
### Viridisium Synthesizer
stz_building_viridisium_synthesizer = {
    base_buildtime = 240
    category = manufacturing

    building_sets = {
        urban
        government
        foundry
        factory
        industrial
    }

    prerequisites = {
        "stz_tech_viridisium_synthesizing"
    }

    resources = {
        category = planet_buildings
        cost = {
            minerals = 500
            sr_dark_matter = 200
        }
        upkeep = {
            energy = 10
            sr_dark_matter = 1
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_regular_empire = yes }
        }
        modifier = {
            job_stz_viridisium_synthesizer_add = 100
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        modifier = {
            job_stz_viridisium_synthesizer_drone_add = 100
        }
    }

    upgrades = {
        stz_building_advanced_viridisium_synthesizer
    }
}

### Advanced Viridisium Synthesizer
stz_building_advanced_viridisium_synthesizer = {
    base_buildtime = 240
    category = manufacturing

    building_sets = {
        urban
        government
        foundry
        factory
        industrial
    }

    prerequisites = {
        "stz_tech_viridisium_synthesizing"
    }

    can_build = no

    resources = {
        category = planet_buildings
        cost = {
            minerals = 1000
            sr_dark_matter = 300
        }
        upkeep = {
            energy = 25
            sr_dark_matter = 2
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_regular_empire = yes }
        }
        modifier = {
            job_stz_viridisium_synthesizer_add = 200
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        modifier = {
            job_stz_viridisium_synthesizer_drone_add = 200
        }
    }
}

### Viridian Transmuter
stz_building_viridian_transmuter = {
    base_buildtime = 240
    category = manufacturing
    can_build = no

    building_sets = {
        urban
        government
        foundry
        factory
        industrial
    }

    prerequisites = {
        "stz_tech_viridian_transmuter"
    }

    resources = {
        category = planet_buildings
        cost = {
            minerals = 2000
            stz_sr_viridisium = 250
        }
        upkeep = {
            energy = 100
            stz_sr_viridisium = 5
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_regular_empire = yes }
        }
        modifier = {
            job_stz_viridian_transmuter_add = 200
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        modifier = {
            job_stz_viridian_transmuter_drone_add = 200
        }
    }
}

### Viridian Lab
stz_building_viridian_lab = {
    base_buildtime = 360
    exempt_from_ai_planet_specialization = no
    category = research

    building_sets = {
        research
    }

    prerequisites = {
        "stz_tech_viridian_lab"
    }

    potential = {
        NOR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
        }
    }

    destroy_trigger = {
        OR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
        }
    }

    inline_script = {
        script = jobs/stz_viridian_researchers_add
        AMOUNT = 120
    }

    resources = {
        category = planet_buildings
        cost = {
            minerals = 500
            stz_sr_viridisium = 300
        }
        upkeep = {
            energy = 10
            stz_sr_viridisium = 1
        }
    }

    upgrades = {
        "stz_building_advanced_viridian_lab"
    }
}

### Advanced Viridian Lab
stz_building_advanced_viridian_lab = {
    base_buildtime = 360
    exempt_from_ai_planet_specialization = no
    category = research

    building_sets = {
        research
    }

    prerequisites = {
        "stz_tech_advanced_viridian_lab"
    }

    can_build = no

    potential = {
        NOR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
        }
    }

    destroy_trigger = {
        OR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
        }
    }

    inline_script = {
        script = jobs/stz_viridian_researchers_add
        AMOUNT = 180
    }

    resources = {
        category = planet_buildings
        cost = {
            minerals = 750
            stz_sr_viridisium = 300
        }
        upkeep = {
            energy = 25
            stz_sr_viridisium = 1
        }
    }
}

### Unity Building
stz_building_viridian_unity_1 = {
    can_build = yes
    base_buildtime = 360
    exempt_from_ai_planet_specialization = no

    category = unity

    building_sets = {
        unity
    }

    potential = {
        exists = owner
        owner = {
            is_regular_empire = yes
            is_spiritualist = no
            has_make_spiritualist_perk = no
        }
        NOR = {
            has_modifier = penal_colony
            has_modifier = slave_colony
            has_modifier = resort_colony
        }
    }

    destroy_trigger = {
        exists = owner
        owner = {
            OR = {
                is_regular_empire = no
                is_spiritualist = yes
                has_make_spiritualist_perk = yes
            }
        }
    }

    allow = {
    }

    ai_weight_coefficient = 0

    convert_to = {
        building_temple
        building_hive_node
        building_uplink_node
    }

