@EarlyRepeatableTechCost = 50000
@EarlyRepeatableTechLevelCost = 5000
@EarlyRepatableTechFactor = 0.5
@RepeatableCategoryFactor = 0.01
@RepeatableDifferntFactor = 0.05
@EarlyRepeatableWeight = 12.5
@EarlyRepeatableTier = 5
@SpecializationPenalty = 0.6
@SpecializationLevel = 0.75

tech_repeatable_improved_tile_energy_output = {
	area = physics
	cost = @EarlyRepeatableTechCost
	cost_per_level = @EarlyRepeatableTechLevelCost
	tier = @EarlyRepeatableTier
	category = { field_manipulation }
	levels = -1
	prerequisites = {"tech_antimatter_power"}
	weight = @EarlyRepeatableWeight
	
	weight_modifier = {
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 0 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 1 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 2 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 3 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 4 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 5 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 6 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 7 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 8 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_output value > 9 }
		}
	} 
	
	ai_weight = {
		factor = 1.0
	}
	
	weight_groups = {
		production_repeatable
	}
	mod_weight_if_group_picked = {
		production_repeatable = @RepeatableCategoryFactor
    }
    mod_weight_if_group_picked = {
		ship_repeatable = @RepeatableDifferntFactor
	}

	modifier = {
		planet_jobs_energy_produces_mult = 0.05
	}
}

tech_repeatable_improved_shield_output = {
	area = physics
	cost = @EarlyRepeatableTechCost
	cost_per_level = @EarlyRepeatableTechLevelCost
	tier = @EarlyRepeatableTier
	category = { field_manipulation }
	ai_update_type = all
	levels = -1
	prerequisites = {"tech_shields_4"}
	weight = @EarlyRepeatableWeight
	
	weight_modifier = {
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 0 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 1 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 2 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 3 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 4 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 5 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 6 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 7 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 8 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_shield_mult value > 9 }
		}
	}
	
	ai_weight = {
		factor = 1.0
	}
	
	weight_groups = {
		ship_repeatable
	}
	mod_weight_if_group_picked = {
		ship_repeatable = @RepeatableCategoryFactor
    }	
    mod_weight_if_group_picked = {
		production_repeatable = @RepeatableDifferntFactor
	}
	
	modifier = {
		ship_shield_mult = 0.05
	}
}

tech_repeatable_weapon_type_energy_damage = {
	area = physics
	cost = @EarlyRepeatableTechCost
	cost_per_level = @EarlyRepeatableTechLevelCost
	tier = @EarlyRepeatableTier
	category = { particles }
	ai_update_type = military
	levels = -1
	prerequisites = {"tech_lasers_4"}
	weight = @EarlyRepeatableWeight
	
	weight_modifier = {
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 0 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 1 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 2 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 3 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 4 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 5 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 6 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 7 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 8 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_damage value > 9 }
		}
	}
	
	ai_weight = {
		factor = 1.0
	}
	
	weight_groups = {
		ship_repeatable
	}
	mod_weight_if_group_picked = {
		ship_repeatable = @RepeatableCategoryFactor
    }	
    mod_weight_if_group_picked = {
		production_repeatable = @RepeatableDifferntFactor
	}
	
	modifier = {
		weapon_type_energy_weapon_damage_mult = 0.05
	}
}

tech_repeatable_weapon_type_energy_fire_rate = {
	area = physics
	cost = @EarlyRepeatableTechCost
	cost_per_level = @EarlyRepeatableTechLevelCost
	tier = @EarlyRepeatableTier
	category = { particles }
	ai_update_type = military
	levels = -1
	prerequisites = {"tech_plasma_2"}
	weight = @EarlyRepeatableWeight
	
	weight_modifier = {
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 0 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 1 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 2 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 3 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 4 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 5 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 6 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 7 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 8 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_energy_rate value > 9 }
		}
	}
	
	ai_weight = {
		factor = 1.0
	}
	
	weight_groups = {
		ship_repeatable
	}
	mod_weight_if_group_picked = {
		ship_repeatable = @RepeatableCategoryFactor
    }	
    mod_weight_if_group_picked = {
		production_repeatable = @RepeatableDifferntFactor
	}
	
	modifier = {
		weapon_type_energy_weapon_fire_rate_mult = 0.05
	}
}

tech_repeatable_reduced_building_cost = {
	area = physics
	cost = @EarlyRepeatableTechCost
	cost_per_level = @EarlyRepeatableTechLevelCost
	tier = @EarlyRepeatableTier
	category = { computing }
	levels = 5
	prerequisites = { "tech_cryostasis_2" }
	weight = @EarlyRepeatableWeight
	
	weight_modifier = {
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_building_cost value > 0 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_building_cost value > 1 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_building_cost value > 2 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_building_cost value > 3 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_building_cost value > 4 }
		}
		modifier = {
			factor = @EarlyRepatableTechFactor
			check_variable = { which = repeatable_building_cost value > 5 }
		}
	}
	
	ai_weight = {
		factor = 1.0
	}
	
	weight_groups = {
		production_repeatable
	}
	mod_weight_if_group_picked = {
		production_repeatable = @RepeatableCategoryFactor
    }
    mod_weight_if_group_picked = {
		ship_repeatable = @RepeatableDifferntFactor
	}

	modifier = {
		planet_buildings_cost_mult = -0.05
	}
}

