# Planet District Zones # zone_test_01 = { # potential = { # Trigger that defines whether the zone can potentially be built on the Planet. Scope = Planet # always = yes # } # # unlock = { # Trigger that defines whether the zone is unlocked for building on the planet. Scope = Planet # always = yes # } # # convert_to = { # List of alternative zones that this zones converts to if the potential is invalid. Zone will convert to the first valid entry in the list. # } # # resources = { # Cost of building. Scope = Planet # category = planet_districts # cost = { # minerals = 50 # } # } # # max_buildings = 3 # Number of slots for buildings. # # districts_per_building = # Number of districts required to unlock a building slot. # # planet_modifier = { # Planet modifier from the zone # } # # triggered_planet_modifier = { # Triggered planet modifier from the zone. Scope = Planet # potential = { # always = yes # } # } # # district_planet_modifier = { # Planet modifier from the zone. Modifier value is multiplied by the District Level # } # # triggered_district_planet_modifier = { # Triggered planet modifier from the zone. Modifier value is multiplied by the District Level. Scope = Planet # potential = { # always = yes # } # } # # country_modifier = { # Country modifier from the zone # } # # triggered_country_modifier = { # Triggered country modifier from the zone. Scope = Planet # potential = { # always = yes # } # } # # district_country_modifier = { # Country modifier from the zone. Modifier value is multiplied by the District Level # } # # triggered_district_country_modifier = { # Triggered country modifier from the zone. Modifier value is multiplied by the District Level. Scope = Planet # potential = { # always = yes # } # } # # triggered_planet_pop_group_modifier_for_all = { } See documentation in buildings file # triggered_planet_pop_group_modifier_for_species = { } See documentation in buildings file # # include = { } # Buildings listed here can be constructed in this zone. # # exclude = { } # Buildings listed here cannot be constructed in this zone. # # included_building_sets = { # # Buildings belonging to any building set listed here can be constructed in this zone. # } # # excluded_building_sets = { # # Buildings belonging to any building set listed here cannot be constructed in this zone. # } # # zone_sets = { # All zones must belong to at least one zone set # # Zone sets are used to determine in which slots zones can be built # } # # triggered_desc = { # Triggered description of the zone's effect. Scope = Planet # trigger = { # exists = owner # } # text = job_clerk_effect_desc # } # empire_limit = { #optional: default is no limit # base = 5 #don't set base to less than 0, it will ignore it (for performance optimisation reasons) # modifier = { #triggers are country scope # add/factor = 2 # has_country_flag = test_flag # } # # Mult by -1 to remove limit # } # planet_limit = { # optional: default is no limit # base = 5 # modifier = { # triggers are planet scope # add/factor = 2 # has_planet_flag = test_flag # } # # Mult by -1 to remove limit (still affected by is_capped_by_modifier = yes) # } # on_built = { # owner = { set_country_flag = built_one_ministry } #an action when built # } # on_queued = { # owner = { remove_country_flag = artist_building_patron } #an action when queued # this has access to the variables "local_spent_" # } # on_unqueued = { # owner = { set_country_flag = artist_building_patron } #an action when unqueued # this has access to the variables "local_spent_" # } # swap_type = district_generator # The type to use for all visual purposes on the parent district that this zone is built in # swap_type_weight = 5 # The highest weight wins. It has to be higher than 0. If there are multiple contenders with the same value, the zone order is the tie breaker # ai_priority = 3 # the higher this value, the more the AI and planet automation will want to use this zone to build buildings # }