stz_zone_dummy = {
    potential = {
        always = no
    }
    unlock = {
        always = no
    }

    included_building_sets = {

    }

    zone_sets = {

    }
}

### Urban District Zones
stz_viridian_zone_urban = {
    icon = GFX_stz_viridian_district_specialization_urban
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    triggered_district_planet_modifier = {
        planet_housing_add = 600
    }

    max_buildings = @stz_zone_buildings_max

    zone_sets = {
        urban
        habitat_urban
    }

    include = {
        all
    }

    excluded_building_sets = {
        generator
        mining
        farming
        knights
        betharian
        generator_automation
        mining_automation
        farming_automation
        urban_automation_arcology
        urban_automation
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

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

    ai_priority = 2
    ai_weight_coefficient = 0.5
}

stz_viridian_zone_industrial = {
    icon = GFX_stz_viridian_district_specialization_industrial

    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            country_uses_consumer_goods = yes
            has_technology = stz_tech_viridian_zones
        }
    }

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

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        industrial
        urban_automation
        origin
    }

    zone_sets = {
        urban
        habitat_urban
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        NORMAL_JOB = job_stz_viridian_foundry_add
        GESTALT_JOB = job_stz_viridian_fabricator_add
        AMOUNT = 50
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        NORMAL_JOB = job_stz_viridian_artisan_add
        GESTALT_JOB = job_stz_viridian_artisan_drone_add
        AMOUNT = 50
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    ai_resource_production = {
        alloys = 30
        consumer_goods = 30

        trigger = {
            has_any_industrial_zone = yes
        }
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_weight_coefficient = 1.1
    ai_priority = 8
}

stz_viridian_zone_foundry = {
    icon = GFX_stz_viridian_district_specialization_foundry
    base_buildtime = @zone_buildtime

    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        foundry
        urban_automation
        origin
    }

    zone_sets = {
        urban
        habitat_urban
    }

    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
    }

    ai_resource_production = {
        alloys = 60

        trigger = {
            has_any_foundry_zone = yes
        }
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_weight_coefficient = 1.2
    ai_priority = 10
}

stz_viridian_zone_factory = {
    icon = GFX_stz_viridian_district_specialization_factory
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger ={
            exists = owner
            owner = {
                country_uses_consumer_goods = yes
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        factory
        urban_automation
        origin
    }

    zone_sets = {
        urban
        habitat_urban
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        NORMAL_JOB = job_stz_viridian_artisan_add
        GESTALT_JOB = job_stz_viridian_artisan_drone_add
        AMOUNT = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    ai_resource_production = {
        consumer_goods = 45

        trigger = {
            has_any_factory_zone = yes
        }
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_priority = 10
}

stz_viridian_zone_research_unity = {
    icon = GFX_stz_viridian_district_specialization_bureaucrat
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                NOT = {
                    has_valid_civic = civic_machine_servitor
                }
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                NOT = {
                    has_valid_civic = civic_machine_servitor
                }
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    zone_sets = {
        habitat_urban
        urban
        polytechnic
    }

    included_building_sets = {
        research
        unity
        origin
    }

    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
    }

    #inline_script = {
    #    script = zones/shared_city_non_urban_zone_modifiers
    #}

    triggered_district_planet_modifier = {
        planet_housing_add = @zone_urban_housing_negative
        potential = {
            planet_is_habitat_equivalent = no
        }
    }

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

    convert_to = {
        stz_viridian_zone_research_unity_rouge_servitor
    }

    ai_priority = 8
}

stz_viridian_zone_research_unity_rouge_servitor = {
    icon = GFX_stz_viridian_district_specialization_bureaucrat
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                has_valid_civic = civic_machine_servitor
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                has_valid_civic = civic_machine_servitor
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    zone_sets = {
        urban
        polytechnic
    }

    included_building_sets = {
        research
        unity
        origin
    }

    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_viridian_zone_bio_trophy_add
        AMOUNT = 40
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

