stz_viridian_zone_foundry_wilderness = {
    icon = GFX_stz_viridian_district_specialization_wilderness_foundry
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = yes
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    resources = {
        category = planet_zones
        cost = {
            minerals = 2000
            stz_sr_caerulenite = 200
            stz_sr_caerulenite = 100
        }
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_foundry_add
        GESTALT_JOB = job_stz_viridian_fabricator_add
        AMOUNT = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    zone_sets = {
        urban
    }

    included_building_sets = {
        foundry
    }
}

stz_viridian_zone_research_wilderness = {
    icon = GFX_stz_viridian_district_specialization_wilderness_research
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = yes
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    resources = {
        category = planet_zones
        cost = {
            minerals = 2000
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_physicist_add
        GESTALT_JOB = job_stz_viridian_calculator_physicist_add
        AMOUNT = 30
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_biologist_add
        GESTALT_JOB = job_stz_viridian_calculator_biologist_add
        AMOUNT = 30
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_engineer_add
        GESTALT_JOB = job_stz_viridian_calculator_engineer_add
        AMOUNT = 30
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    zone_sets = {
        urban
    }

    included_building_sets = {
        research
    }

    triggered_desc = {
        trigger = {
            always = yes
        }
        text = zone_research_triggered_desc
    }
}

stz_viridian_zone_unity_wilderness = {
    icon = GFX_stz_viridian_district_specialization_wilderness_unity
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = yes
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    resources = {
        category = planet_zones
        cost = {
            minerals = 2000
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_bureaucrat_add
        GESTALT_JOB = job_stz_viridian_coordinator_add
        AMOUNT = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    zone_sets = {
        urban
    }

    included_building_sets = {
        unity
    }

    triggered_desc = {
        trigger = {
            always = yes
        }
        text = zone_unity_triggered_desc
    }
}

stz_viridian_zone_research_unity_wilderness = {
    icon = GFX_stz_viridian_district_specialization_wilderness_spawning
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = yes
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    resources = {
        category = planet_zones
        cost = {
            minerals = 2000
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }

    zone_sets = {
        urban
    }

    included_building_sets = {
        research
        unity
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_physicist_add
        GESTALT_JOB = job_stz_viridian_calculator_physicist_add
        AMOUNT = 20
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_biologist_add
        GESTALT_JOB = job_stz_viridian_calculator_biologist_add
        AMOUNT = 20
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_engineer_add
        GESTALT_JOB = job_stz_viridian_calculator_engineer_add
        AMOUNT = 20
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_bureaucrat_add
        GESTALT_JOB = job_stz_viridian_coordinator_add
        AMOUNT = 40
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    triggered_desc = {
        trigger = {
            always = yes
        }
        text = zone_research_unity_triggered_desc
    }
}

stz_viridian_zone_trade_wilderness = {
    icon = GFX_stz_viridian_district_specialization_wilderness_trade
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = yes
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    resources = {
        category = planet_zones
        cost = {
            minerals = 2000
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }

    zone_sets = {
        urban
    }

    included_building_sets = {
        trade
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_trader_add
        GESTALT_JOB = job_stz_viridian_logistics_drone_add
        AMOUNT = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    triggered_desc = {
        trigger = {
            always = yes
        }
        text = zone_trade_triggered_desc
    }
}

stz_viridian_zone_fortress_wilderness = {
    icon = GFX_stz_viridian_district_specialization_wilderness_fortress
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = yes
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    resources = {
        category = planet_zones
        cost = {
            minerals = 2000
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_soldier_add
        GESTALT_JOB = job_stz_viridian_warrior_drone_add
        AMOUNT = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    zone_sets = {
        urban
    }

    included_building_sets = {
        fortress
    }

    triggered_desc = {
        trigger = {
            always = yes
        }
        text = zone_fortress_triggered_desc
    }

}

stz_viridian_zone_minerals_wilderness = {
    icon = GFX_stz_viridian_district_specialization_wilderness_minerals
    base_buildtime = @zone_buildtime

    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = yes
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    swap_type = stz_viridian_district_swap_hollow_mountains
    swap_type_weight = 5

    resources = {
        category = planet_zones
        cost = {
            minerals = 2000
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_miner_add
        GESTALT_JOB = job_stz_viridian_mining_drone_add
        AMOUNT = @[1.5 * base_rural_district_jobs] # (scaling_district_1_job + base_rural_district_jobs)]
    }

    inline_script = {
        script = jobs/zone_miner_add
        AMOUNT = @[-1 * base_rural_district_jobs]
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    zone_sets = {
        minerals
    }

    included_building_sets = {
        mining
        fallen_empire_mining
    }

    triggered_desc = {
        trigger = {
            always = yes
        }
        text = zone_minerals_triggered_desc
    }
}

stz_viridian_zone_energy_wilderness = {
    icon = GFX_stz_viridian_district_specialization_wilderness_energy
    base_buildtime = @zone_buildtime
    resources = {
        category = planet_zones
        cost = {
            minerals = 2000
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }

    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = yes
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    swap_type = stz_viridian_district_swap_photosynthesis_fields
    swap_type_weight = 5

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_technician_add
        GESTALT_JOB = job_stz_viridian_technician_drone_add
        AMOUNT = @[1.5 * base_rural_district_jobs] # (scaling_district_1_job + base_rural_district_jobs)]
    }

    inline_script = {
        script = jobs/zone_technicians_add
        AMOUNT = @[-1 * base_rural_district_jobs]
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    zone_sets = {
        energy
    }

    included_building_sets = {
        generator
        fallen_empire_generator
    }

    triggered_desc = {
        trigger = {
            always = yes
        }
        text = zone_energy_triggered_desc
    }

    convert_to = {
        zone_energy_ring_world
    }
}

stz_viridian_zone_food_wilderness = {
    icon = GFX_stz_viridian_district_specialization_wilderness_food
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = yes
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    swap_type = stz_viridian_district_swap_orchard_forests
    swap_type_weight = 5

    resources = {
        category = planet_zones
        cost = {
            minerals = 2000
            stz_sr_caerulenite = 200
            stz_sr_viridisium = 100
        }
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        #NORMAL_JOB = job_stz_viridian_farmer_add
        GESTALT_JOB = job_stz_viridian_agri_drone_add
        AMOUNT = @[1.5 * base_rural_district_jobs] # (scaling_district_1_job + base_rural_district_jobs)]
    }

    inline_script = {
        script = jobs/zone_farmers_add
        AMOUNT = @[-1 * base_rural_district_jobs]
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    zone_sets = {
        food
    }

    included_building_sets = {
        farming
        hydroponics
        fallen_empire_farming
    }

    triggered_desc = {
        trigger = {
            always = yes
        }
        text = zone_food_triggered_desc
    }

    convert_to = {
        zone_food_ring_world
    }
}