#############
# Government buildings
#############
#
building_noble_estates = {
	base_buildtime = 480
	icon = building_palace
	base_cap_amount = 1
	#can_build = no

	category = government
	
	potential = {
		exists = owner
		planet = {
			or = {
				has_building = building_noble_estates
				owner = { is_ai = no }
			}
		}
		owner = { has_valid_civic = civic_aristocratic_elite }
		NOT = { has_modifier = slave_colony }
	}
	
	allow = {
		has_upgraded_capital = yes
		buildings_simple_allow = yes
	}
	
	destroy_trigger = {
		exists = owner
		NOT = {
			owner = { has_civic = civic_aristocratic_elite }
		}
	}
	
	planet_modifier = {
		job_noble_add = 1
		planet_housing_add = 1
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 400
		}			
		upkeep = {
			energy = 2
		}
	}
	
	triggered_desc = {
		text = job_noble_effect_desc
	}
	
	upgrades = {
		"building_avb_noble_estates_2"
	}
}

building_bureaucratic_2_override = {
	base_buildtime = @b2_time
	can_build = no
	icon = building_bureaucratic_2
	can_build = no

	category = government

	potential = {
		exists = owner
		owner = { is_regular_empire = yes }
	}

	allow = {
		has_upgraded_capital = yes
	}

	destroy_trigger = {
		exists = owner
		OR = {
			buildings_no_crystals = yes
			owner = { is_regular_empire = no }
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b2_minerals
			rare_crystals = @b2_rare_cost
		}
		upkeep = {
			energy = @b2_upkeep
			rare_crystals = @b2_rare_upkeep
		}
	}

	planet_modifier = {
		job_bureaucrat_add = 5
	}

	upgrades = {
		"building_bureaucratic_3_override"
	}

	prerequisites = {
		"tech_colonial_bureaucracy"
	}

	show_tech_unlock_if = {
		is_regular_empire = yes
	}

	triggered_desc = {
		text = job_bureaucrat_effect_desc
	}

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

building_bureaucratic_3_override = {
	base_buildtime = 600
	can_build = no
	icon = building_bureaucratic_3
	can_build = no

	category = government

	potential = {
		exists = owner
		owner = { is_regular_empire = yes }
	}

	allow = {
		has_upgraded_capital = yes
	}

	destroy_trigger = {
		exists = owner
		owner = { is_regular_empire = no }
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
			rare_crystals = 100
		}
		upkeep = {
			energy = 8
			rare_crystals = 2
		}
	}

	planet_modifier = {
		job_bureaucrat_add = 8
	}

	prerequisites = {
		"tech_galactic_bureaucracy"
	}
	
	upgrades = {
		building_avb_bureaucratic_4
	}

	show_tech_unlock_if = {
		is_regular_empire = yes
	}

	triggered_desc = {
		text = job_bureaucrat_effect_desc
	}

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

building_system_conflux_override = {
	base_buildtime = 600
	can_build = no
	icon = building_hypercomms_forum
	can_build = no

	category = government

	potential = {
		exists = owner
		owner = { is_machine_empire = yes }
	}

	allow = {
		has_upgraded_capital = yes
	}

	destroy_trigger = {
		exists = owner
		OR = {
			buildings_no_crystals = yes
			owner = { is_machine_empire = no }
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 800
			rare_crystals = 100
		}
		upkeep = {
			energy = 8
			rare_crystals = 2
		}
	}

	planet_modifier = {
		job_coordinator_add = 8
	}

	prerequisites = {
		"tech_galactic_bureaucracy"
	}
	
	upgrades = {
		"building_avb_bureaucratic_4_machine"
	}

	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_slave_processing = {
	base_buildtime = 360
	base_cap_amount = 1
	#icon = building_slave_processing
	#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 = yes
	}
	
	destroy_trigger = { # destroys if true
		exists = owner
		OR = {
			owner = { is_regular_empire = no }
			NOT = { owner = { has_policy_flag = slavery_allowed } }
			has_modifier = resort_colony
		}
	}
	