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

    convert_to = {
        stz_viridian_zone_research_unity
    }

    ai_priority = 8
}

stz_viridian_zone_research = {
    icon = GFX_stz_viridian_district_specialization_research
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        research
        urban_automation
        origin
    }

    zone_sets = {
        habitat_urban
        urban
        polytechnic
    }

    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
    }

    ai_resource_production = {
        physics_research = 15
        society_research = 15
        engineering_research = 15

        trigger = {
            has_any_research_zone = yes
        }
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_weight_coefficient = 1.1
    ai_priority = 10
}

stz_viridian_zone_physics = {
    icon = GFX_stz_viridian_district_specialization_physics
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    included_building_sets = {
        physics
        research
        urban_automation
        origin
    }

    zone_sets = {
        habitat_urban
        urban
        habitat_research
        polytechnic
    }

    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 = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_priority = 15

    ai_weight_coefficient = 1.1
}

stz_viridian_zone_society = {
    icon = GFX_stz_viridian_district_specialization_society
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        physics
        research
        urban_automation
        origin
    }

    zone_sets = {
        habitat_urban
        urban
        habitat_research
        polytechnic
    }

    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 = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_priority = 15

    ai_weight_coefficient = 1.1
}

stz_viridian_zone_engineering = {
    icon = GFX_stz_viridian_district_specialization_engineering
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        physics
        research
        urban_automation
        origin
    }

    zone_sets = {
        habitat_urban
        urban
        habitat_research
        polytechnic
    }

    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 = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_priority = 15

    ai_weight_coefficient = 1.1
}

stz_viridian_zone_unity = {
    icon = GFX_stz_viridian_district_specialization_unity
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = { exists = owner }
        owner = {
            is_wilderness_empire = no
            is_spiritualist = no
            NOT = {
                has_valid_civic = civic_machine_servitor
            }
            has_technology = stz_tech_viridian_zones
        }
        OR = {
            owner = {
                is_ai = no
            }
            AND = {
                has_any_research_zone = no
                has_any_industrial_zone = no
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                OR = {
                    is_wilderness_empire = no
                    NOT = { has_valid_civic = civic_machine_servitor }
                }
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        unity
        urban_automation
        origin
    }

    zone_sets = {
        urban
        habitat_urban
        polytechnic
    }

    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
    }

    ai_resource_production = {
        unity = 45

        trigger = {
            has_any_unity_zone = yes
        }
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    convert_to = {
        stz_viridian_zone_unity_spiritualist
        stz_viridian_zone_unity_bio_trophy
    }

    ai_priority = 10
}

stz_viridian_zone_unity_spiritualist = {
    icon = GFX_stz_viridian_district_specialization_unity_spiritualist
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = { exists = owner }
        owner = {
            is_spiritualist = yes
            has_technology = stz_tech_viridian_zones
        }
        OR = {
            owner = {
                is_ai = no
            }
            AND = {
                has_any_research_zone = no
                has_any_industrial_zone = no
            }
        }
    }

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

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        unity
        urban_automation
        origin
    }

    zone_sets = {
        urban
        habitat_urban
        polytechnic
    }

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

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max

    }

    ai_resource_production = {
        unity = 45

        trigger = {
            has_any_unity_zone = yes
        }
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    convert_to = {
        stz_viridian_zone_unity
        stz_viridian_zone_unity_bio_trophy
    }

    ai_priority = 10
}

stz_viridian_zone_unity_bio_trophy = {
    icon = GFX_stz_viridian_district_specialization_unity
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                has_valid_civic = civic_machine_servitor
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                has_valid_civic = civic_machine_servitor
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        unity
        bio_trophy
        urban_automation
        origin
    }

    zone_sets = {
        urban
        habitat_urban
        polytechnic
    }

    inline_script = {
        script = jobs/stz_viridian_zone_bio_trophy_add
        AMOUNT = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    ai_resource_production = {
        unity = 45

