@base_cost = 30 @city_cost = 50 @biomass_cost = 50 @wilderness_district_build_long = 480 @wilderness_district_build_short = 240 # City (blue) district_craglands = { base_buildtime = @wilderness_district_build_long overlay_icon = GFX_district_government show_on_uncolonized = { uses_district_set = standard exists = from from = { is_wilderness_empire = yes } } potential = { uses_district_set = standard exists = owner owner = { is_wilderness_empire = yes } NAND = { is_capital = yes owner = { has_menace_perk = menp_behemoth_mind_meld } } } zone_slots = { slot_city_government slot_city_01 slot_city_02 } conversion_ratio = 1 convert_to = { district_arcology_housing district_rw_city district_nexus district_hive district_city district_mindlink } resources = { category = planet_districts_cities cost = { minerals = 500 } cost = { biomass = @biomass_cost } upkeep = { energy = 2 } } planet_modifier = { planet_housing_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_tradition = tr_domination_imperious_architecture } } planet_defense_armies_add = 1 } triggered_planet_modifier = { potential = { exists = owner owner = { has_tradition = tr_prosperity_public_works } } planet_housing_add = 50 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } ai_resource_production = { unity = 5 trigger = { OR = { has_building = building_commensal_clearing_1 has_building = building_commensal_clearing_2 has_building = building_commensal_clearing_3 has_building = building_commensal_clearing_4 } } } exempt_from_ai_planet_specialization = yes ai_estimate_without_unemployment = yes additional_ai_weight = 10 } # Industry (orange) #district_metallic_dew_plains = { # base_buildtime = @wilderness_district_build_long # # # prerequisites = { # tech_basic_industry # } # zone_slots = { #TEMPORARY WILL BE DELETED # slot_city_02 # } # # conversion_ratio = 1 # convert_to = { # district_arcology_arms_industry # district_rw_industrial # } # # resources = { # category = planet_districts_industrial # cost = { # minerals = 500 # } # upkeep = { # energy = 2 # } # } # triggered_desc = { # text = district_metallic_dew_plains_tooltip_desc # } # planet_modifier = { # planet_max_buildings_add = 0.5 # } # # inline_script = { # script = buildings/#on_all_wilderness_buildings_districts # } # # ai_resource_production = { # alloys = 5 # trigger = { # OR = { # has_building = building_natural_furnace_0 # has_building = building_natural_furnace_1 # has_building = building_natural_furnace_2 # has_building = building_natural_furnace_3 # } # } # } # # ai_estimate_without_unemployment = yes # additional_ai_weight = 10 #} # Energy (yellow) district_photosynthesis_fields = { expansion_planner = yes base_buildtime = @wilderness_district_build_short overlay_icon = GFX_district_energy inherits_capped_modifiers_from = district_generator is_uncapped = { is_wilderness_generator_district_uncapped = yes } min_for_deposits_on_planet = 3 max_for_deposits_on_planet = 15 zone_slots = { slot_energy } show_on_uncolonized = { uses_district_set = standard exists = from from = { is_wilderness_empire = yes } } potential = { uses_district_set = standard exists = owner owner = { is_wilderness_empire = yes } } conversion_ratio = 1 convert_to = { district_generator district_photosynthesis_fields_uncapped district_nexus_1 district_hive_1 } expansion_planner_type = district_generator resources = { category = planet_districts_generator cost = { minerals = 300 } cost = { biomass = @biomass_cost } upkeep = { energy = 1 } } planet_modifier = { job_technician_drone_add = @base_rural_district_jobs planet_housing_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_tradition = tr_prosperity_public_works } } planet_housing_add = 50 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } prerequisites = { tech_power_plant_1 } ai_resource_production = { energy = 5 trigger = { OR = { has_building = building_bioelectric_stimulator_1 has_building = building_bioelectric_stimulator_2 has_building = building_bioelectric_stimulator_3 has_building = building_bioelectric_stimulator_4 } } } ai_estimate_without_unemployment = yes additional_ai_weight = 10 } district_photosynthesis_fields_uncapped = { base_buildtime = @wilderness_district_build_short icon = district_photosynthesis_fields overlay_icon = GFX_district_energy zone_slots = { slot_energy } show_on_uncolonized = { always = no } potential = { always = no } conversion_ratio = 1 convert_to = { district_generator district_photosynthesis_fields district_nexus_1 district_hive_1 } } # Mining (red) district_hollow_mountains = { expansion_planner = yes base_buildtime = @wilderness_district_build_short overlay_icon = GFX_district_minerals inherits_capped_modifiers_from = district_mining is_uncapped = { is_wilderness_mining_district_uncapped = yes } min_for_deposits_on_planet = 1 max_for_deposits_on_planet = 15 zone_slots = { slot_minerals } show_on_uncolonized = { uses_district_set = standard exists = from from = { is_wilderness_empire = yes } } potential = { uses_district_set = standard exists = owner owner = { is_wilderness_empire = yes } } conversion_ratio = 1 convert_to = { district_mining district_hollow_mountains_uncapped district_nexus_2 district_hive_2 } expansion_planner_type = district_mining resources = { category = planet_districts_mining cost = { minerals = 300 } cost = { biomass = @biomass_cost } upkeep = { food = 1 } } planet_modifier = { job_mining_drone_add = @base_rural_district_jobs planet_housing_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_tradition = tr_prosperity_public_works } } planet_housing_add = 50 } prerequisites = { tech_mechanized_mining } ai_resource_production = { minerals = 5 trigger = { OR = { has_building = building_churning_tunnels_1 has_building = building_churning_tunnels_2 has_building = building_churning_tunnels_3 has_building = building_churning_tunnels_4 } } } ai_estimate_without_unemployment = yes additional_ai_weight = 10 } district_hollow_mountains_uncapped = { base_buildtime = @wilderness_district_build_short icon = district_hollow_mountains overlay_icon = GFX_district_minerals zone_slots = { slot_minerals } show_on_uncolonized = { always = no } potential = { always = no } conversion_ratio = 1 convert_to = { district_mining district_hollow_mountains district_nexus_2 district_hive_2 } } # Farming (green) district_orchard_forests = { expansion_planner = yes base_buildtime = @wilderness_district_build_short overlay_icon = GFX_district_food inherits_capped_modifiers_from = district_farming is_uncapped = { is_wilderness_farming_district_uncapped = yes } min_for_deposits_on_planet = 3 max_for_deposits_on_planet = 15 zone_slots = { slot_food } show_on_uncolonized = { uses_district_set = standard exists = from from = { is_wilderness_empire = yes } } potential = { uses_district_set = standard exists = owner owner = { is_wilderness_empire = yes } } allow = { NOT = { has_modifier = resort_colony } } conversion_ratio = 1 convert_to = { district_farming district_nexus_3 district_hive_3 } expansion_planner_type = district_farming resources = { category = planet_districts_farming cost = { minerals = 300 } cost = { biomass = @biomass_cost } upkeep = { energy = 1 } } planet_modifier = { job_agri_drone_add = @base_rural_district_jobs planet_housing_add = 100 } triggered_planet_modifier = { potential = { exists = owner owner = { has_tradition = tr_prosperity_public_works } } planet_housing_add = 50 } inline_script = { script = buildings/on_all_wilderness_buildings_districts } prerequisites = { tech_industrial_farming } ai_resource_production = { food = 5 trigger = { OR = { has_building = building_massive_growth_1 has_building = building_massive_growth_2 has_building = building_massive_growth_3 has_building = building_massive_growth_4 } } } ai_estimate_without_unemployment = yes additional_ai_weight = 10 } district_orchard_forests_uncapped = { base_buildtime = @wilderness_district_build_short icon = district_orchard_forests overlay_icon = GFX_district_food zone_slots = { slot_food } show_on_uncolonized = { always = no } potential = { always = no } allow = { NOT = { has_modifier = resort_colony } } conversion_ratio = 1 convert_to = { district_farming district_orchard_forests district_nexus_3 district_hive_3 } }