# Planet District Zones # # Documentation: ./99_HOW_TO_ZONE.txt zone_default = { icon = GFX_diplomatic_weight_large base_buildtime = @zone_buildtime potential = { # planet scope } unlock = { # planet scope NOT = { has_designation = col_resort } } resources = { category = planet_zones cost = { minerals = @zone_cost } } max_buildings = 6 zone_sets = { default } include = { all } excluded_building_sets = { generator mining farming knights betharian fallen_empire_generator fallen_empire_farming fallen_empire_mining urban_automation urban_automation_arcology generator_automation mining_automation farming_automation } ai_priority = 0 } zone_urban = { icon = GFX_district_specialization_urban base_buildtime = @zone_buildtime potential = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = no } } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = no } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } triggered_district_planet_modifier = { planet_housing_add = @zone_urban_housing_positive } max_buildings = 3 zone_sets = { urban habitat_urban } include = { all } excluded_building_sets = { generator mining farming knights betharian generator_automation mining_automation farming_automation urban_automation_arcology urban_automation } planet_modifier = { zone_building_slots_add = 3 } triggered_desc = { trigger = { always = yes } text = zone_urban_triggered_desc } ai_priority = 2 ai_weight_coefficient = 0.5 } zone_industrial = { inline_script = { script = zones/shared_industrial_zone AMOUNT = @scaling_district_2_jobs } zone_sets = { urban habitat_urban } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } ai_weight_coefficient = 1.1 } zone_foundry = { inline_script = { script = zones/shared_industrial_foundry_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_urban } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } ai_weight_coefficient = 1.2 } zone_factory = { inline_script = { script = zones/shared_industrial_factory_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_urban } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } } zone_research_unity = { icon = GFX_district_specialization_bureaucrat base_buildtime = @zone_buildtime potential = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = no } } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = no } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { urban polytechnic } included_building_sets = { research unity origin } inline_script = { script = jobs/zone_researchers_add AMOUNT = @scaling_district_researchers_4_jobs LARGE_AMOUNT = @scaling_district_researchers_2_jobs } inline_script = { script = jobs/zone_unity_jobs_add AMOUNT = @scaling_district_unity_4_jobs } planet_modifier = { zone_building_slots_add = 3 } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } triggered_desc = { trigger = { always = yes } text = zone_research_unity_triggered_desc } ai_priority = 8 } zone_research = { inline_script = { script = zones/shared_research_zone AMOUNT = @scaling_district_3_jobs } zone_sets = { urban polytechnic } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } ai_weight_coefficient = 1.2 } zone_research_physics = { inline_script = { script = zones/shared_research_physics_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_research polytechnic } inline_script = { script = zones/shared_research_zone_modifiers } ai_priority = 15 ai_weight_coefficient = 1.1 } zone_research_society = { inline_script = { script = zones/shared_research_society_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_research polytechnic } inline_script = { script = zones/shared_research_zone_modifiers } ai_priority = 15 ai_weight_coefficient = 1.1 } zone_research_engineering = { inline_script = { script = zones/shared_research_engineering_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_research polytechnic } inline_script = { script = zones/shared_research_zone_modifiers } ai_priority = 15 ai_weight_coefficient = 1.1 } zone_unity = { inline_script = { script = zones/shared_unity_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_urban polytechnic } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } convert_to = { zone_unity_spiritualist zone_unity_bio_trophy } } zone_unity_spiritualist = { inline_script = { script = zones/shared_unity_spiritualist_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_urban polytechnic } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } convert_to = { zone_unity zone_unity_bio_trophy } } zone_unity_bio_trophy = { inline_script = { script = zones/shared_unity_bio_trophy_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_urban polytechnic } triggered_district_planet_modifier = { planet_housing_add = -500 } convert_to = { zone_unity zone_unity_spiritualist } } zone_fortress = { inline_script = { script = zones/shared_fortress_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_urban } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } } zone_trade = { inline_script = { script = zones/shared_trade_zone AMOUNT = @scaling_district_1_job } zone_sets = { urban habitat_urban resort } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } ai_weight_coefficient = 0.25 } #Resort World Zones zone_resort = { icon = GFX_district_specialization_resort base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = no } has_modifier = resort_colony } unlock = { # planet scope has_modifier = resort_colony } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { resort } included_building_sets = { urban origin } inline_script = { script = jobs/zone_resort_worker_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } ai_priority = 5 } zone_resort_entertainment = { icon = GFX_district_specialization_entertainer base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = no } has_modifier = resort_colony } unlock = { # planet scope has_modifier = resort_colony } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { resort } included_building_sets = { entertainment origin } inline_script = { script = jobs/zone_entertainers_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } triggered_desc = { trigger = { always = yes } text = zone_trade_triggered_desc } ai_priority = 10 } #Resort World Attraction Zones #Has Zoo Tech zone_resort_zoo = { icon = GFX_district_specialization_zoo base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { has_technology = tech_alien_life_studies is_wilderness_empire = no } has_modifier = resort_colony NOT = { has_zone = { zone = zone_resort_zoo } } } planet_limit = { base = 1 } swap_type = district_resort_zoo swap_type_weight = 5 unlock = { # planet scope has_modifier = resort_colony } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { resort_attraction } included_building_sets = { zoo } inline_script = { script = jobs/zone_biologists_add LARGE_AMOUNT = @doubled_scaling_district_1_job } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } max_buildings = 1 triggered_desc = { trigger = { always = yes } text = zone_trade_triggered_desc } ai_priority = 10 } zone_resort_grand_museum = { icon = GFX_district_specialization_culture_worker base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = no } NOT = { has_zone = { zone = zone_resort_grand_museum } } } planet_limit = { base = 1 } swap_type = district_resort_museum swap_type_weight = 5 unlock = { # planet scope has_modifier = resort_colony } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { resort_attraction } included_building_sets = { resort } triggered_district_planet_modifier = { potential = { exists = owner } job_bureaucrat_add = @doubled_scaling_district_1_job } max_buildings = 1 inline_script = { script = zones/shared_city_non_urban_zone_modifiers } triggered_desc = { trigger = { always = yes } text = zone_trade_triggered_desc } ai_priority = 10 } #Not Xenophile zone_resort_hunting_ground = { icon = GFX_district_specialization_trophy_hunter base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = no is_xenophile = no NOT = { has_zone = { zone = zone_resort_hunting_ground } } } } planet_limit = { base = 1 } swap_type = district_resort_hunting_ground swap_type_weight = 5 unlock = { # planet scope has_modifier = resort_colony } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { resort_attraction } included_building_sets = { hunting_zone resort } triggered_district_planet_modifier = { potential = { exists = owner } job_wrangler_add = @doubled_scaling_district_1_job } max_buildings = 1 inline_script = { script = zones/shared_city_non_urban_zone_modifiers } triggered_desc = { trigger = { always = yes } text = zone_trade_triggered_desc } ai_priority = 10 } #Spiritualist Only zone_resort_spiritual_retreat = { icon = GFX_district_specialization_priest base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = no is_spiritualist = yes NOT = { has_zone = { zone = zone_resort_spiritual_retreat } } } } planet_limit = { base = 1 } swap_type = district_resort_spiritual_retreat swap_type_weight = 5 unlock = { # planet scope