } upkeep = { minerals = @b3_upkeep volatile_motes = @b2_rare_upkeep } } inline_script = { script = jobs/soldiers_add AMOUNT = @building_static_jobs } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_estimate_without_unemployment = yes } # Planetary Shield Generator building_ozone_thickener = { icon = "ozone_thickener" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_5 category = army can_build = yes can_demolish = yes planet_limit = 1 building_sets = { government fortress } potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { has_upgraded_capital = yes if = { limit = { exists = orbital_defence } orbital_defence = { exists = starbase starbase = { NOR = { has_starbase_building = ring_orbital_shield_generator is_starbase_building_building = ring_orbital_shield_generator } } } } } prerequisites = { "tech_planetary_shield_generator" } show_tech_unlock_if = { is_wilderness_empire = yes } planet_modifier = { planet_orbital_bombardment_damage = -0.5 } triggered_planet_modifier = { potential = { has_cosmic_storms_dlc = yes } planet_storm_devastation_mult = -0.5 } inline_script = { # on_built & on_destroy behaviors script = cosmic_storms/PlanetaryShieldOnBuiltDestroy } resources = { category = planet_buildings cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { energy = @b2_upkeep } } inline_script = { script = buildings/on_all_wilderness_buildings_districts } custom_storm_ai_weight = { weight = 1 modifier = { factor = 5 AND = { exists = owner solar_system = { exists = owner owner = { num_cosmic_storms_encountered >=2 } } } } } ai_estimate_without_unemployment = yes } # (Cosmic Storms) Storm Relief Center | substitute for 'building_storm_resistant_production' # NOTE: no upgrade for this version building_wilderness_storm_relief = { base_buildtime = @b1_time planet_limit = 1 category = resource building_sets = { government } potential = { exists = owner owner = { is_wilderness_empire = yes } OR = { owner = { is_ai = no } solar_system = { system_has_storm_repelling_tech = no } } } destroy_trigger = { exists = owner owner = { is_wilderness_empire = no } influence_building_destruction_trigger = yes } prerequisites = { "tech_industrial_storm_protection" } show_tech_unlock_if = { is_wilderness_empire = yes } resources = { category = planet_buildings_storm_tech # Basic Building costs (inherited from 'building_storm_resistant_production') cost = { minerals = @b2_minerals biomass = @b2_biomass } upkeep = { energy = @b2_upkeep } upkeep = { trigger = { has_modifier = storm_hunkered_down_modifier } energy = @b1_upkeep } # NOTE: 'maintenance_drone' Jobs do not charge Upkeep; nor does their Wilderness substitute } # Modifiers inherited from 'building_storm_resistant_production': @b1_jobs x 'maintenance_drone' Job Output # NOTE: Ringworld modifiers are not applicable to Wilderness triggered_planet_modifier = { planet_amenities_no_happiness_add = 800 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } triggered_planet_modifier = { potential = { exists = planet.orbital_defence planet.orbital_defence = { exists = starbase starbase = { has_starbase_building = ring_maintenance_hub } } } planet_amenities_no_happiness_add = 100 mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult| } # Modifiers adjusted by GalCom Resolutions 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 = buildings/on_all_wilderness_buildings_districts } custom_tooltip = "building_wilderness_storm_relief_tt" custom_storm_ai_weight = { weight = 0 modifier = { add = 30 AND = { exists = owner owner = { num_unique_cosmic_storms_encountered >= 2 } } } } } ########## # Storage ########## building_subterranean_cache = { # substitute for 'building_resource_silo' icon = "subterranean_cache" ruined_icon = "wilderness_building_ruined" base_buildtime = @buildtime_1 category = resource can_build = yes can_demolish = yes building_sets = { government mining farming generator urban } potential = { exists = owner owner = { is_wilderness_empire = yes } } allow = { exists = owner hidden_trigger = { OR = { owner = { is_ai = no } AND = { NOT = { has_building = building_resource_silo } OR = { owner = { is_machine_empire = yes has_active_tradition = tr_domination_modular_depot } is_active_resolution = "resolution_greatergood_balance_in_the_middle" is_active_resolution = "resolution_greatergood_universal_prosperity_mandate" owner = { has_ascension_perk = ap_arcology_project NOT = { has_technology = tech_mega_engineering } } } } } } } resources = { category = planet_buildings cost = { minerals = @b1_minerals biomass = @b1_biomass } upkeep = { minerals = @b1_upkeep } } country_modifier = { country_resource_max_add = 5000 } triggered_country_modifier = { potential = { exists = owner owner = { has_technology = tech_construction_templates } } country_resource_max_add = 5000 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } prerequisites = { "tech_basic_industry" } show_tech_unlock_if = { is_wilderness_empire = yes } ai_estimate_without_unemployment = yes }