#############
# Resource buildings
#############

building_hydroponics_farm_override = {
	base_buildtime = 360
	icon = building_hydroponics_farm
	can_build = no

	category = resource
	
	potential = {
		exists = owner
		owner = {
			OR = {
				country_uses_food = yes
				is_ai = no
			}
		}
		NOT = { is_planet_class = pc_machine }
		NOT = { has_modifier = resort_colony }
	}
	
	allow = {
		buildings_simple_allow = yes
	}
	
	destroy_trigger = {
		exists = owner
		OR = {
			owner = {
				is_ai = yes
				country_uses_food = no
			}
			planet = {
				NOT = { is_planet_class = pc_habitat }
				free_building_slots = 0
				owner = {
					is_ai = yes
					has_monthly_income = {
						resource = food
						value > 100
					}
				}
			}
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				is_regular_empire = yes
				is_fallen_empire_spiritualist = no
			}
		}
		modifier = {
			job_farmer_add = @b1_jobs
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				is_gestalt = no
				is_fallen_empire_spiritualist = no
			}
			has_active_building = building_food_processing_center
		}
		modifier = {
			job_farmer_add = 1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_fallen_empire_spiritualist = yes }
		}
		modifier = {
			job_fe_acolyte_farm_add = @b1_jobs
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_fallen_empire_spiritualist = yes }
			has_active_building = building_food_processing_center
		}
		modifier = {
			job_fe_acolyte_farm_add = 1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_origin = origin_void_dwellers }
		}
		modifier = {
			job_farmer_add = 1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_agri_drone_add = @b1_jobs
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
			has_active_building = building_food_processing_center
		}
		modifier = {
			job_agri_drone_add = 1
		}
	}
	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = job_agri_drone_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = no }
		}
		text = job_farmer_effect_desc
	}
	
	prerequisites = {
		"tech_hydroponics"
	}
	
	upgrades = {
		"building_avb_hydroponics_farm_2"
		"eb_hydrofarm2"
		"building_eutab_hydroponics_tower"
	}
	

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

#
building_food_processing_center = {
	base_buildtime = 480
	can_build = no
	category = resource
	#icon = building_food_processing_center
		
	planet_modifier = {
		planet_farmers_food_produces_mult = 0.25
	}
	
	allow = {
		exists = owner
		has_upgraded_capital = yes
	}
	
	destroy_trigger = {
		OR = {
			AND = {
				exists = owner
				owner = {
					is_ai = yes
					country_uses_food = no
				}
			}
			is_planet_class = pc_machine
			has_modifier = resort_colony
			buildings_no_motes = yes
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				is_regular_empire = yes
				is_fallen_empire_spiritualist = no
			}
		}
		modifier = {
			job_farmer_add = 2
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_fallen_empire_spiritualist = yes }
		}
		modifier = {
			job_fe_acolyte_farm_add = 2
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_agri_drone_add = 2
		}
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
			volatile_motes = 50
		}
		upkeep = {
			energy = 2
			volatile_motes = 1
		}
	}	
	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_food_processing_center_effect_desc
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = building_food_processing_center_gestalt_effect_desc
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = job_agri_drone_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				is_gestalt = no
				is_fallen_empire_spiritualist = no
			}
		}
		text = job_farmer_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_fallen_empire_spiritualist = yes }
		}
		text = job_fe_acolyte_farm_effect_desc
	}
	
	prerequisites = {
		"tech_food_processing_2"
	}	
	
	upgrades = {
		"building_avb_food_processing_3"
		"building_crystal_pillar"
	}

	ai_resource_production = {
		food = 6
		trigger = {
			always = yes
		}
	}
	ai_resource_production = {
		food = 6
		trigger = {
			planet_resource_compare = {
				resource = food
				value >= 24
				type = produces
			}
		}
	}
	ai_resource_production = {
		food = 6
		trigger = {
			planet_resource_compare = {
				resource = food
				value >= 48
				type = produces
			}
		}
	}
}

#
building_mineral_purification_hub = {
	base_buildtime = 480
	can_build = no
	category = resource
	#icon = building_mineral_purification_hub
	
	allow = {
		has_upgraded_capital = yes
		NOT = { has_modifier = resort_colony }
	}
	
	destroy_trigger = {
		OR = {
			has_modifier = resort_colony
			buildings_no_motes = yes
		}
	}
		
	planet_modifier = {
		planet_miners_minerals_produces_mult = 0.25
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_regular_empire = yes }
		}
		modifier = {
			job_miner_add = 2
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_mining_drone_add = 2
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { 
				is_robot_empire = yes
			}
		}
		modifier = {
			planet_miners_minerals_produces_mult = 0.05
		}
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				is_robot_empire = yes
			}
			NOR  = {
				is_planet_class = pc_habitat
				is_planet_class = pc_machine
				is_planet_class = pc_hive
				is_planet_class = pc_city
			}
		}
		modifier = {
			district_mining_max = 4
		}
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
			volatile_motes = 50
		}
		cost = {
			trigger = {
				owner = { 
					is_robot_empire = yes
				}
			}
			minerals = 300
			alloys = 150
		}
		upkeep = {
			energy = 2
			volatile_motes = 1
		}
	}
	
	prerequisites = {
		tech_mineral_purification_2
	}
	
	triggered_desc = {
		trigger = {
			OR = {
				uses_district_set = standard
				uses_district_set = hive_world
				uses_district_set = machine_world
			}
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_mineral_purification_hub_effect_desc
	}

