building_elec_electro_alloys = {
	base_buildtime = 360
	can_be_ruined = no
	base_cap_amount = 1
	category = resource
	potential = {
		exists = owner
		owner = {
			OR = {
				has_civic = civic_elec_industrial
				has_civic = civic_elec_h_industrial
			}
		}
	}
	resources = {
		category = planet_buildings
		cost = { minerals = 500 rare_crystals = 50 }
		upkeep = { energy = 10 rare_crystals = 1 }
	}
	allow = { always = yes }
	planet_modifier = { planet_housing_add = -3 }
	# For now triggered to add special effects/jobs later.
	# If 0.5 changes, adjust civic tooltips.
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = { planet_technician_alloys_produces_add = 0.5 }
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }
		}
		modifier = { planet_technician_alloys_produces_add = 0.5 }
	}
    ai_resource_production = {
        alloys = 5
        trigger = { always = yes }
    }
}

building_elec_food_1 = {
	icon = building_paradise_dome
	base_buildtime = 360
	can_be_ruined = no
	category = resource
	potential = {
		exists = planet
		planet = {
			uses_district_set = elec_districts
			NOR = {
				has_planet_flag = elec_aurora_pc_neutron
				has_planet_flag = elec_aurora_pc_pulsar
				has_planet_flag = elec_aurora_pc_dwarf
			}
		}
	}
	allow = { always = yes }
	planet_modifier = { planet_housing_add = 2 }
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = { job_agri_drone_add = 3 }
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }
		}
		modifier = { job_farmer_add = 3 }
	}
	resources = {
		category = planet_buildings
		cost = { minerals = 400 }
		upkeep = { energy = 2 }
	}
	upgrades = { building_elec_food_2 }
    ai_resource_production = {
        food = 1
        trigger = { always = yes }
    }
}

building_elec_food_2 = {
	icon = building_paradise_dome
	base_buildtime = 360
	can_build = no
	category = resource
	potential = {
		exists = planet
		planet = {
			uses_district_set = elec_districts
			NOR = {
				has_planet_flag = elec_aurora_pc_neutron
				has_planet_flag = elec_aurora_pc_pulsar
				has_planet_flag = elec_aurora_pc_dwarf
			}
		}
	}
	allow = { always = yes }
	planet_modifier = { planet_housing_add = 5 }
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = { job_agri_drone_add = 6 }
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }
		}
		modifier = { job_farmer_add = 6 }
	}
	resources = {
		category = planet_buildings
		cost = { minerals = 400 }
		upkeep = { energy = 2 }
	}
	upgrades = { building_elec_food_3 }
    ai_resource_production = {
        food = 2
        trigger = { always = yes }
    }
}

building_elec_food_3 = {
	icon = building_paradise_dome
	base_buildtime = 360
	can_build = no
	category = resource
	potential = {
		exists = planet
		planet = {
			uses_district_set = elec_districts
			NOR = {
				has_planet_flag = elec_aurora_pc_neutron
				has_planet_flag = elec_aurora_pc_pulsar
				has_planet_flag = elec_aurora_pc_dwarf
			}
		}
	}
	allow = { always = yes }
	planet_modifier = { planet_housing_add = 8 }
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = yes }
		}
		modifier = { job_agri_drone_add = 10 }
	}
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_gestalt = no }
		}
		modifier = { job_farmer_add = 10 }
	}
	resources = {
		category = planet_buildings
		cost = { minerals = 600 }
		upkeep = { energy = 4 }
	}
    ai_resource_production = {
        food = 3
        trigger = { always = yes }
    }
}