has_modifier = resort_colony } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { resort_attraction } included_building_sets = { unity } triggered_district_planet_modifier = { potential = { exists = owner } job_bureaucrat_add = @doubled_scaling_district_1_job } max_buildings = 1 inline_script = { script = zones/shared_city_non_urban_zone_modifiers } triggered_desc = { trigger = { always = yes } text = zone_trade_triggered_desc } ai_priority = 10 } #Restoration Enclave zone_resort_restoration_enclave = { icon = GFX_district_specialization_healthcare base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = no NOT = { has_zone = { zone = zone_resort_restoration_enclave } } } } planet_limit = { base = 1 } swap_type = district_resort_restoration_enclave swap_type_weight = 5 unlock = { # planet scope has_modifier = resort_colony } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { resort_attraction } included_building_sets = { medical } triggered_district_planet_modifier = { potential = { exists = owner } job_healthcare_add = @doubled_scaling_district_1_job } max_buildings = 1 inline_script = { script = zones/shared_city_non_urban_zone_modifiers } triggered_desc = { trigger = { always = yes } text = zone_trade_triggered_desc } ai_priority = 10 } #Proving Grounds zone_resort_proving_grounds = { icon = GFX_district_specialization_duelist base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = no OR = { has_valid_civic = civic_warrior_culture is_militarist = yes } NOT = { has_zone = { zone = zone_resort_proving_grounds } } } } planet_limit = { base = 1 } swap_type = district_resort_proving_grounds swap_type_weight = 5 unlock = { # planet scope has_modifier = resort_colony } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { resort_attraction } included_building_sets = { entertainment } triggered_district_planet_modifier = { potential = { exists = owner } job_entertainer_add = @doubled_scaling_district_1_job } max_buildings = 1 inline_script = { script = zones/shared_city_non_urban_zone_modifiers } triggered_desc = { trigger = { always = yes } text = zone_trade_triggered_desc } ai_priority = 10 } zone_minerals = { inline_script = { script = zones/shared_minerals_zone AMOUNT = @scaling_district_1_job } zone_sets = { minerals habitat_minerals } show_in_tech = tech_mineral_purification_1 } zone_betharian = { inline_script = { script = zones/shared_betharian_zone AMOUNT = @scaling_district_1_job } swap_type = district_mining_betharian swap_type_weight = 5 zone_sets = { minerals } show_in_tech = tech_mine_betharian } zone_rare_crystals = { inline_script = { script = zones/shared_rare_crystals_zone AMOUNT = @scaling_district_1_job } swap_type = district_mining_rare_crystals swap_type_weight = 5 zone_sets = { minerals } show_in_tech = tech_mine_rare_crystals } zone_minerals_physics = { icon = GFX_district_specialization_physics base_buildtime = @zone_buildtime swap_type = district_mining_physics swap_type_weight = 5 potential = { # planet scope has_deposit = d_sky_mountain } unlock = { # planet scope hidden_trigger = { has_deposit = d_sky_mountain } } resources = { category = planet_zones cost = { minerals = @zone_cost } } included_building_sets = { mining fallen_empire_mining mining_automation physics } convert_to = { } inline_script = { script = jobs/zone_miner_add AMOUNT = @scaling_district_2_jobs } inline_script = { script = jobs/zone_physicists_add LARGE_AMOUNT = @scaling_district_2_jobs } planet_modifier = { zone_building_slots_add = 3 planet_miners_physics_research_produces_add = 0.5 planet_miners_minerals_produces_add = -1 } ai_priority = 10 zone_sets = { minerals } } zone_energy = { inline_script = { script = zones/shared_energy_zone AMOUNT = @scaling_district_1_job } zone_sets = { energy habitat_energy } show_in_tech = tech_power_hub_1 } zone_volatile_motes = { inline_script = { script = zones/shared_volatile_motes_zone AMOUNT = @scaling_district_1_job } swap_type = district_generator_volatile_motes swap_type_weight = 5 zone_sets = { energy } show_in_tech = tech_mine_volatile_motes } zone_food = { inline_script = { script = zones/shared_food_zone AMOUNT = @scaling_district_1_job } zone_sets = { food } show_in_tech = tech_food_processing_1 } zone_anglers = { icon = GFX_district_specialization_angler base_buildtime = @zone_buildtime potential = { # planet scope hidden_trigger = { exists = owner owner = { is_anglers_empire = yes } } is_wet = yes } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_anglers_empire = yes } } is_wet = yes } resources = { category = planet_zones cost = { minerals = @zone_cost } } inline_script = { script = jobs/zone_farmers_add AMOUNT = @scaling_district_2_jobs } inline_script = { script = jobs/zone_factory_add AMOUNT = @scaling_district_2_jobs } zone_sets = { food } included_building_sets = { farming hydroponics fallen_empire_farming farming_automation } planet_modifier = { zone_building_slots_add = 3 } ai_priority = 5 } zone_exotic_gases = { inline_script = { script = zones/shared_exotic_gases_zone AMOUNT = @scaling_district_1_job } swap_type = district_farming_exotic_gases swap_type_weight = 5 zone_sets = { food } show_in_tech = tech_mine_exotic_gases } #Hive World Zones zone_spawning = { inline_script = { script = zones/shared_spawning_zone AMOUNT = 50 } zone_sets = { urban } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } } #Machine World Zones zone_machine_replication = { icon = GFX_district_specialization_machine_replication base_buildtime = @zone_buildtime potential = { # planet scope is_planet_class = pc_machine exists = owner owner = { is_machine_empire = yes has_ascension_perk = ap_machine_worlds } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_machine_empire = yes } } owner = { has_ascension_perk = ap_machine_worlds } } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { urban } included_building_sets = { urban } triggered_district_planet_modifier = { potential = { exists = owner owner = { is_machine_empire = yes } } job_replicator_add = 50 } triggered_district_planet_modifier = { potential = { exists = owner owner = { is_individual_machine = yes } } job_roboticist_add = 50 } max_buildings = 1 planet_modifier = { zone_building_slots_add = 1 } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } ai_priority = 12 } zone_subterranean_urban = { icon = GFX_district_specialization_urban base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_subterranean_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_subterranean_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } max_buildings = 3 zone_sets = { minerals } included_building_sets = { mining urban fallen_empire_mining mining_automation } inline_script = { script = jobs/zone_miner_add AMOUNT = @bonus_scaling_district_2_jobs } inline_script = { script = jobs/zone_trader_add AMOUNT = @bonus_scaling_district_2_jobs } planet_modifier = { zone_building_slots_add = 3 } ai_priority = 1 } zone_agrarian_urban = { icon = GFX_district_specialization_agrarian base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { has_valid_civic = civic_agrarian_idyll } if = { limit = { owner = { is_anglers_empire = yes } } is_wet = no } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll } if = { limit = { owner = { is_anglers_empire = yes } } is_wet = no } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } max_buildings = 3 zone_sets = { food } included_building_sets = { farming hydroponics urban farming_automation } inline_script = { script = jobs/zone_farmers_add AMOUNT = @bonus_scaling_district_2_jobs } inline_script = { script = jobs/zone_trader_add AMOUNT = @bonus_scaling_district_2_jobs } planet_modifier = { zone_building_slots_add = 3 } ai_priority = 1 } zone_agrarian_anglers = { icon = GFX_district_specialization_urban base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { has_valid_civic = civic_agrarian_idyll is_anglers_empire = yes } is_wet = yes } unlock = { # planet scope hidden_trigger = { exists = owner owner = { has_valid_civic = civic_agrarian_idyll is_anglers_empire = yes } is_wet = yes } } resources = { category = planet_zones cost = { minerals = @zone_cost } } max_buildings = 3 zone_sets = { food } included_building_sets = { farming hydroponics urban farming_automation } inline_script = { script = jobs/zone_farmers_add AMOUNT = @bonus_scaling_district_3_jobs } inline_script = { script = jobs/zone_factory_add AMOUNT = @bonus_scaling_district_3_jobs } inline_script = { script = jobs/zone_trader_add AMOUNT = @bonus_scaling_district_3_jobs } planet_modifier = { zone_building_slots_add = 3 } ai_priority = 1 } zone_cosmogenesis_default = { max_buildings = 1 max_buildings_planet_class = yes zone_sets = { cosmogenesis_default } included_building_sets = { cosmogenesis_world } ai_priority = 0 } # zone_food_biology = { # icon = GFX_district_specialization_society # base_buildtime = @zone_buildtime # # swap_type = district_farming_society # swap_type_weight = 5 # # potential = { # planet