### Knights of the Toxic God
### Squire
#stz_viridian_squire = {
#	category = worker
#	condition_string = WORKER_JOB_TRIGGER
#	building_icon = building_order_keep
#	clothes_texture_index = 4
#
#	possible_pre_triggers = {
#		has_owner = yes
#		is_being_purged = no
#		is_being_assimilated = no
#		is_sapient = yes
#		is_enslaved = no
#	}
#
#	possible_precalc = can_fill_specialist_job #deliberate, they are baby knights
#
#	possible = {
#		hidden_trigger = { exists = owner }
#		owner = {
#			is_gestalt = no
#		}
#	}
#
#	pop_modifier = {
#		pop_defense_armies_add = 1
#	}
#
#	planet_modifier = {
#		planet_knights_produces_mult = 0.025
#	}
#
#	triggered_planet_modifier = {
#		potential = {
#			always = yes
#		}
#		planet_amenities_add = 10
#		mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult|
#	}
#
#	triggered_planet_modifier = {
#		potential = {
#			planet = { has_modifier = syamelles_curse_habitat }
#		}
#		planet_pop_assembly_organic_add = 0.25
#	}
#
#	resources = {
#		category = planet_squires
#		upkeep = {
#			trigger = {
#				planet = { has_modifier = syamelles_curse_habitat }
#			}
#			alloys = 0.5
#		}
#		upkeep = {
#			stz_sr_viridisium = 0.5
#		}
#	}
#
#	weight = {
#		weight = @worker_job_weight
#		factor = 1.2
#	}
#
#	inline_script = "jobs/automodding_priority_amenities"
#}
#
#### Knight
#stz_viridian_knight = {
#	category = specialist
#	condition_string = SPECIALIST_JOB_TRIGGER
#	building_icon = building_order_keep
#	clothes_texture_index = 3
#
#	possible_pre_triggers = {
#		has_owner = yes
#		is_being_purged = no
#		is_being_assimilated = no
#		is_enslaved = no
#	}
#
#	possible_precalc = can_fill_specialist_job
#	possible = {
#		hidden_trigger = { exists = owner }
#		owner = {
#			is_gestalt = no
#		}
#	}
#
#	resources = {
#		category = planet_knights
#		produces = {
#			trigger = { exists = owner }
#			unity = 15
#			mult = value:knights_unity_output_modifier
#		}
#		produces = {
#			trigger = { exists = owner }
#			physics_research = 10
#			engineering_research = 10
#			society_research = 10
#			mult = value:knights_research_output_modifier
#		}
#		produces = {
#			trigger = {
#				exists = owner
#				owner = {
#					has_country_flag = cosmogenesis_knights
#				}
#			}
#			advanced_logic = 5
#			mult = value:knights_research_output_modifier
#		}
#		upkeep = {
#			alloys = 5
#			trigger = {
#				exists = owner
#				owner = {
#					NOT = {
#						has_modifier = luminous_blades
#					}
#				}
#			}
#		}
#		upkeep = {
#			stz_sr_viridisium = 1
#		}
#	}
#
#	pop_modifier = {
#		pop_defense_armies_add = 2
#	}
#
#	triggered_planet_modifier = {
#		potential = {
#			owner = { has_country_flag = toxoids_7090_a }
#		}
#		planet_amenities_add = 25
#		mult = value:scripted_modifier_mult|MODIFIER|pop_job_amenities_mult|
#	}
#
#	country_modifier = {
#		country_naval_cap_add = 20
#	}
#
#	weight = {
#		weight = @high_prio_specialist_job_weight
#		factor = 1.2
#		add = 5 #Somehow pops preferred to work as squires than as knights. No more.
#		mult = value:job_weights_modifier|JOB|bureaucrat|RESOURCE|unity|
#		mult = value:job_weights_research_modifier|JOB|researcher|
#	}
#
#	inline_script = "jobs/automodding_priority_unity"
#}