@base_cost = 300 @city_cost = 500 district_city = { base_buildtime = 480 exempt_from_ai_planet_specialization = yes default_starting_district = yes overlay_icon = GFX_district_government zone_slots = { slot_city_government slot_city_01 slot_city_02 } show_on_uncolonized = { exists = from from = { is_regular_empire = yes } OR = { uses_district_set = standard uses_district_set = hive_world uses_district_set = machine_world uses_district_set = shattered_ring_world uses_district_set = volcanic_world } is_special_colony_type = no } potential = { OR = { NOT = { exists = owner } #this condition is needed for galaxy generation AND = { exists = owner owner = { OR = { is_regular_empire = yes AND = { is_country_type = primitive is_hive_empire = no } } } } } NOT = { has_deposit = d_crashed_slaver_ship } OR = { uses_district_set = district_resort uses_district_set = standard uses_district_set = hive_world uses_district_set = machine_world uses_district_set = shattered_ring_world uses_district_set = volcanic_world } is_special_colony_type = no NAND = { is_capital = yes owner = { has_menace_perk = menp_behemoth_mind_meld } } } allow = { hidden_trigger = { is_special_colony_type = no } custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_crashed_slaver_ship district_arcology_housing district_rw_city district_nexus district_hive district_prison district_craglands district_mindlink district_crashed_slaver_ship district_resort district_slave } resources = { category = planet_districts_cities cost = { minerals = @city_cost trigger = { NOT = { has_modifier = wooden_planet } } } cost = { food = @city_cost trigger = { has_modifier = wooden_planet } } upkeep = { energy = 2 trigger = { NOT = { has_modifier = wooden_planet } } } upkeep = { food = 2 trigger = { has_modifier = wooden_planet } } } planet_modifier = { planet_housing_add = 1000 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll } } modifier = { planet_housing_add = -200 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_public_works } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 NOT = { has_valid_civic = civic_agrarian_idyll } } } modifier = { planet_housing_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_tankbound_empire = yes } } modifier = { job_production_overseer_add = 100 } } inline_script = { script = districts/district_triggered_name_urban } inline_script = { script = districts/district_triggered_flavor_desc_urban } inline_script = { script = districts/ai_urban_district_extra_weighting } } district_crashed_slaver_ship = { is_uncapped = { always = no } can_demolish = no exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_government zone_slots = { slot_city_government } show_on_uncolonized = { always = no exists = from from = { is_wilderness_empire = no } } potential = { uses_district_set = standard has_deposit = d_crashed_slaver_ship if = { limit = { exists = owner } NAND = { is_capital = yes owner = { has_menace_perk = menp_behemoth_mind_meld } } owner = { is_wilderness_empire = no } } } allow = { hidden_trigger = { NAND = { has_modifier = resort_colony has_modifier = slave_colony } } custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_city district_arcology_housing district_rw_city district_nexus district_hive district_craglands district_mindlink } resources = { category = planet_districts_cities upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 1000 } triggered_planet_modifier = { potential = { exists = owner owner = { NOT = { has_country_flag = origin_broken_shackles_crashed_slaver_ship_depleted } } } job_broken_shackles_scavenger_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll } } modifier = { planet_housing_add = -200 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_public_works } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 NOT = { has_valid_civic = civic_agrarian_idyll } } } modifier = { planet_housing_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = origin_broken_shackles_crashed_slaver_ship_depleted is_tankbound_empire = no } } modifier = { job_clerk_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_tankbound_empire = yes } } modifier = { job_production_overseer_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_country_flag = origin_broken_shackles_crashed_slaver_ship_depleted is_tankbound_empire = yes } } modifier = { job_production_overseer_add = 100 } } } district_resort = { base_buildtime = 480 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_trade zone_slots = { slot_city_government slot_resort_01 slot_resort_02 } show_on_uncolonized = { exists = from from = { is_regular_empire = yes } has_modifier = resort_colony } potential = { exists = owner owner = { is_regular_empire = yes } has_modifier = resort_colony } allow = { hidden_trigger = { NOT = { has_modifier = slave_colony } } custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_city district_arcology_housing district_rw_city district_nexus district_hive district_craglands district_mindlink district_crashed_slaver_ship district_prison } resources = { category = planet_districts_cities cost = { minerals = @city_cost trigger = { NOT = { has_modifier = wooden_planet } } } cost = { food = @city_cost trigger = { has_modifier = wooden_planet } } upkeep = { energy = 2 trigger = { NOT = { has_modifier = wooden_planet } } } upkeep = { food = 2 trigger = { has_modifier = wooden_planet } } } planet_modifier = { planet_housing_add = 500 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll } } modifier = { planet_housing_add = -200 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } modifier = { job_resort_worker_add = @special_district_jobs } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_public_works } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 NOT = { has_valid_civic = civic_agrarian_idyll } } } modifier = { planet_housing_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } modifier = { job_resort_worker_add = @base_district_jobs } } triggered_planet_modifier = { potential = { exists = owner owner = { is_tankbound_empire = yes } } modifier = { job_production_overseer_add = 100 } } triggered_name = { text = resort_default } triggered_flavor_desc = { text = district_resort_desc } } district_resort_1 = { icon = district_resort_secondary base_buildtime = 480 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_amenities zone_slots = { slot_resort_attraction_01 } show_on_uncolonized = { exists = from from = { is_regular_empire = yes } has_modifier = resort_colony } potential = { exists = owner owner = { is_regular_empire = yes } has_modifier = resort_colony } allow = { custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 500 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_extended_hives } } modifier = { planet_housing_add = 100 } } triggered_name = { text = resort_attraction_default } triggered_flavor_desc = { text = district_resort_1_desc } } district_resort_2 = { icon = district_resort_secondary base_buildtime = 480 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_amenities zone_slots = { slot_resort_attraction_01 } show_on_uncolonized = { exists = from from = { is_regular_empire = yes } has_modifier = resort_colony } potential = { exists = owner owner = { is_regular_empire = yes } has_modifier = resort_colony } allow = { custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 500 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_extended_hives } } modifier = { planet_housing_add = 100 } } triggered_name = { text = resort_attraction_default } triggered_flavor_desc = { text = district_resort_1_desc } } district_resort_3 = { icon = district_resort_secondary base_buildtime = 480 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_amenities zone_slots = { slot_resort_attraction_01 } show_on_uncolonized = { exists = from from = { is_regular_empire = yes } has_modifier = resort_colony } potential = { exists = owner owner = { is_regular_empire = yes } has_modifier = resort_colony } allow = { custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 500 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_extended_hives } } modifier = { planet_housing_add = 100 } } triggered_name = { text = resort_attraction_default } triggered_flavor_desc = { text = district_resort_1_desc } } district_prison = { base_buildtime = 480 exempt_from_ai_planet_specialization = yes icon = district_city overlay_icon = GFX_district_government zone_slots = { slot_city_government slot_city_01 slot_city_02 } show_on_uncolonized = { exists = from from = { is_regular_empire = yes } has_modifier = penal_colony } potential = { exists = owner owner = { is_regular_empire = yes } has_modifier = penal_colony } allow = { hidden_trigger = { has_modifier = penal_colony } custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_city district_arcology_housing district_rw_city district_nexus district_hive } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 300 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll } } modifier = { planet_housing_add = -200 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_public_works } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 NOT = { has_valid_civic = civic_agrarian_idyll } } } modifier = { planet_housing_add = 200 } } inline_script = { script = jobs/enforcers_add AMOUNT = @base_district_jobs } triggered_planet_modifier = { potential = { exists = owner owner = { is_tankbound_empire = yes } } modifier = { job_production_overseer_add = 100 } } } district_slave = { base_buildtime = 480 exempt_from_ai_planet_specialization = yes icon = district_city overlay_icon = GFX_district_government zone_slots = { slot_city_government slot_city_01 slot_city_02 } show_on_uncolonized = { exists = from from = { is_regular_empire = yes } has_modifier = slave_colony } potential = { exists = owner owner = { is_regular_empire = yes } has_modifier = slave_colony } allow = { hidden_trigger = { has_modifier = slave_colony } custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_arcology_housing district_rw_city district_nexus district_hive district_city } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 1000 } triggered_planet_modifier = { potential = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll } } modifier = { planet_housing_add = -200 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_public_works } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 NOT = { has_valid_civic = civic_agrarian_idyll } } } modifier = { planet_housing_add = 200 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no is_fallen_empire_spiritualist = no } } modifier = { job_slave_overseer_add = @base_district_jobs } } triggered_planet_modifier = { potential = { exists = owner owner = { is_tankbound_empire = yes } } modifier = { job_production_overseer_add = 100 } } } district_hive = { base_buildtime = 480 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_government zone_slots = { slot_city_government slot_city_01 slot_city_02 } show_on_uncolonized = { exists = from from = { is_hive_empire = yes } OR = { uses_district_set = standard uses_district_set = volcanic_world uses_district_set = hive_world uses_district_set = machine_world uses_district_set = shattered_ring_world } exists = from from = { is_wilderness_empire = no } } potential = { exists = owner owner = { is_hive_empire = yes is_wilderness_empire = no } OR = { uses_district_set = standard uses_district_set = volcanic_world uses_district_set = hive_world uses_district_set = machine_world uses_district_set = shattered_ring_world } NAND = { is_capital = yes owner = { has_menace_perk = menp_behemoth_mind_meld } } } allow = { hidden_trigger = { NOT = { has_modifier = resort_colony } } custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_arcology_housing district_rw_hive district_nexus district_city district_craglands district_mindlink } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 1200 } triggered_planet_modifier = { potential = { is_planet_class = pc_hive } modifier = { planet_housing_add = 600 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_extended_hives } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_tankbound_empire = yes } } modifier = { job_production_overseer_add = 100 } } inline_script = { script = districts/district_triggered_name_hive } inline_script = { script = districts/district_triggered_flavor_desc_hive } inline_script = { script = districts/ai_urban_district_extra_weighting } } district_hive_1 = { icon = district_hive_secondary base_buildtime = 480 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_housing zone_slots = { slot_hive } show_on_uncolonized = { uses_district_set = hive_world } potential = { uses_district_set = hive_world } allow = { custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_nexus_1 district_generator district_photosynthesis_fields } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 1200 } triggered_planet_modifier = { potential = { is_planet_class = pc_hive } modifier = { planet_housing_add = 600 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_extended_hives } } modifier = { planet_housing_add = 100 } } triggered_name = { text = district_hive } } district_hive_2 = { icon = district_hive_secondary base_buildtime = 480 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_housing zone_slots = { slot_hive } show_on_uncolonized = { uses_district_set = hive_world } potential = { uses_district_set = hive_world } allow = { custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_nexus_2 district_mining district_hollow_mountains } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 1200 } triggered_planet_modifier = { potential = { is_planet_class = pc_hive } modifier = { planet_housing_add = 600 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_extended_hives } } modifier = { planet_housing_add = 100 } } triggered_name = { text = district_hive } } district_hive_3 = { icon = district_hive_secondary base_buildtime = 480 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_housing zone_slots = { slot_hive } show_on_uncolonized = { uses_district_set = hive_world } potential = { uses_district_set = hive_world } allow = { custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_nexus_3 district_farming district_orchard_forests } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 1200 } triggered_planet_modifier = { potential = { is_planet_class = pc_hive } modifier = { planet_housing_add = 600 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_extended_hives } } modifier = { planet_housing_add = 100 } } triggered_name = { text = district_hive } } district_nexus = { base_buildtime = 480 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_government zone_slots = { slot_city_government slot_city_01 slot_city_02 } show_on_uncolonized = { exists = from from = { is_machine_empire = yes } OR = { uses_district_set = standard uses_district_set = volcanic_world uses_district_set = hive_world uses_district_set = machine_world uses_district_set = shattered_ring_world } } potential = { exists = owner owner = { is_machine_empire = yes } OR = { uses_district_set = standard uses_district_set = volcanic_world uses_district_set = hive_world uses_district_set = machine_world uses_district_set = shattered_ring_world } NAND = { is_capital = yes owner = { has_menace_perk = menp_behemoth_mind_meld } } } allow = { hidden_trigger = { NOT = { has_modifier = resort_colony } } custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_arcology_housing district_rw_nexus district_city district_hive district_craglands district_mindlink } resources = { category = planet_districts_cities cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 1100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_optimized_nexus } } modifier = { planet_housing_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_tankbound_empire = yes } } modifier = { job_production_overseer_add = 100 } } inline_script = { script = districts/district_triggered_name_machine } inline_script = { script = districts/district_triggered_flavor_desc_machine } inline_script = { script = districts/ai_urban_district_extra_weighting } } district_nexus_1 = { icon = district_nexus_secondary base_buildtime = 600 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_housing zone_slots = { slot_nexus } show_on_uncolonized = { uses_district_set = machine_world } potential = { uses_district_set = machine_world } conversion_ratio = 1 convert_to = { district_hive_1 district_generator district_photosynthesis_fields } resources = { category = planet_districts cost = { trigger = { NOT = { has_deposit = d_machine_prototype_pc_machine } } minerals = 1000 } cost = { trigger = { has_deposit = d_machine_prototype_pc_machine } minerals = @base_cost } upkeep = { trigger = { NOT = { has_deposit = d_machine_prototype_pc_machine } } energy = 5 } upkeep = { trigger = { has_deposit = d_machine_prototype_pc_machine } energy = 2 } } planet_modifier = { planet_housing_add = 1500 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 300 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 300 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_optimized_nexus } } modifier = { planet_housing_add = 300 } } triggered_name = { text = district_nexus_name } } district_nexus_2 = { icon = district_nexus_secondary base_buildtime = 600 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_housing zone_slots = { slot_nexus } show_on_uncolonized = { uses_district_set = machine_world } potential = { uses_district_set = machine_world } conversion_ratio = 1 convert_to = { district_hive_2 district_mining district_hollow_mountains } resources = { category = planet_districts cost = { trigger = { NOT = { has_deposit = d_machine_prototype_pc_machine } } minerals = 1000 } cost = { trigger = { has_deposit = d_machine_prototype_pc_machine } minerals = @base_cost } upkeep = { trigger = { NOT = { has_deposit = d_machine_prototype_pc_machine } } energy = 5 } upkeep = { trigger = { has_deposit = d_machine_prototype_pc_machine } energy = 2 } } planet_modifier = { planet_housing_add = 1500 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 300 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 300 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_optimized_nexus } } modifier = { planet_housing_add = 300 } } triggered_name = { text = district_nexus_name } } district_nexus_3 = { icon = district_nexus_secondary base_buildtime = 600 exempt_from_ai_planet_specialization = yes overlay_icon = GFX_district_housing zone_slots = { slot_nexus } show_on_uncolonized = { uses_district_set = machine_world } potential = { uses_district_set = machine_world } conversion_ratio = 1 convert_to = { district_hive_3 district_farming district_orchard_forests } resources = { category = planet_districts cost = { trigger = { NOT = { has_deposit = d_machine_prototype_pc_machine } } minerals = 1000 } cost = { trigger = { has_deposit = d_machine_prototype_pc_machine } minerals = @base_cost } upkeep = { trigger = { NOT = { has_deposit = d_machine_prototype_pc_machine } } energy = 5 } upkeep = { trigger = { has_deposit = d_machine_prototype_pc_machine } energy = 2 } } planet_modifier = { planet_housing_add = 1500 } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_1 } } modifier = { planet_housing_add = 300 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_technology = tech_housing_2 } } modifier = { planet_housing_add = 300 } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_prosperity_optimized_nexus } } modifier = { planet_housing_add = 300 } } triggered_name = { text = district_nexus_name } } district_prison_industrial = { base_buildtime = 480 icon = district_industrial overlay_icon = GFX_district_mixed_industry zone_slots = { slot_city_government slot_city_01 slot_city_02 } prerequisites = { tech_basic_industry } show_on_uncolonized = { exists = owner owner = { is_gestalt = no } uses_district_industrial = yes has_modifier = penal_colony } potential = { always = no } allow = { NOR = { has_modifier = resort_colony has_modifier = slave_colony } } conversion_ratio = 1 convert_to = { district_arcology_arms_industry district_battle_thrall } resources = { category = planet_districts_industrial cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 200 } inline_script = { script = jobs/industrial_prison_districts_factory_add AMOUNT = 100 } inline_script = { script = jobs/industrial_prison_districts_foundry_add AMOUNT = 100 } } district_battle_thrall = { base_buildtime = 480 overlay_icon = GFX_district_fortress zone_slots = { slot_city_government slot_city_01 slot_city_02 } prerequisites = { tech_basic_industry } show_on_uncolonized = { exists = from has_modifier = slave_colony } potential = { always = no } allow = { hidden_trigger = { has_modifier = slave_colony } custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { } resources = { category = planet_districts_industrial cost = { minerals = @city_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 200 } triggered_planet_modifier = { potential = { exists = owner owner = { is_gestalt = no is_fallen_empire_spiritualist = no } } modifier = { job_battle_thrall_add = @base_district_jobs } } } district_srw_commercial = { base_buildtime = 240 overlay_icon = GFX_district_trade min_for_deposits_on_planet = 3 max_for_deposits_on_planet = 15 zone_slots = { slot_city_04 } show_on_uncolonized = { always = no exists = from from = { is_regular_empire = yes } uses_district_set = shattered_ring_world } potential = { always = no exists = owner owner = { is_regular_empire = yes } uses_district_set = shattered_ring_world } allow = { hidden_trigger = { NOT = { has_modifier = resort_colony } } custom_tooltip = { fail_text = arcology_project_construction_fail_tt NOT = { has_planet_flag = arcology_project_construction } } } conversion_ratio = 1 convert_to = { district_rw_commercial } resources = { category = planet_districts cost = { minerals = @base_cost } upkeep = { energy = 1 } } planet_modifier = { planet_housing_add = 200 } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = no } } modifier = { job_trader_add = 100 } } triggered_planet_modifier = { potential = { exists = owner owner = { is_regular_empire = yes } } job_artisan_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { is_fallen_empire_spiritualist = yes } } modifier = { job_bureaucrat_add = @base_district_jobs } } triggered_planet_modifier = { potential = { exists = owner owner = { has_active_tradition = tr_mercantile_commercial_enterprise } } modifier = { job_trader_add = 100 } } }