scope # hidden_trigger = { exists = owner } # owner = { # is_wilderness_empire = no # is_ai = no # AI isn't great at handling these # } # } # # unlock = { # planet scope # hidden_trigger = { # exists = owner # owner = { # is_wilderness_empire = no # } # } # owner = { # has_technology = tech_society_2 # } # } # # resources = { # category = planet_zones # cost = { # minerals = @zone_cost # } # } # # inline_script = { # script = jobs/zone_farmers_add # AMOUNT = @scaling_district_2_jobs # } # # inline_script = { # script = jobs/zone_biologists_add # LARGE_AMOUNT = @scaling_district_2_jobs # } # # zone_sets = { # food # habitat_urban # } # # included_building_sets = { # farming # hydroponics # society # farming_automation # } # # convert_to = { # zone_research_society_arcology # zone_research_society_ring_world # zone_research_society_nexus # zone_research_society_hive # } # # planet_modifier = { # zone_building_slots_add = 3 # planet_farmers_produces_mult = @zone_rural_research_worker_produces_mult # } # # triggered_district_planet_modifier = { # potential = { # always = yes # } # planet_biologists_produces_mult = @zone_rural_research_research_produces_mult # planet_biologists_food_upkeep_add = @zone_rural_research_researcher_upkeep_add # } # # triggered_desc = { # trigger = { # always = yes # } # text = zone_food_triggered_desc # } # # show_in_tech = tech_society_2 # # ai_priority = 13 # } # # zone_minerals_engineering = { # icon = GFX_district_specialization_engineering # base_buildtime = @zone_buildtime # # swap_type = district_mining_engineering # swap_type_weight = 5 # # potential = { # planet scope # hidden_trigger = { exists = owner } # owner = { # is_wilderness_empire = no # is_ai = no # AI isn't great at handling these # } # } # # unlock = { # planet scope # hidden_trigger = { # exists = owner # owner = { # is_wilderness_empire = no # } # } # owner = { # has_technology = tech_engineering_2 # } # } # # resources = { # category = planet_zones # cost = { # minerals = @zone_cost # } # } # # inline_script = { # script = jobs/zone_miner_add # AMOUNT = @scaling_district_2_jobs # } # # inline_script = { # script = jobs/zone_engineers_add # LARGE_AMOUNT = @scaling_district_2_jobs # } # # zone_sets = { # minerals # habitat_urban # } # # included_building_sets = { # mining # engineering # fallen_empire_mining # mining_automation # } # # convert_to = { # zone_research_engineering_arcology # zone_research_engineering_ring_world # zone_research_engineering_nexus # zone_research_engineering_hive # } # # planet_modifier = { # zone_building_slots_add = 3 # planet_miners_produces_mult = @zone_rural_research_worker_produces_mult # } # # triggered_district_planet_modifier = { # potential = { # always = yes # } # planet_engineers_produces_mult = @zone_rural_research_research_produces_mult # planet_engineers_minerals_upkeep_add = @zone_rural_research_researcher_upkeep_add # } # # triggered_desc = { # trigger = { # always = yes # } # text = zone_minerals_triggered_desc # } # # show_in_tech = tech_engineering_2 # # ai_priority = 13 # } # # zone_energy_physics = { # icon = GFX_district_specialization_physics # base_buildtime = @zone_buildtime # # swap_type = district_generator_physics # swap_type_weight = 5 # # potential = { # planet scope # hidden_trigger = { exists = owner } # owner = { # is_wilderness_empire = no # is_ai = no # AI isn't great at handling these # } # } # # unlock = { # planet scope # hidden_trigger = { # exists = owner # owner = { # is_wilderness_empire = no # } # } # owner = { # has_technology = tech_physics_2 # } # } # # resources = { # category = planet_zones # cost = { # minerals = @zone_cost # } # } # # zone_sets = { # energy # habitat_urban # } # # included_building_sets = { # generator # physics # fallen_empire_generator # generator_automation # } # # convert_to = { # zone_research_physics_arcology # zone_research_physics_ring_world # zone_research_physics_nexus # zone_research_physics_hive # } # # inline_script = { # script = jobs/zone_technicians_add # AMOUNT = @scaling_district_2_jobs # } # # inline_script = { # script = jobs/zone_physicists_add # LARGE_AMOUNT = @scaling_district_2_jobs # } # # planet_modifier = { # zone_building_slots_add = 3 # planet_technician_produces_mult = @zone_rural_research_worker_produces_mult # } # # triggered_district_planet_modifier = { # potential = { # always = yes # } # planet_physicists_produces_mult = @zone_rural_research_research_produces_mult # planet_physicists_energy_upkeep_add = @zone_rural_research_researcher_upkeep_add # } # # triggered_desc = { # trigger = { # always = yes # } # text = zone_energy_triggered_desc # } # # show_in_tech = tech_physics_2 # # ai_priority = 13 # } # # zone_urban_energy = { # icon = GFX_district_specialization_energy # base_buildtime = @zone_buildtime # potential = { # planet scope # hidden_trigger = { exists = owner } # owner = { # is_wilderness_empire = no # is_ai = no # AI isn't great at handling these # } # NOT = { # is_planet_class = pc_city # } # } # # unlock = { # planet scope # hidden_trigger = { # exists = owner # owner = { # is_wilderness_empire = no # } # } # } # # resources = { # category = planet_zones # cost = { # minerals = @zone_cost # } # } # # inline_script = { # script = jobs/zone_trader_add # AMOUNT = @scaling_district_2_jobs # } # # max_buildings = 0 # # zone_sets = { # urban # } # # included_building_sets = { # generator # urban # fallen_empire_generator # } # # triggered_district_planet_modifier = { # potential = { # NOT = { # is_planet_class = pc_ringworld_habitable # } # } # planet_technician_produces_mult = @zone_urban_rural_worker_produces_mult # planet_technician_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add # } # # triggered_district_planet_modifier = { # potential = { # is_planet_class = pc_ringworld_habitable # } # planet_technician_produces_mult = @zone_urban_rural_worker_produces_mult # planet_technician_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add # mult = 5 # } # # triggered_desc = { # trigger = { # always = yes # } # text = zone_urban_triggered_desc # } # # ai_priority = 13 # } # # zone_urban_minerals = { # icon = GFX_district_specialization_minerals # base_buildtime = @zone_buildtime # potential = { # planet scope # hidden_trigger = { exists = owner } # owner = { # is_wilderness_empire = no # is_ai = no # AI isn't great at handling these # } # NOR = { # is_planet_class = pc_ringworld_habitable # is_planet_class = pc_city # } # } # # unlock = { # planet scope # hidden_trigger = { # exists = owner # owner = { # is_wilderness_empire = no # } # } # } # # resources = { # category = planet_zones # cost = { # minerals = @zone_cost # } # } # # zone_sets = { # urban # } # # inline_script = { # script = jobs/zone_trader_add # AMOUNT = @scaling_district_2_jobs # } # # max_buildings = 0 # # included_building_sets = { # mining # urban # fallen_empire_mining # } # # triggered_district_planet_modifier = { # potential = { # NOT = { # is_planet_class = pc_ringworld_habitable # } # } # planet_miners_produces_mult = @zone_urban_rural_worker_produces_mult # planet_miners_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add # } # # triggered_district_planet_modifier = { # potential = { # is_planet_class = pc_ringworld_habitable # } # planet_miners_produces_mult = @zone_urban_rural_worker_produces_mult # planet_miners_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add # mult = 5 # } # # triggered_desc = { # trigger = { # always = yes # } # text = zone_urban_triggered_desc # } # # ai_priority = 13 # } # # zone_urban_food = { # icon = GFX_district_specialization_food # base_buildtime = @zone_buildtime # potential = { # planet scope # hidden_trigger = { exists = owner } # owner = { # is_wilderness_empire = no # is_ai = no # AI isn't great at handling these # } # NOT = { # is_planet_class = pc_city # } # } # # unlock = { # planet scope # hidden_trigger = { # exists = owner # owner = { # is_wilderness_empire = no # } # } # } # # resources = { # category = planet_zones # cost = { # minerals = @zone_cost # } # } # # inline_script = { # script = jobs/zone_trader_add # AMOUNT = @scaling_district_2_jobs # } # # max_buildings = 0 # # zone_sets = { # urban # } # # included_building_sets = { # farming # hydroponics # urban # } # # triggered_district_planet_modifier = { # potential = { # NOT = { # is_planet_class = pc_ringworld_habitable # } # } # planet_farmers_produces_mult = @zone_urban_rural_worker_produces_mult # planet_farmers_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add # } # # triggered_district_planet_modifier = { # potential = { # is_planet_class = pc_ringworld_habitable # } # planet_farmers_produces_mult = @zone_urban_rural_worker_produces_mult # planet_farmers_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add # mult = 5 # } # # triggered_desc = { # trigger = { # always = yes # } # text = zone_urban_triggered_desc # } # # ai_priority = 13 # }