# Planet District Zones # # Documentation: ./99_HOW_TO_ZONE.txt zone_urban_wilderness = { icon = GFX_district_specialization_wilderness_urban base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } max_buildings = 3 zone_sets = { urban } include = { all } excluded_building_sets = { generator mining farming knights betharian } planet_modifier = { zone_building_slots_add = 3 } triggered_desc = { trigger = { always = yes } text = zone_urban_triggered_desc } } zone_foundry_wilderness = { icon = GFX_district_specialization_wilderness_foundry base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } inline_script = { script = jobs/zone_foundry_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } zone_sets = { urban } included_building_sets = { foundry } } zone_research_wilderness = { icon = GFX_district_specialization_wilderness_research base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } inline_script = { script = jobs/zone_researchers_add AMOUNT = @scaling_district_3_jobs } planet_modifier = { zone_building_slots_add = 3 } zone_sets = { urban } included_building_sets = { research } triggered_desc = { trigger = { always = yes } text = zone_research_triggered_desc } } zone_unity_wilderness = { icon = GFX_district_specialization_wilderness_unity base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } inline_script = { script = jobs/zone_unity_jobs_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } zone_sets = { urban } included_building_sets = { unity } triggered_desc = { trigger = { always = yes } text = zone_unity_triggered_desc } } zone_research_unity_wilderness = { icon = GFX_district_specialization_wilderness_spawning base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { urban } included_building_sets = { research unity } 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 } triggered_desc = { trigger = { always = yes } text = zone_research_unity_triggered_desc } } zone_trade_wilderness = { icon = GFX_district_specialization_wilderness_trade base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } zone_sets = { urban } included_building_sets = { trade } inline_script = { script = jobs/zone_trader_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } triggered_desc = { trigger = { always = yes } text = zone_trade_triggered_desc } } zone_fortress_wilderness = { icon = GFX_district_specialization_wilderness_fortress base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } inline_script = { script = jobs/zone_soldiers_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } zone_sets = { urban } included_building_sets = { fortress } triggered_desc = { trigger = { always = yes } text = zone_fortress_triggered_desc } } zone_minerals_wilderness = { icon = GFX_district_specialization_wilderness_minerals base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } inline_script = { script = jobs/zone_miner_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } zone_sets = { minerals } included_building_sets = { mining fallen_empire_mining } triggered_desc = { trigger = { always = yes } text = zone_minerals_triggered_desc } } zone_energy_wilderness = { icon = GFX_district_specialization_wilderness_energy base_buildtime = @zone_buildtime resources = { category = planet_zones cost = { minerals = @zone_cost } } potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } inline_script = { script = jobs/zone_technicians_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } zone_sets = { energy } included_building_sets = { generator fallen_empire_generator } triggered_desc = { trigger = { always = yes } text = zone_energy_triggered_desc } convert_to = { zone_energy_ring_world } } zone_food_wilderness = { icon = GFX_district_specialization_wilderness_food base_buildtime = @zone_buildtime potential = { # planet scope exists = owner owner = { is_wilderness_empire = yes } } unlock = { # planet scope hidden_trigger = { exists = owner owner = { is_wilderness_empire = yes } } } resources = { category = planet_zones cost = { minerals = @zone_cost } } inline_script = { script = jobs/zone_farmers_add AMOUNT = @scaling_district_1_job } planet_modifier = { zone_building_slots_add = 3 } zone_sets = { food } included_building_sets = { farming hydroponics fallen_empire_farming } triggered_desc = { trigger = { always = yes } text = zone_food_triggered_desc } convert_to = { zone_food_ring_world } }