automate_crime_management = { should_ai_use_job_micro = yes available = { exists = owner owner = { is_gestalt = no } } emergency = yes category = "planet_automation_crime" buildings = { precinct = { building = building_precinct_house available = { planet_crime > 30 NOT = { has_available_jobs = enforcer } NOT = { has_forbidden_jobs = enforcer } any_owned_pop_group = { can_work_specific_job = enforcer } NOR = { AND = { has_building = building_precinct_house owner = { has_technology = tech_colonial_centralization } } has_building = building_hall_judgment num_buildings = { type = building_precinct_house value >= 3 } } } } state_academy = { building = building_state_academy available = { planet_crime > 30 NOR = { AND = { has_building = building_state_academy owner = { has_technology = tech_colonial_centralization } } has_building = building_center_of_guidance num_buildings = { type = building_state_academy value >= 3 } } } } } job_changes = { #No increase or decrease for educators as it's a really good job enforcer_reduce = { available = { planet_crime < 1 } job = enforcer amount = -1 } enforcer_increase = { available = { planet_crime > 27 } job = enforcer amount = 1 } } } automate_crime_management_gestalt = { should_ai_use_job_micro = yes available = { exists = owner owner = { is_gestalt = yes } } emergency = yes category = "planet_automation_crime" buildings = { precinct = { available = { planet_crime > 30 NOT = { has_available_jobs = patrol_drone } NOT = { has_forbidden_jobs = patrol_drone } } building = building_sentinel_posts } } job_changes = { job_patrol_drone_add_reduce = { available = { planet_crime < 1 } job = patrol_drone amount = -1 } job_patrol_drone_add_increase = { available = { planet_crime > 27 } job = patrol_drone amount = 1 } } } automate_building_housing = { available = { free_housing < 0 } emergency = yes category = "planet_automation_housing" prio_districts = { district_hab_housing district_arcology_housing district_rw_nexus district_city district_hive district_nexus } } automate_biotrophy_management_servitor_ecu = { available = { owner = { is_machine_empire = yes has_valid_civic = civic_machine_servitor } uses_district_set = city_world free_district_slots > 0 any_owned_pop_group = { is_unemployed = yes has_citizenship_type = { type = citizenship_organic_trophy country = owner } } } emergency = yes category = "planet_automation_biotrophy_management" prio_districts = { district_arcology_organic_housing } } automate_biotrophy_management_servitor_hab = { available = { owner = { is_machine_empire = yes has_valid_civic = civic_machine_servitor } uses_district_set = habitat free_district_slots > 0 any_owned_pop_group = { is_unemployed = yes has_citizenship_type = { type = citizenship_organic_trophy country = owner } } } emergency = yes category = "planet_automation_biotrophy_management" } automate_hive_spawning_pool = { available = { owner = { is_hive_empire = yes } } emergency = yes category = "planet_automation_pop_assembly" buildings = { assembly = { building = building_spawning_pool } } } automate_machine_assembly = { available = { owner = { is_machine_empire = yes } } emergency = yes category = "planet_automation_pop_assembly" buildings = { assembly = { building = building_machine_assembly_plant } } } automate_robotic_pop_assembly = { available = { owner = { NOT = { has_policy_flag = robots_outlawed } } } emergency = yes category = "planet_automation_pop_assembly" buildings = { assembly = { building = building_robot_assembly_plant } } } automate_bio_cloning = { available = { owner = { has_technology = tech_cloning } } emergency = yes category = "planet_automation_pop_assembly" buildings = { assembly = { building = building_clone_vats } } } automate_biotrophy_management_servitor = { available = { owner = { is_machine_empire = yes has_valid_civic = civic_machine_servitor } free_building_slots > 1 any_owned_pop_group = { is_unemployed = yes has_citizenship_type = { type = citizenship_organic_trophy country = owner } } } emergency = yes category = "planet_automation_biotrophy_management" buildings = { sanctuary = { building = building_organic_sanctuary } } } automate_amenity_management = { available = { free_amenities < 0 owner = { NOR = { is_machine_empire = yes is_hive_empire = yes } } } emergency = yes category = "planet_automation_amenities" buildings = { clinic = { building = building_medical_2 available = { owner = { is_synthetic_empire = no } NOT = { has_available_jobs = entertainer } NOT = { has_available_jobs = healthcare } NOT = { has_forbidden_jobs = entertainer } NOT = { has_forbidden_jobs = healthcare } any_owned_pop_group = { can_work_specific_job = healthcare } } upgrade_trigger = { owner = { is_synthetic_empire = no } NOT = { has_available_jobs = entertainer } NOT = { has_available_jobs = healthcare } NOT = { has_forbidden_jobs = entertainer } NOT = { has_forbidden_jobs = healthcare } any_owned_pop_group = { can_work_specific_job = healthcare } } } holo = { building = building_holo_theatres available = { NOT = { has_available_jobs = entertainer } NOT = { has_available_jobs = healthcare } NOT = { has_forbidden_jobs = entertainer } NOT = { has_forbidden_jobs = healthcare } any_owned_pop_group = { can_work_specific_job = entertainer } } upgrade_trigger = { NOT = { has_available_jobs = entertainer } NOT = { has_available_jobs = healthcare } NOT = { has_forbidden_jobs = entertainer } NOT = { has_forbidden_jobs = healthcare } any_owned_pop_group = { can_work_specific_job = entertainer } } } zoo = { building = building_xeno_zoo } } } automate_hive_amenity_management = { available = { free_amenities < 0 owner = { OR = { is_machine_empire = yes is_hive_empire = yes } } NOT = { has_available_jobs = maintenance_drone } NOT = { has_forbidden_jobs = maintenance_drone } } emergency = yes category = "planet_automation_amenities" prio_districts = { district_hab_housing district_arcology_housing district_rw_nexus district_city district_hive district_nexus } } automate_amenity_management_ecu = { available = { free_amenities < 0 owner = { NOR = { is_machine_empire = yes is_hive_empire = yes } } uses_district_set = city_world free_district_slots > 0 NOT = { has_available_jobs = entertainer } NOT = { has_forbidden_jobs = entertainer } owner = { has_resource = { type = exotic_gases amount >= 75 } } } emergency = yes category = "planet_automation_amenities" prio_districts = { district_arcology_leisure } } automate_worm_love = { available = { owner = { has_technology = tech_akx_worm_3 has_event_chain = WORM_CHAIN_1 NOT = { has_country_flag = alignment_built } } is_capital = yes NOT = { has_building = building_akx_worm_3 } } emergency = yes category = "planet_automation_worm" buildings = { worm = { building = building_akx_worm_3 available = { always = yes } } } } automate_crystal_deficit_management = { available = { owner = { has_monthly_income = { resource = rare_crystals value < 0 } } free_building_slots > 0 } empire_wide_emergency = yes category = "planet_automation_rare_resources" buildings = { crystal_plant = { building = building_crystal_plant available = { #you really want to be building science/unity buildings instead of refineries on those designations has_research_designation = no has_unity_designation = no has_fortress_designation = no } } } } automate_mote_deficit_management = { available = { owner = { has_monthly_income = { resource = volatile_motes value < 0 } } free_building_slots > 0 } empire_wide_emergency = yes category = "planet_automation_rare_resources" buildings = { chem_plant = { building = building_chemical_plant available = { #you really want to be building science/unity buildings instead of refineries on those designations has_research_designation = no has_unity_designation = no has_fortress_designation = no } } } } automate_gas_deficit_management = { available = { owner = { has_monthly_income = { resource = exotic_gases value < 0 } } free_building_slots > 0 } empire_wide_emergency = yes category = "planet_automation_rare_resources" buildings = { refinery = { building = building_refinery available = { #you really want to be building science/unity buildings instead of refineries on those designations has_research_designation = no has_unity_designation = no has_fortress_designation = no } } } } automate_permanent_employment_building = { available = { owner = { has_valid_civic = civic_permanent_employment } NOT = { has_building = building_posthumous_employment_center } free_building_slots > 1 NOR = { colony_type = col_industrial colony_type = col_foundry colony_type = col_factory colony_type = col_research colony_type = col_habitat_trade colony_type = col_habitat_foundry colony_type = col_habitat_factory colony_type = col_habitat_research colony_type = col_habitat_industrial colony_type = col_resort colony_type = col_pleasure colony_type = col_penal colony_type = col_ring_research colony_type = col_ring_trade colony_type = col_ecu_industrial colony_type = col_ecu_factory colony_type = col_ecu_foundry colony_type = col_ecu_research colony_type = col_bureau colony_type = col_habitat_bureau } } emergency = yes category = "planet_automation_permanent_employment_center" buildings = { posthumus = { building = building_posthumous_employment_center } } } automate_psi_corps_building = { available = { owner = { has_psionic_ascension = yes } } emergency = yes category = "planet_automation_psi_corps_building" buildings = { psi_corps = { building = building_psi_corps } } } automate_capital_building = { available = { owner = { NOR = { is_machine_empire = yes is_hive_empire = yes } } } emergency = yes category = "planet_automation_upgrade_buildings" buildings = { colony_shelter = { building = building_colony_shelter } hab_capital = { building = building_hab_capital } slave_capital = { building = building_slave_capital } } } automate_capital_building_machine = { available = { owner = { is_machine_empire = yes } } emergency = yes category = "planet_automation_upgrade_buildings" buildings = { deployment_post = { building = building_deployment_post } hab_capital = { building = building_hab_capital } } } automate_capital_building_hive = { available = { owner = { is_hive_empire = yes } } emergency = yes category = "planet_automation_upgrade_buildings" buildings = { hive_capital = { building = building_hive_capital } hab_capital = { building = building_hab_capital } } }