    resources = {
        category = planet_buildings
        cost = {
            minerals = 300
            stz_sr_viridisium = 300
        }
        upkeep = {
            energy = 10
            stz_sr_viridisium = 1
        }
    }

    inline_script = {
        script = jobs/stz_viridian_unity_jobs_add
        AMOUNT = 200
    }

    upgrades = {
        stz_building_viridian_unity_2
    }

    prerequisites = {
        "stz_tech_viridian_unity_1"
    }

    show_tech_unlock_if = {
        is_regular_empire = yes
        is_spiritualist = no
        has_make_spiritualist_perk = no
    }
}

stz_building_viridian_unity_2 = {
    can_build = no
    base_buildtime = 360
    exempt_from_ai_planet_specialization = no

    category = unity

    building_sets = {
        unity
    }

    potential = {
        exists = owner
        owner = {
            is_regular_empire = yes
            is_spiritualist = no
            has_make_spiritualist_perk = no
        }
        NOR = {
            has_modifier = penal_colony
            has_modifier = slave_colony
            has_modifier = resort_colony
        }
    }

    destroy_trigger = {
        exists = owner
        owner = {
            OR = {
                is_regular_empire = no
                is_spiritualist = yes
                has_make_spiritualist_perk = yes
            }
        }
    }

    allow = {
    }

    ai_weight_coefficient = 0

    convert_to = {
        building_temple
        building_hive_node
        building_uplink_node
    }

    resources = {
        category = planet_buildings
        cost = {
            minerals = 500
            stz_sr_viridisium = 300
        }
        upkeep = {
            energy = 20
            stz_sr_viridisium = 2
        }
    }

    inline_script = {
        script = jobs/stz_viridian_unity_jobs_add
        AMOUNT = 400
    }

    prerequisites = {
        "stz_tech_viridian_unity_2"
    }

    show_tech_unlock_if = {
        is_regular_empire = yes
        is_spiritualist = no
        has_make_spiritualist_perk = no
    }
}

### Viridian Manufactorum
stz_building_viridian_manufactorum = {
    base_buildtime = 360
    #base_cap_amount = 1
    category = manufacturing

    building_sets = {
        urban
        government
        foundry
        factory
        industrial
    }

    can_build = no

    prerequisites = {
        "stz_tech_viridian_manufactorum"
    }

    allow = {
        has_major_upgraded_capital = yes
    }

    destroy_trigger = {
        OR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
            AND = {
                exists = owner
                owner = {
                    is_ai = yes
                }
                has_any_industrial_zone = no
            }
        }
    }

    resources = {
        cost = {
            minerals = 1500
            stz_sr_viridisium = 200
        }
        upkeep = {
            energy = 25
            stz_sr_viridisium = 3
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_catalytic_empire = no
                country_uses_consumer_goods = yes
            }
        }
        planet_artisans_consumer_goods_produces_add = 6
        planet_artisans_minerals_upkeep_add = 6
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_catalytic_empire = no
            }
        }
        modifier = {
            planet_metallurgists_alloys_produces_add = 6
            planet_metallurgists_minerals_upkeep_add = 12
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_catalytic_empire = yes
                country_uses_consumer_goods = yes
            }
        }
        modifier = {
            planet_artisans_consumer_goods_produces_add = 6
            planet_artisans_food_upkeep_add = 6
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_catalytic_empire = yes
            }
        }
        modifier = {
            planet_metallurgists_alloys_produces_add = 6
            planet_metallurgists_food_upkeep_add = 12
        }
    }

    inline_script = {
        script = jobs/stz_viridian_foundry_add
        AMOUNT = 200
    }

    inline_script = {
        script = jobs/stz_viridian_factory_add
        AMOUNT = 200
    }
}

### Viridian Prospectorum
stz_building_viridian_prospectorum = {
    base_buildtime = 360
    #base_cap_amount = 1
    category = resources

    building_sets = {
        urban
        government
        mining
        generator
        farming
    }

    can_build = no

    prerequisites = {
        "stz_tech_viridian_prospectorum"
    }

    allow = {
        has_major_upgraded_capital = yes
    }

    destroy_trigger = {
        always = yes
        OR = {
            has_modifier = resort_colony
            AND = {
                exists = owner
                owner = {
                    is_ai = yes
                }
                AND = {
                    has_any_generator_district_or_building = no
                    has_any_mining_district_or_building = no
                    has_any_farming_district_or_building = no
                }
            }
        }
    }

    resources = {
        cost = {
            minerals = 1500
            stz_sr_viridisium = 200
        }
        upkeep = {
            energy = 25
            stz_sr_viridisium = 3
        }
    }

    planet_modifier = {
        planet_technician_energy_produces_add = 6
        planet_miners_minerals_produces_add = 6
        planet_farmers_food_produces_add = 6
    }