	planet_modifier = {
		planet_jobs_slave_produces_mult = 0.05
		pop_cat_slave_political_power = -0.25
	}	

	resources = {
		category = planet_buildings
		cost = {
			minerals = 400
		}
		upkeep = {
			energy = 2		
		}
	}
	
	prerequisites = {
		"tech_neural_implants"
	}
	
	upgrades = {
		"building_avb_slave_processing_2"
	}
}

building_hall_judgment_override = {
	base_buildtime = 480
	icon = building_hall_judgment
	can_build = no

	category = government
	can_build = no
	
	potential = {
		owner = { is_regular_empire = yes }
		NOT = { has_modifier = slave_colony }
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			buildings_no_motes = yes
			NOT = { owner = { is_regular_empire = yes } }
		}
	}
		
	planet_modifier = {
		job_enforcer_add = 5
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
			volatile_motes = 50
		}
		upkeep = {
			energy = 4
			volatile_motes = 1
		}
	}
	
	prerequisites = {
		"tech_colonial_centralization"
	}
	
	triggered_desc = {
		text = job_enforcer_effect_desc
	}
	
	show_tech_unlock_if = {
		is_regular_empire = yes
	}
	
	upgrades = {
		"building_avb_enforcement_3"
	}
}


building_sentinel_posts_override = {
	base_buildtime = 360
	icon = building_sentinel_posts
	can_build = no

	category = government
	
	potential = {
		exists = owner
		owner = { is_gestalt = yes }
	}
	
	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				AND = {
					buildings_simple_allow = yes
					NOT = { has_building = building_sentinel_posts }
				}
			}
		}
	}
	
	destroy_trigger = {
		exists = owner
		NOT = {
			owner = { is_gestalt = yes }
		}
	}
		
	planet_modifier = {
		job_patrol_drone_add = 2
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 400
		}
		upkeep = {
			energy = 2
		}
	}
	
	prerequisites = {
		"tech_planetary_government"
	}
	
	triggered_desc = {
		text = job_patrol_drone_effect_desc
	}
	
	show_tech_unlock_if = {
		is_gestalt = yes
	}
	
	upgrades = {
		"building_avb_sentinel_posts_2"
	}
}

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

#Psionic path
#
building_psi_corps = {
	base_buildtime = 480
	#icon = building_psi_corps
	#can_build = no

	category = government
	
	base_cap_amount = 1
	
	potential = {
		owner = { has_ascension_perk = ap_mind_over_matter }
		NOT = { has_modifier = resort_colony }
		NOT = { has_modifier = slave_colony }
	}
	
	allow = {
		has_major_upgraded_capital = yes
		buildings_simple_allow = yes
	}
	
	destroy_trigger = {
		exists = owner
		NOT = {
			owner = { has_ascension_perk = ap_mind_over_matter }
		}
	}

	planet_modifier = {
		job_telepath_add = 2
		planet_stability_add = 5
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 500
		}
		upkeep = {
			energy = 5
		}
	}
	
	triggered_desc = {
		text = job_telepath_effect_desc
	}	
	
	upgrades = {
		"building_avb_psi_corps_2"
	}
}

#Biological path
#
building_clone_vats = {
	base_buildtime = 360
	#icon = building_clone_vats
	#can_build = no
	
	category = government
	
	base_cap_amount = 1
	
	potential = {
		exists = owner
		owner = { has_ascension_perk = ap_engineered_evolution }
		NOT = { has_modifier = resort_colony }
		OR = {
			owner = { is_ai = no }
			NOT = { has_building = building_robot_assembly_plant }
		}
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			AND = {
				owner = { is_ai = yes }
				planet = {
					free_district_slots = 0
					free_building_slots = 0
				}
			}
			NOT = { owner = { has_ascension_perk = ap_engineered_evolution } }
		}
	}

	planet_modifier = {
		planet_pop_assembly_organic_add = 3
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 500
			food = 500
		}	
		upkeep = {
			energy = 2
			food = 30
		}
	}
	
	upgrades = {
		"building_avb_clone_vats_2"
		"building_eutab_adv_clone_vats"
	}
}