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

	triggered_desc = {
		trigger = {
			OR = {
				uses_district_set = standard
				uses_district_set = hive_world
				uses_district_set = machine_world
			}
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = building_mineral_purification_hub_gestalt_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = habitat
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = building_mineral_purification_hub_habitat_gestalt_effect_desc
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = job_mining_drone_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				is_gestalt = no
				is_fallen_empire_spiritualist = no
			}
		}
		text = job_miner_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_fallen_empire_spiritualist = yes }
		}
		text = job_fe_acolyte_mine_effect_desc
	}
	
	upgrades = {
		"building_avb_mineral_purification_3"
	}
	
	ai_resource_production = {
		minerals = 6
		trigger = {
			always = yes
		}
	}
	ai_resource_production = {
		minerals = 6
		trigger = {
			planet_resource_compare = {
				resource = minerals
				value >= 24
				type = produces
			}
		}
	}
	ai_resource_production = {
		minerals = 6
		trigger = {
			planet_resource_compare = {
				resource = minerals
				value >= 48
				type = produces
			}
		}
	}
}

#
building_energy_nexus = {
	base_buildtime = 480
	can_build = no
	category = resource
	#icon = building_energy_nexus
	
	allow = {
		has_upgraded_capital = yes
	}
	
	destroy_trigger = {
		OR = {
			has_modifier = resort_colony
			buildings_no_exotic_gases = yes
		}
	}
	
	planet_modifier = {
		planet_technician_energy_produces_mult = 0.25
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_regular_empire = yes }
		}
		modifier = {
			job_technician_add = 2
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_technician_drone_add = 2
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { 
				is_robot_empire = yes
			}
		}
		modifier = {
			planet_technician_energy_produces_mult = 0.05
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				is_robot_empire = yes
			}
			NOR  = {
				is_planet_class = pc_habitat
				is_planet_class = pc_machine
				is_planet_class = pc_hive
				is_planet_class = pc_city
			}
		}
		modifier = {
			district_generator_max = 4
		}
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 600
			exotic_gases = 50
		}
		cost = {
			trigger = {
				owner = { 
					is_robot_empire = yes
				}
			}
			minerals = 300
			alloys = 150
		}
		upkeep = {
			energy = 2
			exotic_gases = 1
		}
	}	
	
	prerequisites = {
		tech_power_hub_2
	}
	
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_regular_empire = yes }
		}
		text = building_energy_nexus_effect_desc
	}

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

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = building_energy_nexus_gestalt_effect_desc
	}

	triggered_desc = {
		trigger = {
			uses_district_set = habitat
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = building_energy_nexus_gestalt_habitat_effect_desc
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = job_technician_drone_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				is_gestalt = no
				is_fallen_empire_spiritualist = no
			}
		}
		text = job_technician_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_fallen_empire_spiritualist = yes }
		}
		text = job_fe_acolyte_generator_effect_desc
	}
	
	upgrades = {
		"building_avb_energy_grid_3"
		"building_eludium_plant"
	}
	
	ai_resource_production = {
		energy = 6
		trigger = {
			always = yes
		}
	}
	ai_resource_production = {
		energy = 6
		trigger = {
			planet_resource_compare = {
				resource = energy
				value >= 24
				type = produces
			}
		}
	}
	ai_resource_production = {
		energy = 6
		trigger = {
			planet_resource_compare = {
				resource = energy
				value >= 48
				type = produces
			}
		}
	}
}

building_resource_silo_override = {
	base_buildtime = 180
	icon = building_resource_silo
	can_build = no

	category = resource
	
	potential = {
		NOR = {
			has_modifier = resort_colony
			has_modifier = slave_colony 
		}
	}
	
	allow = {
		exists = owner
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				AND = {
					NOT = { has_building = building_resource_silo }
					OR = {
						owner = {
							is_machine_empire = yes
							has_swapped_tradition = tr_domination_modular_depot
						}
						is_active_resolution = "resolution_greatergood_balance_in_the_middle"
						is_active_resolution = "resolution_greatergood_universal_prosperity_mandate"
						owner = {
							has_ascension_perk = ap_arcology_project
							NOT = { has_technology = tech_mega_engineering }
						}
					}
				}
			}
		}
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_regular_empire = yes }
		}
		modifier = {
			job_clerk_add = 2
		}
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = {
			job_maintenance_drone_add = 1
		}
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 200
		}
		upkeep = {
			energy = 1
		}		
	}
	
	country_modifier = {
		country_resource_max_add = 2000
	}
	
	prerequisites = {
		"tech_basic_industry"
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		text = job_maintenance_drone_effect_desc
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = no }
		}
		text = job_clerk_effect_desc
	}
	
	upgrades = {
		"building_avb_resource_silo_2"
		"eb_silo"
	}
}

building_bio_reactor_override = {
	base_buildtime = 240
	icon = building_bio_reactor
	can_build = no

	category = resource
	
	potential = {
		exists = owner
		owner = {
			OR = {
				is_machine_empire = yes
				is_mechanical_empire = yes
				is_lithoid_empire = yes
			}
		}
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = 200
		}
		produces = {
			trigger = {
				exists = owner
				owner = { NOT = { has_deficit = food } }
			}
			energy = 20
		}		
		upkeep = {
			food = 25
		}
	}	
	
	prerequisites = {
		"tech_bio_reactor"
	}
	
	upgrades = {
		"building_avb_bio_reactor_2"
	}
	
	on_queued = {
		IF = {
			limit = {
				owner = { has_technology = tech_construction_templates }
			}
			owner = { set_timed_country_flag = { flag = buildings_new_reactor_building days = 270 } }
		}
		ELSE_IF = {
			limit = {
				owner = { has_technology = tech_assembly_pattern }
			}
			owner = { set_timed_country_flag = { flag = buildings_new_reactor_building days = 390 } }
		}
		ELSE = {
			planet = {
				owner = { set_timed_country_flag = { flag = buildings_new_reactor_building days = 510 } }
			}
		}
	}
}