# Replaces 'planet___produces_add' modifiers (e.g. 'planet_technician_energy_produces_add') in Building script, for cases like Wilderness which use a central Job instead. # NOTE: only suitable for Jobs which produce one resource. # inline_script = { # script = buildings/planet_job_resource_produces_add # JOB = miners # RESOURCE = minerals # AMOUNT = 2 # } triggered_planet_modifier = { potential = { exists = owner } planet_$JOB$_$RESOURCE$_produces_add = $AMOUNT$ }