        trigger = {
            has_any_unity_zone = yes
        }
    }

    triggered_district_planet_modifier = {
        planet_housing_add = -500
    }

    convert_to = {
        stz_viridian_zone_unity
        stz_viridian_zone_unity_spiritualist
    }

    ai_priority = 10
}

stz_viridian_zone_fortress = {
    icon = GFX_stz_viridian_district_specialization_fortress
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        fortress
        urban_automation
        origin
    }

    zone_sets = {
        urban
        habitat_urban
    }

    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
    }

    inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

    ai_priority = 10
}

stz_viridian_zone_trade = {
    icon = GFX_stz_viridian_district_specialization_trade
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = no
            has_technology = stz_tech_viridian_zones
        }
        OR = {
            owner = {
                is_ai = no
            }
            has_any_research_zone = no
            has_any_industrial_zone = no
        }
    }

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

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        urban
        trade
        urban_automation
        origin
    }

    zone_sets = {
        urban
        habitat_urban
        resort
    }

    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
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_weight_coefficient = 0.5

    ai_priority = 10
}

stz_viridian_zone_spawning = {
    icon = GFX_stz_viridian_district_specialization_spawning
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        is_planet_class = pc_hive
        owner = {
            is_hive_empire = yes
            has_ascension_perk = ap_hive_worlds
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_hive_empire = yes
            }
        }
        owner = {
            has_ascension_perk = ap_hive_worlds
            has_technology = stz_tech_viridian_zones
        }
    }

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

    included_building_sets = {
        urban
        urban_automation
    }

    zone_sets = {
        urban
    }

    triggered_district_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_hive_empire = yes }
        }
        job_stz_viridian_spawning_drone_add = 50
    }

    max_buildings = 1

    planet_modifier = {
        zone_building_slots_add = 1
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_priority = 12
}

stz_viridian_zone_machine_replication = {
    icon = GFX_stz_viridian_district_specialization_machine_replication
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        is_planet_class = pc_machine
        exists = owner
        owner = {
            is_machine_empire = yes
            has_ascension_perk = ap_machine_worlds
            has_technology = stz_tech_viridian_zones
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_machine_empire = yes
            }
        }
        owner = {
            has_ascension_perk = ap_machine_worlds
            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 = {
        urban
    }

    triggered_district_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_machine_empire = yes }
        }
        job_stz_viridian_replicator_add = 50
    }

    triggered_district_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_individual_machine = yes }
        }
        job_stz_viridian_roboticist_add = 50
    }

    max_buildings = 1

    planet_modifier = {
        zone_building_slots_add = 1
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    ai_priority = 12
}

### Resort Zones
stz_viridian_zone_resort_entertainment = {
    icon = GFX_stz_viridian_district_specialization_entertainer
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = no
            has_technology = stz_tech_viridian_zones
        }
        has_modifier = resort_colony
    }

    unlock = { # planet scope
        has_modifier = resort_colony
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }

    }

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

    max_buildings = @stz_zone_buildings_max

    zone_sets = {
        resort
    }

    included_building_sets = {
        entertainment
        origin
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        NORMAL_JOB = job_stz_viridian_entertainer_add
        AMOUNT = 100
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

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

    ai_priority = 10
}

stz_viridian_zone_resort_zoo = {
    icon = GFX_stz_viridian_district_specialization_zoo
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            has_technology = tech_alien_life_studies
            has_technology = stz_tech_viridian_zones
            is_wilderness_empire = no
        }
        has_modifier = resort_colony
        NOT = {
            has_zone = {
                zone = zone_resort_zoo
                zone = stz_viridian_zone_resort_zoo
            }
        }
    }
    planet_limit = {
        base = 1
    }

    swap_type = stz_viridian_district_swap_resort_zoo
    swap_type_weight = 5

    unlock = { # planet scope
        has_modifier = resort_colony
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    zone_sets = {
        resort_attraction
    }

    included_building_sets = {
        zoo
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        NORMAL_JOB = job_stz_viridian_biologist_add
        AMOUNT = 200
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

