#############
# Resource buildings
#############
building_foundry_3_override = {
	base_buildtime = 600
	can_build = no
	icon = building_foundry_3

	category = manufacturing
	
	allow = {
		has_major_upgraded_capital = yes
		buildings_upgrade_allow = yes
	}
	
	destroy_trigger = {
		OR = {
			has_modifier = resort_colony
			has_modifier = slave_colony
			AND = {
				exists = owner
				buildings_no_motes = yes
			}
		}
	}

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

	prerequisites = {
		tech_alloys_2
	}	
	
	upgrades = {
		"building_avb_foundry_4"
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_regular_empire = yes }
		}
		modifier = {
			job_foundry_add = @b1_jobs
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_hive_empire = yes }
		}
		modifier = {
			job_alloy_drone_add = @b1_jobs
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_machine_empire = yes }
		}
		modifier = {
			job_fabricator_add = @b1_jobs
		}
	}

	triggered_desc = {
		trigger = {
			uses_district_industrial = yes
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_foundry_3_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_industrial = yes
			exists = owner
			owner = { is_hive_empire = yes }
		}
		text = building_foundry_3_hive_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_industrial = yes
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = building_foundry_3_machine_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = city_world
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_foundry_3_arcology_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = city_world
			exists = owner
			owner = { is_hive_empire = yes }
		}
		text = building_foundry_3_arcology_hive_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = city_world
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = building_foundry_3_arcology_machine_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = habitat
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_foundry_3_habitat_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = habitat
			exists = owner
			owner = { is_hive_empire = yes }
		}
		text = building_foundry_3_habitat_hive_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = habitat
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = building_foundry_3_habitat_machine_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = ring_world
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_foundry_3_ring_world_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = ring_world
			exists = owner
			owner = { is_hive_empire = yes }
		}
		text = building_foundry_3_ring_world_hive_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = ring_world
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = building_foundry_3_ring_world_machine_effect_desc
	}

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

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

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

	ai_resource_production = {
		alloys = 16
		trigger = {
			always = yes
		}
	}
	ai_resource_production = {
		alloys = 16
		trigger = {
			planet_resource_compare = {
				resource = alloys
				value >= 16
				type = produces
			}
		}
	}
	ai_resource_production = {
		alloys = 16
		trigger = {
			planet_resource_compare = {
				resource = alloys
				value >= 32
				type = produces
			}
		}
	}
	ai_resource_production = {
		alloys = 16
		trigger = {
			planet_resource_compare = {
				resource = alloys
				value >= 48
				type = produces
			}
		}
	}
}

building_factory_3_override = {
	base_buildtime = 600
	can_build = no
	icon = building_factory_3

	category = manufacturing
	
	allow = {
		has_major_upgraded_capital = yes
		buildings_upgrade_allow = yes
	}
	
	potential = {
		exists = owner
		owner = {
			country_uses_consumer_goods = yes
		}
		NOT = { has_modifier = resort_colony }
		NOT = { has_modifier = slave_colony }
	}
	
	destroy_trigger = {
		OR = {
			has_modifier = resort_colony
			has_modifier = slave_colony

			AND = {
				exists = owner
				owner = {
					is_ai = yes
					country_uses_consumer_goods = no
				}
			}
			buildings_no_crystals = yes
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_regular_empire = yes }
		}
		modifier = {
			job_artisan_add = 8
		}
	}	
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_artisan_drone_add = 8
		}
	}	
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 800
			rare_crystals = 100	
		}	
		upkeep = {
			energy = 8
			rare_crystals = 2
		}
	}	
	
	prerequisites = {
		tech_luxuries_2
	}
	
	triggered_desc = {
		trigger = {
			uses_district_industrial = yes
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_factory_3_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_industrial = yes
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = building_factory_3_machine_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = city_world
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_factory_3_arcology_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = city_world
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = building_factory_3_arcology_machine_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = habitat
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_factory_3_habitat_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = habitat
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = building_factory_3_habitat_machine_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = ring_world
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_factory_3_ring_world_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = ring_world
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = building_factory_3_ring_world_machine_effect_desc
	}

