#############
# Army buildings
#############
#
building_military_academy = {
	base_buildtime = 480
	base_cap_amount = 1
	#icon = building_military_academy
	#can_build = no

	category = army
	
	potential = {
		buildings_simple_allow = yes
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
	}
	
	allow = {
		has_upgraded_capital = yes
	}
	
	army_modifier = {
		army_starting_experience_add = 100
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }
		}
		modifier = {
			job_soldier_add = 1
		}
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_warrior_drone_add = 1
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 400
		}			
		upkeep = {
			energy = 2
		}
	}
	
	prerequisites = {
		"tech_centralized_command"
	}
	
	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_military_academy_2"
		"building_eutab_battle_praxeum"
	}
}

building_fortress_override = {
	base_buildtime = 360
	can_build = no
	planetary_ftl_inhibitor = yes
	position_priority = 100
	icon = building_fortress
	can_build = no

	category = army
	
	allow = {
		has_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 = 3
		}
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_warrior_drone_add = 3
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 400
			volatile_motes = 50
		}			
		upkeep = {
			energy = 1
			volatile_motes = 1
		}
	}
	
	prerequisites = {
		"tech_global_defense_grid"
	}
	
	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_3"
	}
}

#
building_planetary_shield_generator = {
	base_buildtime = 600	
	base_cap_amount = 1
	position_priority = 100
	#icon = building_planetary_shield_generator
	#can_build = no

	category = army
	
	allow = {
		has_upgraded_capital = yes
		owner = { is_ai = no }
	}
	
	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
	}
	
	planet_modifier = {
		planet_orbital_bombardment_damage = -0.5
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 500
		}			
		upkeep = {
			energy = 5
		}
	}
	
	prerequisites = {
		"tech_planetary_shield_generator"
	}
	
	upgrades = {
		building_avb_planetary_shield_generator_2
	}
}