    max_buildings = @stz_zone_buildings_max

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

    ai_priority = 10
}

stz_viridian_zone_resort_grand_museum = {
    icon = GFX_stz_viridian_district_specialization_culture_worker
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = no
            has_technology = stz_tech_viridian_zones
        }
        NOT = {
            has_zone = {
                zone = zone_resort_grand_museum
                zone = stz_viridian_zone_resort_grand_museum
            }
        }
    }
    planet_limit = {
        base = 1
    }

    swap_type = stz_viridian_district_swap_resort_museum
    swap_type_weight = 5

    unlock = { # planet scope
        has_modifier = resort_colony
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    zone_sets = {
        resort_attraction
    }

    included_building_sets = {
        resort
    }

    triggered_district_planet_modifier = {
        potential = {
            exists = owner
        }
        job_stz_viridian_bureaucrat_add = 200
    }

    max_buildings = @stz_zone_buildings_max

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

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

    ai_priority = 10
}

stz_viridian_zone_resort_spiritual_retreat = {
    icon = GFX_stz_viridian_district_specialization_unity_spiritualist
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = no
            is_spiritualist = yes
            NOT = {
                has_zone = {
                    zone = zone_resort_spiritual_retreat
                    zone = stz_viridian_zone_resort_spiritual_retreat
                }
            }
            has_technology = stz_tech_viridian_zones
        }
    }
    planet_limit = {
        base = 1
    }

    swap_type = stz_viridian_district_swap_resort_spiritual_retreat
    swap_type_weight = 5

    unlock = { # planet scope
        has_modifier = resort_colony
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    zone_sets = {
        resort_attraction
    }

    included_building_sets = {
        unity
    }

    triggered_district_planet_modifier = {
        potential = {
            exists = owner
        }
        job_stz_viridian_bureaucrat_add = 200
    }

    max_buildings = @stz_zone_buildings_max

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

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

    ai_priority = 10
}

stz_viridian_zone_resort_restoration_enclave = {
    icon = GFX_stz_viridian_district_specialization_healthcare
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = no
            NOT = {
                has_zone = {
                    zone = zone_resort_restoration_enclave
                    zone = stz_viridian_zone_resort_restoration_enclave
                }
            }
            has_technology = stz_tech_viridian_zones
        }
    }
    planet_limit = {
        base = 1
    }

    swap_type = stz_viridian_district_swap_resort_restoration_enclave
    swap_type_weight = 5

    unlock = { # planet scope
        has_modifier = resort_colony
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    zone_sets = {
        resort_attraction
    }

    included_building_sets = {
        medical
    }

    triggered_district_planet_modifier = {
        potential = {
            exists = owner
        }
        job_stz_viridian_healthcare_add = 200
    }

    max_buildings = 1

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

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

    ai_priority = 10
}

stz_viridian_zone_resort_proving_grounds = {
    icon = GFX_stz_viridian_district_specialization_duelist
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            is_wilderness_empire = no
            OR = {
                has_valid_civic = civic_warrior_culture
                is_militarist = yes
            }
            NOT = {
                has_zone = {
                    zone = zone_resort_proving_grounds
                    zone = stz_viridian_zone_resort_proving_grounds
                }
            }
            has_technology = stz_tech_viridian_zones
        }
    }
    planet_limit = {
        base = 1
    }

    swap_type = stz_viridian_district_swap_resort_proving_grounds
    swap_type_weight = 5

    unlock = { # planet scope
        has_modifier = resort_colony
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    zone_sets = {
        resort_attraction
    }

    included_building_sets = {
        entertainment
    }

    triggered_district_planet_modifier = {
        potential = {
            exists = owner
        }
        job_stz_viridian_entertainer_add = 200
    }

    max_buildings = @stz_zone_buildings_max

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }

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

    ai_priority = 10
}

### Rural Zones
stz_viridian_zone_minerals = {
    icon = GFX_stz_viridian_district_specialization_minerals
    base_buildtime = @zone_buildtime