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

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

	ai_resource_production = {
		consumer_goods = 24
		trigger = {
			always = yes
		}
	}
	ai_resource_production = {
		consumer_goods = 24
		trigger = {
			planet_resource_compare = {
				resource = consumer_goods
				value >= 24
				type = produces
			}
		}
	}
	ai_resource_production = {
		consumer_goods = 20
		trigger = {
			planet_resource_compare = {
				resource = consumer_goods
				value >= 44
				type = produces
			}
		}
	}
	ai_resource_production = {
		consumer_goods = 20
		trigger = {
			planet_resource_compare = {
				resource = consumer_goods
				value >= 64
				type = produces
			}
		}
	}
}

building_refinery_override = {
	base_buildtime = 480
	icon = building_refinery
	can_build = no

	category = manufacturing
	
	potential = {
		NOT = { has_modifier = resort_colony }	
		NOT = { has_modifier = slave_colony }
		building_basic_income_check = yes
	}
	
	allow = {
		has_upgraded_capital = yes
	}
	
	destroy_trigger = {
		free_building_slots = 0
		exists = owner
		owner = {
			is_ai = yes
			has_monthly_income = {
				resource = exotic_gases
				value > 11
			}
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }					
		}
		modifier = {
			job_gas_refiner_add = 1
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }					
		}
		modifier = {
			job_gas_refiner_drone_add = 1
		}
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 500
		}	
		upkeep = {
			energy = 3
		}
	}	
	
	prerequisites = {
		"tech_exotic_gases"
	}
	
	triggered_desc = {
		trigger = { 
			exists = owner
			owner = { is_gestalt = no } 
		}
		text = job_gas_refiner_effect_desc
	}	
	
	triggered_desc = {
		trigger = { 
			exists = owner
			owner = { is_gestalt = yes } 
		}
		text = job_gas_refiner_drone_effect_desc
	}
	
	upgrades = {
		"building_avb_refinery_2"
		"eb_refinery"
	}

	ai_resource_production = {
		exotic_gases = 1
		trigger = {
			always = yes
		}
	}
}

building_chemical_plant_override = {
	base_buildtime = 480
	icon = building_chemical_plant
	can_build = no

	category = manufacturing

	potential = {
		NOT = { has_modifier = resort_colony }	
		NOT = { has_modifier = slave_colony }
		building_basic_income_check = yes
	}	

	allow = {
		has_upgraded_capital = yes
	}
	
	destroy_trigger = {
		free_building_slots = 0
		exists = owner
		owner = {
			is_ai = yes
			has_monthly_income = {
				resource = volatile_motes
				value > 9
			}
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }					
		}
		modifier = {
			job_chemist_add = 1
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }					
		}
		modifier = {
			job_chemist_drone_add = 1
		}
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
		}	
		upkeep = {
			energy = 3
		}
	}	
	
	prerequisites = {
		"tech_volatile_motes"
	}
	
	triggered_desc = {
		trigger = { 
			exists = owner
			owner = { is_gestalt = no } 
		}
		text = job_chemist_effect_desc
	}	
	
	triggered_desc = {
		trigger = { 
			exists = owner
			owner = { is_gestalt = yes } 
		}
		text = job_chemist_drone_effect_desc
	}
	
	upgrades = {
		"building_avb_chemical_plant_2"
		"eb_chemical_plant"
	}
	
	ai_resource_production = {
		volatile_motes = 1
		trigger = {
			always = yes
		}
	}
}

building_crystal_plant_override = {
	base_buildtime = 480
	icon = building_crystal_plant
	can_build = no

	category = manufacturing
	
	potential = {
		NOT = { has_modifier = resort_colony }	
		NOT = { has_modifier = slave_colony }
		building_basic_income_check = yes
	}
	
	allow = {
		has_upgraded_capital = yes
	}
	
	destroy_trigger = {
		free_building_slots = 0
		exists = owner
		owner = {
			is_ai = yes
			has_monthly_income = {
				resource = rare_crystals
				value > 9
			}
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }					
		}
		modifier = {
			job_translucer_add = 1
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }					
		}
		modifier = {
			job_translucer_drone_add = 1
		}
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
		}	
		upkeep = {
			energy = 3
		}
	}	
	
	prerequisites = {
		"tech_rare_crystals"
	}
	
	triggered_desc = {
		trigger = { 
			exists = owner
			owner = { is_gestalt = no } 
		}
		text = job_translucer_effect_desc
	}	
	
	triggered_desc = {
		trigger = { 
			exists = owner
			owner = { is_gestalt = yes } 
		}
		text = job_translucer_drone_effect_desc
	}
	
	upgrades = {
		"building_avb_crystal_plant_2"
		"eb_crystal_plant"
	}
	
	ai_resource_production = {
		rare_crystals = 1
		trigger = {
			always = yes
		}
	}
}

building_nanite_transmuter_override = {
	base_buildtime = 600
	icon = building_nanite_transmuter
	can_build = no

	category = manufacturing
	
	potential = {
		exists = owner
		OWNER = {
			OR = {
				has_monthly_income = {
					resource = nanites
					value > 0
				}
				AND = {
					is_ai = no
					has_resource = {
						type = nanites
						amount > 0
					}
				}
			}
		}
		NOR = {
			has_modifier = resort_colony
			has_modifier = slave_colony
		}
		building_basic_income_check = yes
	}
	
