#############
# Capital buildings
#############
@buildings_t1 = 1
@buildings_t2 = 2
@buildings_t3 = 3
@buildings_t4 = 4

building_system_capital_override = {
	base_buildtime = 900
	capital = yes
	can_build = no
	can_demolish = no
	can_be_ruined = no
	can_be_disabled = no
	position_priority = 0
	icon = building_system_capital

	category = government

	potential = {
		exists = owner
		owner = {
			is_regular_empire = yes
			is_fallen_empire = no
		}
		NOR = {
			has_modifier = resort_colony
			has_modifier = slave_colony
		}		
	}

	convert_to = {
		building_hive_major_capital_override
		building_machine_major_capital
		building_major_capital
		building_resort_major_capital_override
		building_slave_major_capital_override
		building_ancient_control_center
		building_ancient_palace		
	}

	allow = {
		num_pops >= 80
	}

	prerequisites = {
		"tech_galactic_administration"
	}

	show_tech_unlock_if = { 
		is_regular_empire = yes
	}

	planet_modifier = {
		job_enforcer_add = 3
		planet_housing_add = 12
		planet_amenities_add = 12
		planet_max_buildings_add = @buildings_t4
		planet_max_branch_office_buildings_add = 3
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_non_swapped_tradition = tr_domination_imperious_architecture
			}					
		}
		modifier = {
			planet_housing_add = 1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_mechanical_empire = yes }		
		}
		job_roboticist_add = 3
	}	

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { 
				NOR = {
					has_authority = auth_corporate
					has_civic = civic_exalted_priesthood 
					has_civic = civic_aristocratic_elite
					has_civic = civic_merchant_guilds
					has_civic = civic_technocracy
				}
			}					
		}
		modifier = {
			job_administrator_add = 4
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_authority = auth_corporate }
		}
		modifier = {
			job_executive_add = 4
		}
	}	


	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_exalted_priesthood }					
		}
		modifier = {	
			job_high_priest_add = 2
			job_administrator_add = 2
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_aristocratic_elite }					
		}
		modifier = {
			job_noble_add = 2
			job_administrator_add = 3
		} 
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_technocracy }					
		}
		modifier = {
			job_head_researcher_add = 2		
			job_administrator_add = 2
		} 
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_merchant_guilds }					
		}
		modifier = {
			job_merchant_add = 2
			job_administrator_add = 2
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_1 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_2 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_3 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 2000
		}		
		upkeep = {
			energy = 10
		}		
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_civic = civic_exalted_priesthood
			}
		}
		text = job_high_priest_effect_desc
	}	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_civic = civic_aristocratic_elite
			}
		}
		text = job_noble_effect_desc
	}	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_civic = civic_technocracy
			}
		}
		text = job_head_researcher_effect_desc
	}		
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_civic = civic_merchant_guilds
			}
		}
		text = job_merchant_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				NOT = { has_authority = auth_corporate }
				is_regular_empire = yes 
			}
		}	
		text = job_administrator_effect_desc
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = { is_mechanical_empire = yes }		
		}
		text = job_roboticist_effect_desc
	}	

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_authority = auth_corporate
			}
		}	
		text = job_executive_effect_desc
	}	
	triggered_desc = {
		text = job_enforcer_effect_desc
	}

	upgrades = {
		"building_avb_capital_4"
		"building_imperial_capital"
	}
}

#############
# Machine buildings
#############

# Primary Nexus
building_machine_system_capital_override = {
	base_buildtime = 900
	capital = yes
	can_build = no
	can_demolish = no
	can_be_ruined = no
	can_be_disabled = no
	position_priority = 0
	icon = building_machine_system_capital
	
	category = government

	potential = {
		exists = owner
		owner = {
			OR = {
				is_machine_empire = yes
				is_country_type = ai_empire
			}
			is_fallen_empire = no
		}
	}

	convert_to = {
		building_hive_major_capital_override
		building_major_capital
		building_machine_major_capital
		building_ancient_control_center
		building_ancient_palace
	}

	allow = {
		num_pops >= 80
	}

	prerequisites = {
		"tech_galactic_administration"
	}

	show_tech_unlock_if = { 
		is_machine_empire = yes
	}

	planet_modifier = {
		planet_housing_add = 12
		planet_amenities_add = 18
		job_replicator_add = 2
		job_patrol_drone_add = 3
		job_maintenance_drone_add = 4
		job_maintenance_drone_add = 5
		planet_max_buildings_add = @buildings_t4
	}
	triggered_planet_modifier = {
		potential = {
			num_pops >= 10
		}
		modifier = {
			job_replicator_add = 1
		}
	}
	triggered_planet_modifier = {
		potential = {
			num_pops >= 40
		}
		modifier = {
			job_replicator_add = 1
		}
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_machine_assimilator }
		}
		modifier = {
			job_replicator_add = -1
			job_maintenance_drone_add = 1
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_1 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_2 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_3 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 2000
		}			
		upkeep = {
			energy = 10
		}
	}