    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    swap_type = stz_viridian_district_swap_minerals
    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]
    }

    included_building_sets = {
        mining
        fallen_empire_mining
        mining_automation
    }

    zone_sets = {
        minerals
    }

    convert_to = {
        stz_viridian_zone_minerals
        stz_viridian_zone_minerals_nexus
        stz_viridian_zone_minerals_hive
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    ai_priority = 5
}

stz_viridian_zone_betharian = {
    icon = GFX_stz_viridian_district_specialization_betharian
    base_buildtime = @zone_buildtime

    potential = { # planet scope
        has_deposit = d_betharian_deposit
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            has_deposit = d_betharian_deposit
            exists = owner
        }
        owner = {
            has_technology = tech_mine_betharian
            has_technology = stz_tech_viridian_zones
        }
    }

    swap_type = stz_viridian_district_swap_betharian
    swap_type_weight = 5

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

    max_buildings = @stz_zone_buildings_max

    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]
    }

    included_building_sets = {
        mining
        fallen_empire_mining
        betharian
        mining_automation
    }

    zone_sets = {
        minerals
    }

    convert_to = {
        stz_viridian_zone_betharian
        stz_viridian_zone_betharian_nexus
        stz_viridian_zone_betharian_hive
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
        planet_miners_energy_produces_add = 18
        planet_miners_minerals_produces_add = -6
    }

    ai_priority = 10
}

stz_viridian_zone_rare_crystals = {
    icon = GFX_stz_viridian_district_specialization_rare_crystals
    base_buildtime = @zone_buildtime

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

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

    swap_type = stz_viridian_district_swap_rare_crystals
    swap_type_weight = 5

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        mining
        fallen_empire_mining
        mining_automation
    }

    zone_sets = {
        minerals
    }

    convert_to = {
        zone_rare_crystals
        zone_rare_crystals_nexus
        zone_rare_crystals_hive
    }

    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
        planet_miners_rare_crystals_produces_add = 2.25
        planet_miners_minerals_produces_add = -6
    }

    ai_priority = 10

    triggered_desc = {
        text = miner_is_crystal_miner_tt
        trigger = {
            exists = owner
            owner = { is_gestalt = no }
        }
    }
    triggered_desc = {
        text = mining_drone_is_crystal_miner_tt
        trigger = {
            exists = owner
            owner = { is_gestalt = yes }
        }
    }
}

stz_viridian_zone_minerals_physics = {
    icon = GFX_stz_viridian_district_specialization_physics
    base_buildtime = @zone_buildtime

    swap_type = stz_viridian_district_swap_minerals_physics
    swap_type_weight = 5

    potential = { # planet scope
        has_deposit = d_sky_mountain
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            has_deposit = d_sky_mountain
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
    }

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        mining
        fallen_empire_mining
        mining_automation
        physics
    }

    zone_sets = {
        minerals
    }

    convert_to = {
    }

    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 = @[1.25 * base_rural_district_jobs] # (scaling_district_1_job + base_rural_district_jobs)]
    }

    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 = @[0.25 * 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
        planet_miners_physics_research_produces_add = 1.5
        planet_miners_minerals_produces_add = -3
    }

    ai_priority = 10
}

stz_viridian_zone_subterranean_urban = {
    icon = GFX_stz_viridian_district_specialization_urban
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            has_technology = stz_tech_viridian_zones
            is_subterranean_empire = yes
        }
    }

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

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

    max_buildings = @stz_zone_buildings_max

    zone_sets = {
        minerals
    }

    included_building_sets = {
        mining
        urban
        fallen_empire_mining
        mining_automation
    }

    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 = @[1.375 * base_rural_district_jobs] # (scaling_district_1_job + base_rural_district_jobs)]
    }

    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 = @[0.375 * 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
    }

    ai_priority = 1
}

stz_viridian_zone_energy = {
    icon = GFX_stz_viridian_district_specialization_energy
    base_buildtime = @zone_buildtime