	allow = {
		has_upgraded_capital = yes
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 1000
		}
		produces = {
			trigger = {
				owner = {
					NOT = {
						has_deficit = nanites
					}
				}
			}
			rare_crystals = 2
			volatile_motes = 2
			exotic_gases = 2
		}
		upkeep = {
			nanites = 1
			energy = 5
		}
	}
	
	prerequisites = {
		"tech_nanite_transmutation"
	}
	
	upgrades = {
		"building_avb_nanite_transmuter_2"
	}

	ai_resource_production = {
		rare_crystals = 2
		volatile_motes = 2
		exotic_gases = 2
		trigger = {
			always = yes
		}
	}
}

#
building_ministry_production = {
	base_buildtime = 480	
	base_cap_amount = 1
	icon = building_production_center
	#can_build = no

	category = manufacturing
	
	potential = {
		exists = owner
		owner = { is_regular_empire = yes }
		NOR = {
			has_modifier = resort_colony
			has_modifier = slave_colony
		}
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			owner = { is_regular_empire = no }
			has_modifier = resort_colony
			has_modifier = slave_colony
			buildings_no_motes = yes
		}
	}
	
	allow = {
		has_major_upgraded_capital = yes
	}
	
	planet_modifier = {
		job_administrator_add = 1
		planet_metallurgists_produces_mult = 0.15
		planet_artisans_produces_mult = 0.15
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
			volatile_motes = 50
		}
		upkeep = {
			energy = 5
			volatile_motes = 1
		}
	}
	
	prerequisites = {
		"tech_global_production_strategy"
	}
	
	triggered_desc = {
		text = job_administrator_effect_desc
	}

	show_tech_unlock_if = {
		is_regular_empire = yes
	}

	ai_resource_production = {
		trigger = { always = yes }
		alloys = 3
		consumer_goods = 6
	}
	ai_resource_production = {
		alloys = 3
		trigger = {
			planet_resource_compare = {
				resource = alloys
				value >= 20
				type = produces
			}
		}
	}
	ai_resource_production = {
		alloys = 3
		trigger = {
			planet_resource_compare = {
				resource = alloys
				value >= 40
				type = produces
			}
		}
	}
	ai_resource_production = {
		consumer_goods = 5
		trigger = {
			planet_resource_compare = {
				resource = consumer_goods
				value >= 33
				type = produces
			}
		}
	}
	ai_resource_production = {
		consumer_goods = 5
		trigger = {
			planet_resource_compare = {
				resource = consumer_goods
				value >= 66
				type = produces
			}
		}
	}
}

#
building_production_center = {
	base_buildtime = 480	
	base_cap_amount = 1
	#icon = building_production_center
	#can_build = no

	category = manufacturing
	
	potential = {
		exists = owner
		owner = { is_gestalt = yes }
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			owner = { is_gestalt = no }
			buildings_no_motes = yes
		}
	}
	
	allow = {
		has_major_upgraded_capital = yes
	}
	
	planet_modifier = {
		planet_metallurgists_produces_mult = 0.15
		planet_artisans_produces_mult = 0.15
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
			volatile_motes = 50
		}
		upkeep = {
			energy = 5
			volatile_motes = 1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_hive_empire = yes }
		}
		job_alloy_drone_add = 2
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_machine_empire = yes }
		}
		job_fabricator_add = 1
	}
	
	prerequisites = {
		"tech_global_production_strategy"
	}
	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_hive_empire = yes }
		}
		text = job_alloy_drone_effect_desc
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = job_fabricator_effect_desc
	}	
	
	show_tech_unlock_if = { 
		is_gestalt = yes
	}
	
	upgrades = {
		building_avb_production_center_2
	}
	
	ai_resource_production = {
		trigger = { always = yes }
		alloys = 3
	}
	ai_resource_production = {
		trigger = {
			owner = {
				country_uses_consumer_goods = yes
			}
		}
		consumer_goods = 6
	}
	ai_resource_production = {
		alloys = 3
		trigger = {
			planet_resource_compare = {
				resource = alloys
				value >= 20
				type = produces
			}
		}
	}
	ai_resource_production = {
		alloys = 3
		trigger = {
			planet_resource_compare = {
				resource = alloys
				value >= 40
				type = produces
			}
		}
	}
	ai_resource_production = {
		consumer_goods = 5
		trigger = {
			planet_resource_compare = {
				resource = consumer_goods
				value >= 33
				type = produces
			}
		}
	}
	ai_resource_production = {
		consumer_goods = 5
		trigger = {
			planet_resource_compare = {
				resource = consumer_goods
				value >= 66
				type = produces
			}
		}
	}
}