	triggered_desc = {
		text = job_coordinator_effect_desc
	}		

	triggered_desc = {
		text = job_replicator_effect_desc
	}	

	triggered_desc = {
		text = job_patrol_drone_effect_desc
	}

	upgrades = {
		"building_avb_machine_capital_4"
		"building_imperial_machine_capital"
	}
}


#############
# Hive buildings
#############

# Hive Nexus
building_hive_major_capital_override = {
	base_buildtime = 480
	capital = yes
	can_build = no
	can_demolish = no
	can_be_ruined = no
	can_be_disabled = no
	position_priority = 0
	icon = building_hive_major_capital

	category = government

	potential = {
		exists = owner
		owner = {
			OR = {
				is_hive_empire = yes
				is_country_type = swarm
			}
			is_fallen_empire = no
		}
	}

	convert_to = {
		building_machine_major_capital
		building_major_capital
		building_ancient_control_center
		building_ancient_palace
	}

	allow = {
		num_pops >= 40
	}

	prerequisites = {
		"tech_colonial_centralization"
	}

	show_tech_unlock_if = { 
		is_hive_empire = yes
	}

	planet_modifier = {
		planet_housing_add = 10
		planet_amenities_add = 12
		job_synapse_drone_add = 3
		job_maintenance_drone_add = 5
		job_patrol_drone_add = 2
		planet_max_buildings_add = @buildings_t4
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_1 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_2 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_3 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
		}			
		upkeep = {
			energy = 5
		}
	}

	triggered_desc = {
		text = job_synapse_drone_effect_desc
	}	

	triggered_desc = {
		text = job_maintenance_drone_effect_desc
	}	

	triggered_desc = {
		text = job_patrol_drone_effect_desc
	}		

	upgrades = {
		"building_avb_hive_capital_3"
		"building_imperial_hive_capital"
	}
}

#############
# Habitat buildings
#############

# Habitat Central Complex
building_hab_major_capital_override = {
	base_buildtime = 480
	capital = yes
	can_build = no
	can_demolish = no
	can_be_ruined = no
	can_be_disabled = no
	position_priority = 0
	icon = building_hab_major_capital

	category = government

	potential = {
		is_planet_class = pc_habitat
		exists = owner
		owner = { is_fallen_empire = no }
	}

	convert_to = {
		building_hab_fe_capital
	}

	allow = {
		num_pops >= 10
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 480
		}		
		upkeep = {
			energy = 3
			alloys = 5
		}		
		upkeep = {
			trigger = { owner = { has_swapped_tradition = tr_domination_adopt_void } }
			alloys = -1
		}
	}

	planet_modifier = {
		planet_housing_add = 5
		planet_amenities_add = 5	
		planet_max_buildings_add = @buildings_t2
		planet_max_branch_office_buildings_add = 1
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_regular_empire = yes }
		}
		job_enforcer_add = 1
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_hive_empire = yes }
		}
		job_synapse_drone_add = 3
		planet_amenities_add = 3
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_machine_empire = yes }
		}
		job_coordinator_add = 2
		job_replicator_add = 1
		job_maintenance_drone_add = 3
		planet_amenities_add = 3
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_mechanical_empire = yes }		
		}
		job_roboticist_add = 2
	}	

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { 
				is_regular_empire = yes
				NOR = {
					has_authority = auth_corporate
					has_civic = civic_exalted_priesthood 
					has_civic = civic_aristocratic_elite
					has_civic = civic_merchant_guilds
					has_civic = civic_technocracy
				}
			}					
		}
		modifier = {
			job_administrator_add = 2
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_authority = auth_corporate }
		}
		modifier = {
			job_executive_add = 2
		}
	}	