    # Technician
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_regular_empire = yes
                is_fallen_empire_spiritualist = no
            }
        }
        modifier = {
            #job_stz_viridian_technician_add = 100
        }
    }

    triggered_desc = {
        trigger = {
            exists = owner
            owner = {
                is_gestalt = no
                is_fallen_empire_spiritualist = no
            }
        }
        text = job_technician_effect_desc
    }

    # Technician Drone
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        modifier = {
            #job_stz_viridian_technician_drone_add = 100
        }
    }

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

    # Miner
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_regular_empire = yes
                is_fallen_empire_spiritualist = no
            }
        }
        modifier = {
            #job_stz_viridian_miner_add = 100
        }
    }

    triggered_desc = {
        trigger = {
            exists = owner
            owner = {
                is_gestalt = no
                is_fallen_empire_spiritualist = no
            }
        }
        text = job_miner_effect_desc
    }

    # Mining Drone
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        modifier = {
            #job_stz_viridian_mining_drone_add = 100
        }
    }

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

    # Farmer
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_regular_empire = yes
                is_fallen_empire_spiritualist = no
                OR = {
                    is_anglers_empire = no
                    AND = {
                        is_anglers_empire = yes
                        NOT = { PREV = { planet = { is_wet = yes } } }
                    }
                }
            }
        }
        modifier = {
            #job_stz_viridian_farmer_add = 100
        }
    }

    triggered_desc = {
        trigger = {
            exists = owner
            owner = {
                is_gestalt = no
                is_fallen_empire_spiritualist = no
                OR = {
                    is_anglers_empire = no
                    AND = {
                        is_anglers_empire = yes
                        NOT = { PREV = { planet = { is_wet = yes } } }
                    }
                }
            }
        }
        text = job_farmer_effect_desc
    }

    # Agri Drone
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        modifier = {
            #job_stz_viridian_agri_drone_add = 100
        }
    }

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

    # Angler
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_regular_empire = yes
                is_fallen_empire_spiritualist = no
                is_anglers_empire = yes
                PREV = { planet = { is_wet = yes } }
            }
        }
        modifier = {
            #job_stz_viridian_angler_add = 100
        }
    }

    triggered_desc = {
        trigger = {
            exists = owner
            owner = {
                is_fallen_empire_spiritualist = no
                is_anglers_empire = yes
                PREV = { planet = { is_wet = yes } }
            }
        }
        text = job_aqu_angler_effect_desc
    }

    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
            }
        }
    }

    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
                is_planet_class = pc_shattered_ring_habitable
            }
        }
    }
}

### Stronghold
stz_building_viridian_stronghold = {
    base_buildtime = 240
    position_priority = 100
    can_be_ruined = no
    category = army
    exempt_from_ai_planet_specialization = no

    building_sets = {
        urban
        government
        fortress
    }

    potential = {
        NOT = { has_modifier = resort_colony }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = no }
        }
        modifier = {
            job_stz_viridian_soldier_add = 200
        }
    }
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        modifier = {
            job_stz_viridian_warrior_drone_add = 200
        }
    }

    resources = {
        category = planet_buildings_strongholds
        cost = {
            minerals = 500
            stz_sr_viridisium = 300
        }
        upkeep = {
            energy = 10
            stz_sr_viridisium = 2
        }
    }

    prerequisites = {
        "stz_tech_viridian_stronghold"
    }

    upgrades = {
        "stz_building_viridian_fortress"
    }

    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        text = job_warrior_drone_effect_desc
    }
    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_gestalt = no }
        }
        text = job_soldier_effect_desc
    }
}

### Fortress
stz_building_viridian_fortress = {
    base_buildtime = 480
    planetary_ftl_inhibitor = yes
    position_priority = 100
    can_build = no
    can_be_ruined = no
    category = army

    building_sets = {
        urban
        government
        fortress
    }

    allow = {
        has_upgraded_capital = yes
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = no }
        }
        modifier = {
            #job_stz_viridian_soldier_add = 400
        }
    }
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        modifier = {
            #job_stz_viridian_warrior_drone_add = 400
        }
    }

    resources = {
        category = planet_buildings_strongholds
        cost = {
            minerals = 1000
            stz_sr_viridisium = 600
        }
        upkeep = {
            energy = 25
            stz_sr_viridisium = 2
        }
    }

    prerequisites = {
        "stz_tech_viridian_fortress"
    }

    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        text = job_warrior_drone_effect_desc
    }
    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_gestalt = no }
        }
        text = job_soldier_effect_desc
    }
}

