################## # Lifecrypt ################## # ========== Normal ========== building_lifecrypt_1 = { base_buildtime = @b1_time base_cap_amount = 1 category = unity building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers } } } inline_script = shroud/buildings/lifecrypt_1_conditions inline_script = shroud/buildings/lifecrypt_1_resources inline_script = shroud/buildings/lifecrypt_1_modifiers triggered_desc = { trigger = { exists = owner } text = job_civilian_ethics_effect } upgrades = { building_lifecrypt_2 } } building_lifecrypt_2 = { base_buildtime = @b2_time can_build = no category = unity building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers } } } inline_script = shroud/buildings/lifecrypt_2_conditions inline_script = shroud/buildings/lifecrypt_2_resources inline_script = shroud/buildings/lifecrypt_2_modifiers triggered_desc = { trigger = { exists = owner } text = job_civilian_ethics_effect } upgrades = { building_lifecrypt_3 } } building_lifecrypt_3 = { base_buildtime = @b3_time can_build = no category = unity building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers } } } inline_script = shroud/buildings/lifecrypt_3_conditions inline_script = shroud/buildings/lifecrypt_3_resources inline_script = shroud/buildings/lifecrypt_3_modifiers triggered_desc = { trigger = { exists = owner } text = job_civilian_ethics_effect } } # ========== Machine ========== building_lifecrypt_machine_1 = { base_buildtime = @b1_time base_cap_amount = 1 category = unity icon = building_lifecrypt_1 building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers_machine } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers_machine } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers_machine } } } inline_script = shroud/buildings/lifecrypt_1_conditions inline_script = shroud/buildings/lifecrypt_1_resources inline_script = shroud/buildings/lifecrypt_1_modifiers_gestalt upgrades = { building_lifecrypt_machine_2 } } building_lifecrypt_machine_2 = { base_buildtime = @b2_time can_build = no category = unity icon = building_lifecrypt_2 building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers_machine } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers_machine } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers_machine } } } inline_script = shroud/buildings/lifecrypt_2_conditions inline_script = shroud/buildings/lifecrypt_2_resources inline_script = shroud/buildings/lifecrypt_2_modifiers_gestalt upgrades = { building_lifecrypt_machine_3 } } building_lifecrypt_machine_3 = { base_buildtime = @b3_time can_build = no category = unity icon = building_lifecrypt_3 building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers_machine } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers_machine } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers_machine } } } inline_script = shroud/buildings/lifecrypt_3_conditions inline_script = shroud/buildings/lifecrypt_3_resources inline_script = shroud/buildings/lifecrypt_3_modifiers_gestalt } # ========== Hive Mind ========== building_lifecrypt_hive_mind_1 = { base_buildtime = @b1_time base_cap_amount = 1 category = unity icon = building_lifecrypt_1 building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers_hive_mind } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers_hive_mind } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers_hive_mind } } } inline_script = shroud/buildings/lifecrypt_1_conditions inline_script = shroud/buildings/lifecrypt_1_resources inline_script = shroud/buildings/lifecrypt_1_modifiers_gestalt upgrades = { building_lifecrypt_hive_mind_2 } } building_lifecrypt_hive_mind_2 = { base_buildtime = @b2_time can_build = no category = unity icon = building_lifecrypt_2 building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers_hive_mind } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers_hive_mind } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers_hive_mind } } } inline_script = shroud/buildings/lifecrypt_2_conditions inline_script = shroud/buildings/lifecrypt_2_resources inline_script = shroud/buildings/lifecrypt_2_modifiers_gestalt upgrades = { building_lifecrypt_hive_mind_3 } } building_lifecrypt_hive_mind_3 = { base_buildtime = @b3_time can_build = no category = unity icon = building_lifecrypt_3 building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers_hive_mind } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers_hive_mind } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers_hive_mind } } } inline_script = shroud/buildings/lifecrypt_3_conditions inline_script = shroud/buildings/lifecrypt_3_resources inline_script = shroud/buildings/lifecrypt_3_modifiers_gestalt } # ========== Corporate ========== building_lifecrypt_corporate_1 = { base_buildtime = @b1_time base_cap_amount = 1 category = unity icon = building_lifecrypt_1 building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers_corporate } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers_corporate } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers_corporate } } } inline_script = shroud/buildings/lifecrypt_1_conditions inline_script = shroud/buildings/lifecrypt_1_resources inline_script = shroud/buildings/lifecrypt_1_modifiers triggered_desc = { trigger = { exists = owner } text = job_civilian_ethics_effect } upgrades = { building_lifecrypt_corporate_2 } } building_lifecrypt_corporate_2 = { base_buildtime = @b2_time can_build = no category = unity icon = building_lifecrypt_2 building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers_corporate } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers_corporate } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers_corporate } } } inline_script = shroud/buildings/lifecrypt_2_conditions inline_script = shroud/buildings/lifecrypt_2_resources inline_script = shroud/buildings/lifecrypt_2_modifiers triggered_desc = { trigger = { exists = owner } text = job_civilian_ethics_effect } upgrades = { building_lifecrypt_corporate_3 } } building_lifecrypt_corporate_3 = { base_buildtime = @b3_time can_build = no category = unity icon = building_lifecrypt_3 building_sets = { unity } potential = { exists = owner owner = { has_civic = civic_entropy_drinkers_corporate } } show_tech_unlock_if = { has_civic = civic_entropy_drinkers_corporate } destroy_trigger = { exists = owner owner = { NOT = { has_civic = civic_entropy_drinkers_corporate } } } inline_script = shroud/buildings/lifecrypt_3_conditions inline_script = shroud/buildings/lifecrypt_3_resources inline_script = shroud/buildings/lifecrypt_3_modifiers triggered_desc = { trigger = { exists = owner } text = job_civilian_ethics_effect } } ################################# # Experimentation Chambers ################################# building_experimentation_chambers_1 = { base_buildtime = @b1_time exempt_from_ai_planet_specialization = no category = research building_sets = { research } potential = { exists = owner owner = { is_twisted_experimenters_empire = yes } NOR = { has_modifier = resort_colony has_modifier = slave_colony } } destroy_trigger = { OR = { owner = { is_twisted_experimenters_empire = no } has_modifier = resort_colony has_modifier = slave_colony } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } pop_ethic_materialist_attraction_mult = 0.05 } inline_script = { script = shroud/buildings/experimentation_chambers_jobs TEST_SUBJECT_JOBS = 200 EXPERIMENTER_JOBS = 200 PENAL_JOBS = 100 } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { energy = @b1_upkeep } } upgrades = { "building_experimentation_chambers_2" } prerequisites = { "tech_basic_science_lab_1" } show_tech_unlock_if = { is_twisted_experimenters_empire = yes } } building_experimentation_chambers_2 = { base_buildtime = @b2_time can_build = no category = research building_sets = { research } allow = { has_upgraded_capital = yes } destroy_trigger = { OR = { owner = { is_twisted_experimenters_empire = no } has_modifier = resort_colony has_modifier = slave_colony } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } pop_ethic_materialist_attraction_mult = 0.1 } inline_script = { script = shroud/buildings/experimentation_chambers_jobs TEST_SUBJECT_JOBS = 400 EXPERIMENTER_JOBS = 200 PENAL_JOBS = 200 } resources = { category = planet_buildings cost = { minerals = @b2_minerals rare_crystals = @b2_rare_cost } upkeep = { energy = 2 rare_crystals = 2 } } upgrades = { "building_experimentation_chambers_3" } prerequisites = { "tech_basic_science_lab_2" } show_tech_unlock_if = { is_twisted_experimenters_empire = yes } } building_experimentation_chambers_3 = { base_buildtime = @b3_time can_build = no category = research building_sets = { research } allow = { has_major_upgraded_capital = yes } destroy_trigger = { OR = { owner = { is_twisted_experimenters_empire = no } has_modifier = resort_colony has_modifier = slave_colony } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no } } pop_ethic_materialist_attraction_mult = 0.15 } inline_script = { script = shroud/buildings/experimentation_chambers_jobs TEST_SUBJECT_JOBS = 600 EXPERIMENTER_JOBS = 200 PENAL_JOBS = 300 } resources = { category = planet_buildings cost = { minerals = @b3_minerals rare_crystals = @b3_rare_cost } upkeep = { energy = 2 rare_crystals = @b3_rare_upkeep volatile_motes = 1 } } prerequisites = { "tech_basic_science_lab_3" } show_tech_unlock_if = { is_twisted_experimenters_empire = yes } } building_cradle_sanctum = { base_buildtime = @b3_time category = government building_sets = { government unity } empire_limit = { base = 1 } potential = { has_shroud_dlc = yes exists = owner owner = { has_country_flag = trust_accord } NOR = { has_designation = col_resort has_modifier = slave_colony } } allow = { has_major_upgraded_capital = yes } destroy_trigger = { exists = owner owner = { has_shroud_dlc = yes NOT = { has_country_flag = trust_accord } } } inline_script = { script = jobs/telepaths_add AMOUNT = 300 } country_modifier = { country_influence_produces_mult = 0.20 envoy_improve_relations_mult = 0.20 } resources = { category = planet_buildings cost = { minerals = @b3_minerals sr_zro = @b2_rare_cost } upkeep = { energy = @b3_upkeep sr_zro = @b2_rare_upkeep } } } building_psionic_suppressor = { base_buildtime = @b3_time category = unity base_cap_amount = 1 building_sets = { unity urban } potential = { has_shroud_dlc = yes } prerequisites = { "tech_psionic_suppression" } resources = { category = planet_buildings cost = { minerals = @b1_minerals } upkeep = { sr_zro = @b2_rare_upkeep } } inline_script = { script = jobs/unity_jobs_add AMOUNT = @building_static_jobs } triggered_desc = { text = building_psionic_suppressor_tt } on_built = { add_eotc_aura_psionic_suppressor = yes } on_destroy = { remove_eotc_aura_psionic_suppressor = yes } on_repaired = { add_eotc_aura_psionic_suppressor = yes } } building_ancient_ward_1 = { base_buildtime = @b3_time category = army can_build = no can_demolish = no empire_limit = { base = 1 } building_sets = { government fortress } potential = { has_shroud_dlc = yes exists = owner owner = { has_origin = origin_mindwardens } } planet_modifier = { planet_orbital_bombardment_damage = -0.25 } inline_script = { script = jobs/soldiers_add AMOUNT = 200 } upgrades = { building_ancient_ward_2 } } building_ancient_ward_2 = { base_buildtime = @b3_time category = army can_build = no can_demolish = no building_sets = { government fortress } potential = { has_shroud_dlc = yes exists = owner owner = { has_origin = origin_mindwardens has_country_flag = unlocked_ancient_ward_upgrade } } planet_modifier = { planet_orbital_bombardment_damage = -0.5 } inline_script = { script = jobs/soldiers_add AMOUNT = 200 } system_modifier = { mindwarden_aura_immunity = 1 } triggered_desc = { text = psionic_auras_immunity } on_built = { if = { limit = { exists = owner owner = { has_origin = origin_mindwardens } } owner = { if = { limit = { has_event_chain = ancient_ward_upgrade_chain } add_event_chain_counter = { event_chain = ancient_ward_upgrade_chain counter = ancient_ward_upgraded amount = 1 } if = { limit = { has_completed_event_chain_counter = { event_chain = ancient_ward_upgrade_chain counter = ancient_ward_upgraded } } country_event = { id = shroud.6215 } } } } } add_eotc_aura_grand_ward = yes } on_destroy = { remove_eotc_aura_grand_ward = yes } on_repaired = { add_eotc_aura_grand_ward = yes } } building_materiality_engine = { base_buildtime = @b2_time category = manufacturing can_be_ruined = no can_be_disabled = no building_sets = { government urban } potential = { has_shroud_dlc = yes exists = owner owner = { has_origin = origin_shroud_forged } } empire_limit = { base = 1 modifier = { add = materiality_engine_available check_variable = { which = materiality_engine_available value > 0 } } } prerequisites = { "tech_materiality_engine" } resources = { category = planet_buildings cost = { minerals = @b2_minerals sr_zro = @b1_rare_cost } produces = { alloys = 6 minerals = 12 } upkeep = { sr_zro = @b2_rare_upkeep } } inline_script = { script = jobs/physicists_add AMOUNT = @building_static_jobs_high } country_modifier = { damage_vs_psionic_empires_mult = 0.05 } triggered_desc = { text = physics_unit_is_extradimensional_research_unit_tt } triggered_desc = { text = NEW_LINE } triggered_desc = { text = building_materiality_engine_tt } on_built = { materiality_engine_on_built_effect = yes } on_destroy = { if = { limit = { exists = event_target:mindwarden_enclave_country } event_target:mindwarden_enclave_country = { add_trust = { who = root.owner amount = @mindwarden_opinion_lost_materiality_engine } } } } } building_chamber_of_silence = { base_buildtime = @b2_time category = government can_be_disabled = no building_sets = { government urban } base_cap_amount = 1 potential = { owner = { has_tradition = tr_psionics_shroud_psi_corps has_origin = origin_endbringers } } destroy_trigger = { exists = owner owner = { NOR = { has_tradition = tr_psionics_shroud_psi_corps has_origin = origin_endbringers } } } triggered_desc = { trigger = { if = { limit = { exists = owner } if = { limit = { owner = { has_modifier = endbringers_paranoia } } text = building_chamber_of_silence_paranoia_tt } if = { limit = { owner = { has_modifier = endbringers_madness_1 } } text = building_chamber_of_silence_madness_1_tt } else_if = { limit = { owner = { has_modifier = endbringers_madness_2 } } text = building_chamber_of_silence_madness_2_tt } else_if = { limit = { owner = { has_modifier = endbringers_madness_3 } } text = building_chamber_of_silence_madness_3_tt } if = { limit = { owner = { OR = { has_modifier = endbringers_paranoia has_modifier = endbringers_madness_1 has_modifier = endbringers_madness_2 has_modifier = endbringers_madness_3 } } } text = newline } text = building_chamber_of_silence_destroyed_tt } } } inline_script = { script = jobs/telepaths_add AMOUNT = 200 } planet_modifier = { planet_stability_add = 5 } triggered_planet_modifier = { potential = { planet = { num_assigned_jobs = { job = telepath value > 0 } } } psionic_pop_bonus_workforce_mult = 1 mult = value:psionic_workforce_from_telepaths # This is on the building instead of the jobs to prevent an infinite workforce loop } triggered_country_modifier = { potential = { exists = owner owner = { has_technology = tech_aura_intensification } } psionic_aura_intensity_mult = 0.05 } resources = { category = planet_buildings cost = { minerals = 500 } upkeep = { energy = @b2_upkeep } } on_built = { owner = { set_variable = { which = num_chambers_of_silence value = value:count_building_chamber_of_silence } refresh_endbringers_paranoia_modifier = yes refresh_endbringers_madness_modifier = yes } } on_destroy = { # Building here is already removed from the planet owner = { set_variable = { which = num_chambers_of_silence value = value:count_building_chamber_of_silence } refresh_endbringers_paranoia_modifier = yes refresh_endbringers_madness_modifier = yes } } on_repaired = { owner = { set_variable = { which = num_chambers_of_silence value = value:count_building_chamber_of_silence } refresh_endbringers_paranoia_modifier = yes refresh_endbringers_madness_modifier = yes } } }