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_ascension_perk = ap_voidborn }
		}
		modifier = {
			 planet_max_buildings_add = 2
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_1 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_exalted_priesthood }					
		}
		modifier = {
			job_administrator_add = 1
			job_high_priest_add = 1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_aristocratic_elite }					
		}
		modifier = {
			job_administrator_add = 1
			job_noble_add = 1
		} 
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_technocracy }					
		}
		modifier = {
			job_head_researcher_add = 1		
			job_administrator_add = 1
		} 
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_civic = civic_merchant_guilds }					
		}
		modifier = {
			job_administrator_add = 1
			job_merchant_add = 1
		}
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_civic = civic_exalted_priesthood
			}
		}
		text = job_high_priest_effect_desc
	}	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_civic = civic_aristocratic_elite
			}
		}
		text = job_noble_effect_desc
	}			
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_civic = civic_merchant_guilds
			}
		}
		text = job_merchant_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				NOT = { has_authority = auth_corporate }
				is_regular_empire = yes 
			}
		}	
		text = job_administrator_effect_desc
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = { is_mechanical_empire = yes }		
		}
		text = job_roboticist_effect_desc
	}	

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_authority = auth_corporate
			}
		}	
		text = job_executive_effect_desc
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_regular_empire = yes }
		}		
		text = job_enforcer_effect_desc
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_machine_empire = yes }
		}		
		text = job_coordinator_effect_desc
	}		

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_machine_empire = yes }
		}	
		text = job_replicator_effect_desc
	}	

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_hive_empire = yes }
		}	
		text = job_synapse_drone_effect_desc
	}		

	upgrades = {
		"building_avb_hab_capital_3"
	}
}

#############
# Special
#############

# Resort Governing Complex
building_resort_major_capital_override = {
	base_buildtime = 480
	capital = yes
	can_build = no
	can_demolish = no
	can_be_ruined = no
	can_be_disabled = no
	position_priority = 0
	icon = building_resort_major_capital

	category = government

	potential = {
		has_modifier = resort_colony
	}

	convert_to = {
		building_hive_major_capital
		building_machine_major_capital
		building_major_capital
		building_ancient_control_center
		building_ancient_palace		
	}

	allow = {
		num_pops >= 20
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 480
		}		
		upkeep = {
			energy = 5
		}			
	}

	planet_modifier = {
		planet_housing_add = 10
		planet_amenities_add = 10
		job_entertainer_add = 2
		planet_max_buildings_add = 11
		planet_max_branch_office_buildings_add = 2
	}	

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_valid_civic = civic_warrior_culture
			}					
		}
		modifier = {
			job_duelist_add = 2
			job_entertainer_add = -2
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_mechanical_empire = yes }		
		}
		job_roboticist_add = 2
	}	

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { 
				NOT = { has_authority = auth_corporate }
			}
		}
		job_administrator_add = 1
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_authority = auth_corporate }
		}
		modifier = {
			job_executive_add = 1
		}
	}	
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_1 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				NOT = { has_authority = auth_corporate }
			}
		}	
		text = job_administrator_effect_desc
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = { is_mechanical_empire = yes }		
		}
		text = job_roboticist_effect_desc
	}	

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_authority = auth_corporate
			}
		}	
		text = job_executive_effect_desc
	}	

	upgrades = {
		"building_avb_resort_capital_3"
	}
}

# Thrall-World Major Capital
building_slave_major_capital_override = {
	base_buildtime = 480
	capital = yes
	can_build = no
	can_demolish = no
	can_be_ruined = no
	can_be_disabled = no
	position_priority = 0
	icon = building_slave_major_capital

	category = government

	potential = {
		has_modifier = slave_colony
	}

	allow = {
		num_pops >= 20
	}

	convert_to = {
		building_hive_major_capital
		building_machine_major_capital
		building_major_capital	
		building_ancient_control_center
		building_ancient_palace
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 500
		}		
		upkeep = {
			energy = 2
		}			
	}

	planet_modifier = {
		planet_housing_add = 10
		planet_amenities_add = 10	
		job_slave_overseer_add = 4
		planet_stability_add = 10
		planet_max_buildings_add = 11
		planet_max_branch_office_buildings_add = 2
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { 
				NOT = { has_authority = auth_corporate }
			}
		}
		job_administrator_add = 2
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_authority = auth_corporate }
		}
		modifier = {
			job_executive_add = 2
		}
	}	
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_1 }
		}
		modifier = {
			planet_jobs_upkeep_mult = 0.1
			planet_jobs_produces_mult = 0.1
		}
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				NOT = { has_authority = auth_corporate }
			}
		}	
		text = job_administrator_effect_desc
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { 
				has_authority = auth_corporate
			}
		}	
		text = job_executive_effect_desc
	}		

	triggered_desc = {	
		text = job_slave_overseer_effect_desc
	}	

	upgrades = {
		"building_avb_slave_capital_3"
	}
}


			