### Viridian Megalogistics Hub
stz_building_viridian_megalogistics_hub = {
    base_buildtime = 720
    category = resource
    can_build = no
    planet_limit = 1
    empire_limit = {
        base = 1
        modifier = {
            exists = owner
            weight = owner.modifier:stz_building_megalogistics_hub_country_max
        }
    }

    building_sets = {
        urban
        government
        foundry
        factory
        industrial
    }

    allow = {
        has_major_upgraded_capital = yes
        NOR = {
            has_modifier = resort_colony
        }
    }

    prerequisites = {
        "stz_tech_viridian_megalogistics_hub"
    }

    resources = {
        category = planet_buildings
        cost = {
            minerals = 3000
            alloys = 2000
            stz_sr_viridisium = 750
        }
        upkeep = {
            energy = 100
            alloys = 30
            stz_sr_viridisium = 2
        }
    }

    triggered_planet_modifier = {
        potential = {
            owner = {
                is_regular_empire = yes
            }
        }
        job_stz_viridian_megalogistician_add = 200
    }

    triggered_planet_modifier = {
        potential = {
            owner = {
                is_gestalt = yes
            }
        }
        job_stz_viridian_megalogistician_drone_add = 200
    }

    triggered_desc = {
        text = job_stz_megalogistician_effect
    }

}

stz_building_viridian_macro_refinery = {
    base_buildtime = 360
    #base_cap_amount = 1
    category = manufacturing

    building_sets = {
        urban
        government
        foundry
        factory
        industrial
    }

    can_build = no

    prerequisites = {
        "stz_tech_viridian_macro_refinery"
    }

    allow = {
        has_major_upgraded_capital = yes
    }

    destroy_trigger = {
        OR = {
            has_modifier = resort_colony
            has_modifier = slave_colony
            AND = {
                exists = owner
                owner = {
                    is_ai = yes
                }
                has_any_industrial_zone = no
            }
        }
    }

    resources = {
        cost = {
            minerals = 1500
            stz_sr_viridisium = 200
        }
        upkeep = {
            energy = 25
            stz_sr_viridisium = 3
        }
    }

    planet_modifier = {
        industrial_jobs_exotic_gases_produces_add = 1
        industrial_jobs_rare_crystals_produces_add = 1
        industrial_jobs_volatile_motes_produces_add = 1
    }

    triggered_planet_modifier = {
        potential = {
            industrial_jobs_are_catalytic_trigger = no
        }

        planet_metallurgists_stz_sr_viridisium_upkeep_add = 0.5
        planet_metallurgists_minerals_upkeep_add = 5
        planet_artisans_stz_sr_viridisium_upkeep_add = 0.5
        planet_artisans_minerals_upkeep_add = 5
    }

    triggered_planet_modifier = {
        potential = {
            industrial_jobs_are_catalytic_trigger = yes
        }

        planet_metallurgists_stz_sr_viridisium_upkeep_add = 0.5
        planet_metallurgists_food_upkeep_add = 5
        planet_artisans_stz_sr_viridisium_upkeep_add = 0.5
        planet_artisans_food_upkeep_add = 5
    }
}

### Research Matrix

### WIP
#stz_building_viridian_research_matrix = {
#    base_buildtime = 360
#    #base_cap_amount = 1
#    category = research
#
#    building_sets = {
#        urban
#        government
#        foundry
#        factory
#        industrial
#    }
#
#    prerequisites = {
#        "stz_building_viridian_research_matrix"
#    }
#
#    allow = {
#        has_major_upgraded_capital = yes
#    }
#
#    destroy_trigger = {
#        OR = {
#            has_modifier = resort_colony
#            has_modifier = slave_colony
#            AND = {
#                exists = owner
#                owner = {
#                    is_ai = yes
#                }
#            }
#        }
#    }
#
#    resources = {
#         cost = {
#             minerals = 1500
#             stz_sr_viridisium = 200
#         }
#         upkeep = {
#             energy = 25
#             stz_sr_viridisium = 3
#         }
#     }
#
#    planet_modifier = {
#
#    }
#}