#############
# Government buildings
#############
building_avb_noble_estates_2 = {
	base_buildtime = 960
	can_build = no

	category = government
	
	potential = {
		owner = { has_valid_civic = civic_aristocratic_elite }
		NOT = { has_modifier = slave_colony }
	}
	
	allow = {
		has_upgraded_capital_4 = yes
	}
	
	destroy_trigger = {
		NOT = {
			owner = { has_civic = civic_aristocratic_elite }
		}
	}
	
	planet_modifier = {
		job_noble_add = 3
		planet_housing_add = 3
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 800
		}			
		upkeep = {
			energy = 4
		}
	}
	
	triggered_desc = {
		text = job_noble_effect_desc
	}
	
	prerequisites = {
		"tech_avb_noble_estates_2"
	}
}

building_avb_bureaucratic_4 = {
	base_buildtime = 720
	can_build = no

	category = government
	
	potential = {
		exists = owner
		owner = { is_regular_empire = yes }
	}
	
	allow = {
		has_upgraded_capital_4 = yes
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_regular_empire = no }
	}
	
	planet_modifier = {
		job_bureaucrat_add = 10
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 800
			rare_crystals = 150
		}			
		upkeep = {
			energy = 10
			rare_crystals = 3
		}
	}
	
	show_tech_unlock_if = {
		is_regular_empire = yes
	}

	triggered_desc = {
		text = job_bureaucrat_effect_desc
	}
	
	upgrades = {
		building_avb_bureaucratic_5
	}
	
	prerequisites = {
		"tech_avb_bureaucratic_4"
	}

	on_queued = {
		planet = {
			set_timed_planet_flag = { flag = recent_admin_building_built days = 720 }
		}
	}
}

building_avb_bureaucratic_5 = {
	base_buildtime = 900
	can_build = no

	category = government
	
	potential = {
		exists = owner
		owner = { is_regular_empire = yes }
	}
	
	allow = {
		has_upgraded_capital_5 = yes
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_regular_empire = no }
	}
	
	planet_modifier = {
		job_bureaucrat_add = 14
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
			rare_crystals = 200
		}			
		upkeep = {
			energy = 14
			rare_crystals = 4
		}
	}
	
	show_tech_unlock_if = {
		is_regular_empire = yes
	}

	triggered_desc = {
		text = job_bureaucrat_effect_desc
	}
	
	prerequisites = {
		"tech_avb_bureaucratic_5"
	}

	on_queued = {
		planet = {
			set_timed_planet_flag = { flag = recent_admin_building_built days = 720 }
		}
	}
}

building_avb_bureaucratic_4_machine = {
	base_buildtime = 720
	can_build = no
	icon = building_avb_unity_monument_4

	category = government
	
	potential = {
		exists = owner
		owner = { is_machine_empire = yes }
	}
	
	allow = {
		has_upgraded_capital_4 = yes
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			buildings_no_crystals = yes
			owner = { is_machine_empire = no }
		}
	}
	
	planet_modifier = {
		job_coordinator_add = 10
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 800
			rare_crystals = 150
		}			
		upkeep = {
			energy = 10
			rare_crystals = 3
		}
	}
	
	prerequisites = {
		"tech_avb_bureaucratic_4"
	}
	
	show_tech_unlock_if = {
		is_machine_empire = yes
	}

	triggered_desc = {
		text = job_coordinator_effect_desc
	}
	
	upgrades = {
		building_avb_bureaucratic_5_machine
	}

	on_queued = {
		planet = {
			set_timed_planet_flag = { flag = recent_admin_building_built days = 720 }
		}
	}
}

building_avb_bureaucratic_5_machine = {
	base_buildtime = 900
	can_build = no
	icon = building_avb_unity_monument_5

	category = government
	
	potential = {
		exists = owner
		owner = { is_machine_empire = yes }
	}
	
	allow = {
		has_upgraded_capital_5 = yes
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			buildings_no_crystals = yes
			owner = { is_machine_empire = no }
		}
	}
	
	planet_modifier = {
		job_coordinator_add = 14
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
			rare_crystals = 200
		}			
		upkeep = {
			energy = 14
			rare_crystals = 4
		}
	}
	
	prerequisites = {
		"tech_avb_bureaucratic_5"
	}
	
	show_tech_unlock_if = {
		is_machine_empire = yes
	}

	triggered_desc = {
		text = job_coordinator_effect_desc
	}
	
	on_queued = {
		planet = {
			set_timed_planet_flag = { flag = recent_admin_building_built days = 720 }
		}
	}
}

building_avb_slave_processing_2 = {
	base_buildtime = 720
	can_build = no

	category = government

	potential = {
		owner = { is_regular_empire = yes }
		owner = { has_policy_flag = slavery_allowed }
		NOT = { has_modifier = resort_colony }
	}
	
	allow = {
		has_upgraded_capital_4 = yes
	}
	
	destroy_trigger = { # destroys if true
		OR = {
			owner = { is_regular_empire = no }
			NOT = { owner = { has_policy_flag = slavery_allowed } }
		}
	}
	
	planet_modifier = {
		planet_jobs_slave_produces_mult = 0.1
		pop_cat_slave_political_power = -0.5
	}	

