zone_habitat_knights = { icon = GFX_district_specialization_knight_commander base_buildtime = @zone_buildtime swap_type = district_orders_demesne swap_type_weight = 5 potential = { # planet scope exists = owner owner = { has_origin = origin_toxic_knights NOT = { has_country_flag = quest_abandoned } } OR = { has_planet_flag = toxic_knights_habitat has_building = building_order_castle } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { has_origin = origin_toxic_knights NOT = { has_country_flag = quest_abandoned } } OR = { has_planet_flag = toxic_knights_habitat has_building = building_order_castle } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } convert_to = { zone_fortress } max_buildings = 3 zone_sets = { habitat_urban } included_building_sets = { knights fortress origin } triggered_district_planet_modifier = { potential = { always = yes } job_knight_add = @scaling_district_2_jobs mult = owner.value:hab_void_dweller_jobs } planet_modifier = { zone_building_slots_add = 3 } inline_script = { script = zones/shared_city_non_urban_zone_modifiers } } zone_habitat_hydroponics = { icon = GFX_district_specialization_hydroponics 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 } } owner = { has_technology = tech_hydroponics } } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { habitat_energy } included_building_sets = { generator fallen_empire_generator hydroponics farming fallen_empire_farming generator_automation } inline_script = { script = jobs/zone_farmers_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } } zone_habitat_research = { icon = GFX_district_specialization_research base_buildtime = @zone_buildtime potential = { # planet scope always = yes } unlock = { # planet scope always = yes } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { habitat_research } included_building_sets = { research } inline_script = { script = jobs/zone_researchers_add AMOUNT = @habitat_zone_district_3_jobs } planet_modifier = { zone_building_slots_add = 3 } } zone_habitat_research_unity = { icon = GFX_district_specialization_bureaucrat base_buildtime = @zone_buildtime potential = { # planet scope always = yes } unlock = { # planet scope always = yes } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { habitat_urban habitat_research } included_building_sets = { research unity } inline_script = { script = jobs/zone_researchers_add AMOUNT = @habitat_zone_district_researchers_4_jobs } inline_script = { script = jobs/zone_unity_jobs_add AMOUNT = @habitat_zone_district_unity_4_jobs } planet_modifier = { zone_building_slots_add = 3 } triggered_desc = { trigger = { always = yes } text = zone_research_unity_triggered_desc } } zone_habitat_rare_crystals = { inline_script = { script = zones/shared_rare_crystals_zone AMOUNT = @scaling_district_1_job } swap_type = district_hab_mining_rare_crystals swap_type_weight = 5 zone_sets = { habitat_minerals } show_in_tech = tech_mine_rare_crystals } zone_habitat_volatile_motes = { inline_script = { script = zones/shared_volatile_motes_zone AMOUNT = @scaling_district_1_job } swap_type = district_hab_energy_volatile_motes swap_type_weight = 5 zone_sets = { habitat_energy } show_in_tech = tech_mine_volatile_motes } zone_habitat_exotic_gases = { inline_script = { script = zones/shared_exotic_gases_zone AMOUNT = @scaling_district_1_job } swap_type = district_hab_energy_exotic_gases swap_type_weight = 5 zone_sets = { habitat_energy } show_in_tech = tech_mine_exotic_gases }