
#############
# Trade buildings
#############
building_avb_commercial_3 = {
	base_buildtime = 600
	can_build = no

	category = trade
	
	allow = {
		has_fully_upgraded_capital = yes
		buildings_upgrade_allow = yes
	}
	
	potential = {
		exists = owner
		owner = { is_regular_empire = yes }
		NOT = { has_modifier = slave_colony }
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			owner = { is_regular_empire = no }
			has_modifier = slave_colony
			buildings_no_crystals = yes
		}
	}
	
	planet_modifier = {
		job_merchant_add = 1
		job_clerk_add = 15
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 800
			rare_crystals = 100
		}	
		upkeep = {
			energy = 4
			rare_crystals = 2
		}		
	}
	
	upgrades = {
		building_avb_commercial_4
	}
	
	prerequisites = {
		"tech_avb_interstellar_economics_2"
	}
	
	show_tech_unlock_if = { 
		is_regular_empire = yes
	}
	
	triggered_desc = {
		text = job_clerk_effect_desc
	}
	triggered_desc = {
		text = job_merchant_effect_desc
	}
	
	ai_resource_production = {
		energy = 4
		trigger = {
			always = yes
		}
	}
	ai_resource_production = {
		energy = 6
		trigger = {
			OR = {
				num_unemployed >= 10
				num_assigned_jobs = {
					job = servant
					value >= 10
				}
			}
		}
	}
}

building_avb_commercial_4 = {
	base_buildtime = 720
	can_build = no

	category = trade
	
	allow = {
		has_upgraded_capital_4 = yes
		buildings_upgrade_allow = yes
	}
	
	potential = {
		exists = owner
		owner = { is_regular_empire = yes }
		NOT = { has_modifier = slave_colony }
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			owner = { is_regular_empire = no }
			has_modifier = slave_colony
			buildings_no_crystals = yes
		}
	}
	
	planet_modifier = {
		job_merchant_add = 2
		job_clerk_add = 20
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
			rare_crystals = 150
		}	
		upkeep = {
			energy = 6
			rare_crystals = 3
		}		
	}
	
	upgrades = {
		building_avb_commercial_5
	}
	
	prerequisites = {
		"tech_avb_interstellar_economics_3"
	}
	
	show_tech_unlock_if = { 
		is_regular_empire = yes
	}
	
	triggered_desc = {
		text = job_clerk_effect_desc
	}
	triggered_desc = {
		text = job_merchant_effect_desc
	}
	
	ai_resource_production = {
		energy = 4
		trigger = {
			always = yes
		}
	}
	ai_resource_production = {
		energy = 6
		trigger = {
			OR = {
				num_unemployed >= 10
				num_assigned_jobs = {
					job = servant
					value >= 10
				}
			}
		}
	}
}

building_avb_commercial_5 = {
	base_buildtime = 840
	can_build = no

	category = trade
	
	allow = {
		has_upgraded_capital_5 = yes
		buildings_upgrade_allow = yes
	}
	
	potential = {
		exists = owner
		owner = { is_regular_empire = yes }
		NOT = { has_modifier = slave_colony }
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			owner = { is_regular_empire = no }
			has_modifier = slave_colony
			buildings_no_crystals = yes
		}
	}
	
	planet_modifier = {
		job_merchant_add = 3
		job_clerk_add = 25
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1200
			rare_crystals = 200
		}	
		upkeep = {
			energy = 8
			rare_crystals = 4
		}		
	}
	
	prerequisites = {
		"tech_avb_interstellar_economics_4"
	}
	
	show_tech_unlock_if = { 
		is_regular_empire = yes
	}
	
	triggered_desc = {
		text = job_clerk_effect_desc
	}
	triggered_desc = {
		text = job_merchant_effect_desc
	}
	
	ai_resource_production = {
		energy = 4
		trigger = {
			always = yes
		}
	}
	ai_resource_production = {
		energy = 6
		trigger = {
			OR = {
				num_unemployed >= 10
				num_assigned_jobs = {
					job = servant
					value >= 10
				}
			}
		}
	}
}

building_avb_galactic_stock_exchange_2 = {
	base_buildtime = 960	
	can_build = no

	category = trade
	
	potential = {
		NOT = { has_modifier = resort_colony }	
		NOT = { has_modifier = slave_colony }
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			owner = { is_regular_empire = no }
			has_modifier = slave_colony
			has_modifier = resort_colony
			buildings_no_crystals = yes
		}
	}
	
	allow = {
		has_upgraded_capital_4 = yes
		buildings_simple_allow = yes
	}
	
	planet_modifier = {
		job_merchant_add = 4
		trade_value_mult = 0.40
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
			rare_crystals = 100
		}
		upkeep = {
			energy = 10
			rare_crystals = 2
		}
	}
	
	prerequisites = {
		"tech_avb_galactic_markets_2"
	}
	
	triggered_desc = {
		text = job_merchant_effect_desc
	}
	
	ai_resource_production = {
		energy = 3
		trigger = {
			always = yes
		}
	}
	ai_resource_production = {
		energy = 5
		trigger = {
			solar_system = {
				has_system_trade_value >= 50
			}
		}
	}
	ai_resource_production = {
		energy = 3
		trigger = {
			solar_system = {
				has_system_trade_value >= 80
			}
		}
	}
}