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
		}
		upkeep = {
			energy = 4
		}
	}
	
	prerequisites = {
		"tech_avb_slave_processing_2"
	}
}

building_avb_enforcement_3 = {
	base_buildtime = 640

	category = government
	can_build = no
	
	potential = {
		owner = { is_regular_empire = yes }
		NOT = { has_modifier = slave_colony }
	}
	
	allow = {
		has_fully_upgraded_capital = yes
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			buildings_no_motes = yes
			NOT = { owner = { is_regular_empire = yes } }
		}
	}
		
	planet_modifier = {
		job_enforcer_add = 8
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 800
			volatile_motes = 75
		}
		upkeep = {
			energy = 6
			volatile_motes = 2
		}
	}
	
	prerequisites = {
		"tech_galactic_administration"
	}
	
	triggered_desc = {
		text = job_enforcer_effect_desc
	}
	
	show_tech_unlock_if = {
		is_regular_empire = yes
	}
	
	upgrades = {
		building_avb_enforcement_4
	}
}

building_avb_enforcement_4 = {
	base_buildtime = 800

	category = government
	can_build = no
	
	potential = {
		owner = { is_regular_empire = yes }
		NOT = { has_modifier = slave_colony }
	}
	
	allow = {
		has_upgraded_capital_4 = yes
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			buildings_no_motes = yes
			NOT = { owner = { is_regular_empire = yes } }
		}
	}
		
	planet_modifier = {
		job_enforcer_add = 12
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
			volatile_motes = 100
		}
		upkeep = {
			energy = 8
			volatile_motes = 3
		}
	}
	
	prerequisites = {
		"tech_avb_capital_4"
	}
	
	triggered_desc = {
		text = job_enforcer_effect_desc
	}
	
	show_tech_unlock_if = {
		is_regular_empire = yes
	}
}

building_avb_sentinel_posts_2 = {
	base_buildtime = 720
	can_build = no

	category = government
	
	potential = {
		owner = { is_gestalt = yes }
	}
	
	allow = {
		has_fully_upgraded_capital = yes
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			buildings_no_motes = yes
			NOT = { owner = { is_regular_empire = yes } }
		}
	}
		
	planet_modifier = {
		job_patrol_drone_add = 4
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 800
		}
		upkeep = {
			energy = 4
		}
	}
	
	prerequisites = {
		"tech_galactic_administration"
	}
	
	triggered_desc = {
		text = job_patrol_drone_effect_desc
	}
	
	show_tech_unlock_if = {
		is_gestalt = yes
	}
}

#############
# Ascension perks
#############

building_avb_psi_corps_2 = {
	base_buildtime = 960
	can_build = no

	category = government
	
	potential = {
		owner = { has_ascension_perk = ap_mind_over_matter }
		NOT = { has_modifier = resort_colony }
		NOT = { has_modifier = slave_colony }
	}
	
	allow = {
		has_upgraded_capital_5 = yes
	}
	
	destroy_trigger = {
		NOT = {
			owner = { has_ascension_perk = ap_mind_over_matter }
		}
	}

	planet_modifier = {
		job_telepath_add = 4
		planet_stability_add = 10
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
		}
		upkeep = {
			energy = 10
		}
	}
	
	triggered_desc = {
		text = job_telepath_effect_desc
	}	
	
	prerequisites = {
		"tech_avb_psi_corps_2"
	}
}

building_avb_psi_corps_3 = {
	base_buildtime = 1920
	can_build = no

	category = government
	
	potential = {
		owner = { has_ascension_perk = ap_mind_over_matter }
		NOT = { has_modifier = resort_colony }
		NOT = { has_modifier = slave_colony }
	}
	
	allow = {
		has_upgraded_capital_6 = yes
	}
	
	destroy_trigger = {
		NOT = {
			owner = { has_ascension_perk = ap_mind_over_matter }
		}
	}

	planet_modifier = {
		job_telepath_add = 8
		planet_stability_add = 20
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 2000
		}
		upkeep = {
			energy = 20
		}
	}
	
	triggered_desc = {
		text = job_telepath_effect_desc
	}	
	
	prerequisites = {
		"tech_avb_psi_corps_3"
	}
}

building_avb_clone_vats_2 = {
	base_buildtime = 1400
	can_build = no

	category = government
	
	potential = {
		owner = { has_ascension_perk = ap_engineered_evolution }
		NOT = { has_modifier = resort_colony }
		OR = {
			owner = { is_ai = no }
			NOT = { has_building = building_robot_assembly_plant }
		}
	}
	
	allow = {
		has_upgraded_capital_5 = yes
	}
	
	destroy_trigger = {
		NOT = {
			owner = { has_ascension_perk = ap_engineered_evolution }
		}
	}

	planet_modifier = {
		planet_pop_assembly_organic_add = 6
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
			food = 1000
		}	
		upkeep = {
			energy = 4
			food = 60
		}
	}
	
	prerequisites = {
		"tech_avb_clone_vats_2"
	}
}