#############
# Army buildings
#############
building_avb_military_academy_2 = {
	base_buildtime = 1000
	can_build = no

	category = army
	
	potential = {
		buildings_simple_allow = yes
		exists = owner
		owner = { NOT = { has_valid_civic = civic_reanimated_armies } }
	}
	
	destroy_trigger = {
		exists = owner
		owner = {
			OR = {
				is_ai = yes
				has_valid_civic = civic_reanimated_armies
			}
		}
	}

	convert_to = {
		building_dread_encampment
	}
	
	allow = {
		has_upgraded_capital_4 = yes
	}
	
	army_modifier = {
		army_starting_experience_add = 200
	}
	
	triggered_planet_modifier = {
		potential = {
			owner = { is_gestalt = no }
		}
		modifier = {
			job_soldier_add = 4
		}
	}
	triggered_planet_modifier = {
		potential = {
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_warrior_drone_add = 4
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
		}			
		upkeep = {
			energy = 4
		}
	}
	
	prerequisites = {
		"tech_avb_military_academy_2"
	}
	
	show_tech_unlock_if = {
		NOT = { has_valid_civic = civic_reanimated_armies }
	}
	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = job_warrior_drone_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = no }
		}
		text = job_soldier_effect_desc
	}
}

building_avb_dread_encampment_2 = {
	base_buildtime = 1000
	can_build = no
	icon = building_dread_encampment

	category = army
	
	potential = {
		buildings_simple_allow = yes
		exists = owner
		owner = { has_valid_civic = civic_reanimated_armies }
	}

	convert_to = {
		building_military_academy
	}
	
	allow = {
		has_upgraded_capital_4 = yes
	}
	
	army_modifier = {
		army_starting_experience_add = 220
	}
	
	planet_modifier = {
		job_necromancer_add = 4
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
		}			
		upkeep = {
			energy = 4
		}
	}
	
	prerequisites = {
		"tech_avb_military_academy_2"
	}

	show_tech_unlock_if = {
		has_valid_civic = civic_reanimated_armies
	}
	
	triggered_desc = {
		trigger = {
			always = yes
		}
		text = job_necromancer_effect_desc
	}
}

building_avb_stronghold_3 = {
	base_buildtime = 480
	can_build = no
	planetary_ftl_inhibitor = yes
	position_priority = 100

	category = army
	
	allow = {
		has_major_upgraded_capital = yes
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
		OR = {
			AND = {
				num_buildings = { type = building_fortress value > 1 }
				free_building_slots = 0
				owner = { used_naval_capacity_percent < 0.4	}
			}
			buildings_no_motes = yes
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }
		}
		modifier = {
			job_soldier_add = 5
		}
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_warrior_drone_add = 5
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
			volatile_motes = 100
		}			
		upkeep = {
			energy = 2
			volatile_motes = 2
		}
	}
	
	prerequisites = {
		"tech_avb_stronghold_3"
	}
	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = job_warrior_drone_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = no }
		}
		text = job_soldier_effect_desc
	}
	
	upgrades = {
		"building_avb_stronghold_4"
	}
}

building_avb_stronghold_4 = {
	base_buildtime = 600
	can_build = no
	planetary_ftl_inhibitor = yes
	position_priority = 100

	category = army
	
	allow = {
		has_fully_upgraded_capital = yes
	}
	
	upgrades = {
		building_avb_stronghold_5
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
		OR = {
			AND = {
				num_buildings = { type = building_fortress value > 1 }
				free_building_slots = 0
				owner = { used_naval_capacity_percent < 0.4	}
			}
			buildings_no_motes = yes
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }
		}
		modifier = {
			job_soldier_add = 8
		}
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_warrior_drone_add = 8
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1800
			volatile_motes = 150
		}			
		upkeep = {
			energy = 3
			volatile_motes = 3
		}
	}
	
	prerequisites = {
		"tech_avb_stronghold_4"
	}
	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = job_warrior_drone_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = no }
		}
		text = job_soldier_effect_desc
	}
}

building_avb_stronghold_5 = {
	base_buildtime = 1200
	can_build = no
	planetary_ftl_inhibitor = yes
	position_priority = 100

	category = army
	
	allow = {
		has_upgraded_capital_5 = yes
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
		OR = {
			AND = {
				num_buildings = { type = building_fortress value > 1 }
				free_building_slots = 0
				owner = { used_naval_capacity_percent < 0.4	}
			}
			buildings_no_motes = yes
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }
		}
		modifier = {
			job_soldier_add = 14
		}
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_warrior_drone_add = 14
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 2600
			volatile_motes = 200
		}			
		upkeep = {
			energy = 6
			volatile_motes = 5
		}
	}
	
	prerequisites = {
		"tech_avb_stronghold_5"
	}
	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = job_warrior_drone_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = no }
		}
		text = job_soldier_effect_desc
	}
}

building_avb_planetary_shield_generator_2 = {
	base_buildtime = 1200	
	can_build = no
	position_priority = 100

	category = army
	
	allow = {
		has_fully_upgraded_capital = yes
		owner = { is_ai = no }
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
	}
	
	upgrades = {
		building_avb_planetary_shield_generator_3
	}
	
	planet_modifier = {
		planet_orbital_bombardment_damage = -0.65
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1200
			exotic_gases = 50
		}			
		upkeep = {
			energy = 10
			exotic_gases = 4
		}
	}
	
	prerequisites = {
		"tech_avb_planetary_shield_generator_2"
	}
}

building_avb_planetary_shield_generator_3 = {
	base_buildtime = 2000	
	can_build = no
	position_priority = 100

	category = army
	
	allow = {
		has_upgraded_capital_5 = yes
		owner = { is_ai = no }
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
	}
	
	upgrades = {
		building_avb_dark_matter_planetary_shield_generator
	}
	
	planet_modifier = {
		planet_orbital_bombardment_damage = -0.85
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 2400
			exotic_gases = 200
			rare_crystals = 100
		}			
		upkeep = {
			energy = 20
			exotic_gases = 12
			rare_crystals = 4
		}
	}
	
	prerequisites = {
		"tech_avb_planetary_shield_generator_3"
	}
}

building_avb_dark_matter_planetary_shield_generator = {
	base_buildtime = 3500	
	position_priority = 100
	can_build = no

	category = army
	
	allow = {
		has_upgraded_capital_6 = yes
		owner = { is_ai = no }
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
	}
	
	planet_modifier = {
		planet_orbital_bombardment_damage = -0.95
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 3600
			exotic_gases = 150
			sr_dark_matter = 100
		}			
		upkeep = {
			energy = 40
			exotic_gases = 8
			sr_dark_matter = 4
		}
	}
	
	prerequisites = {
		"tech_avb_dark_matter_planetary_shield_generator"
	}
}