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

    max_buildings = @stz_zone_buildings_max

    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_wilderness_empire = no
                has_technology = stz_tech_viridian_zones
            }
        }
    }

    swap_type = stz_viridian_district_swap_energy
    swap_type_weight = 5

    included_building_sets = {
        generator
        fallen_empire_generator
        generator_automation
    }

    zone_sets = {
        energy
    }

    convert_to = {
        stz_viridian_zone_energy
        stz_viridian_zone_energy_nexus
        stz_viridian_zone_energy_hive
    }

    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
    }

    ai_priority = 5
}

stz_viridian_zone_volatile_motes = {
    icon = GFX_stz_viridian_district_specialization_volatile_motes
    base_buildtime = @zone_buildtime

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

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

    swap_type = stz_viridian_district_swap_volatile_motes
    swap_type_weight = 5

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        generator
        generator_automation
        fallen_empire_generator
    }

    zone_sets = {
        energy
    }

    convert_to = {
        stz_viridian_zone_volatile_motes
        stz_viridian_zone_volatile_motes_nexus
        stz_viridian_zone_volatile_motes_hive
    }

    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
        planet_technician_volatile_motes_produces_add = 2.25
        planet_technician_energy_produces_add = -9
    }

    ai_priority = 10

    triggered_desc = {
        text = technician_is_mote_harvester_tt
        trigger = {
            exists = owner
            owner = { is_gestalt = no }
        }
    }
    triggered_desc = {
        text = technician_drone_is_mote_harvester_tt
        trigger = {
            exists = owner
            owner = { is_gestalt = yes }
        }
    }
}

stz_viridian_zone_food = {
    icon = GFX_stz_viridian_district_specialization_food
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
        if = {
            limit = {
                exists = owner
                owner = { is_anglers_empire = yes }
            }
            is_wet = no
        }
        else = {
            hidden_trigger = {
                exists = owner
                owner = {
                    is_wilderness_empire = no
                }
            }
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                has_technology = stz_tech_viridian_zones
            }
        }
        if = {
            limit = {
                exists = owner
                owner = { is_anglers_empire = yes }
            }
            is_wet = no
        }
        else = {
            hidden_trigger = {
                exists = owner
                owner = {
                    is_wilderness_empire = no
                }
            }
        }
    }

    swap_type = stz_viridian_district_swap_farming
    swap_type_weight = 5

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

    max_buildings = @stz_zone_buildings_max

    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]
    }

    included_building_sets = {
        farming
        hydroponics
        farming_automation
        fallen_empire_farming
    }

    zone_sets = {
        food
    }

    convert_to = {
        stz_viridian_zone_food
        stz_viridian_zone_food_ring_world
        stz_viridian_zone_food_hive
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    ai_priority = 5
}

stz_viridian_zone_anglers = {
    icon = GFX_stz_viridian_district_specialization_angler
    base_buildtime = @zone_buildtime

    potential = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                is_anglers_empire = yes
                has_technology = stz_tech_viridian_zones
            }
        }
        is_wet = yes
    }

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

    swap_type = stz_viridian_district_swap_farming
    swap_type_weight = 5

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

    max_buildings = @stz_zone_buildings_max

    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 = @[1.25 * base_rural_district_jobs] # (scaling_district_1_job + base_rural_district_jobs)]
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        NORMAL_JOB = job_stz_viridian_artisan_add
        GESTALT_JOB = job_stz_viridian_artisan_drone_add
        AMOUNT = @[0.25 * 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]
    }

    zone_sets = {
        food
    }

    included_building_sets = {
        farming
        hydroponics
        fallen_empire_farming
        farming_automation
    }

    planet_modifier = {
        zone_building_slots_add = @stz_zone_buildings_max
    }

    ai_priority = 5
}

stz_viridian_zone_exotic_gases = {
    icon = GFX_stz_viridian_district_specialization_exotic_gases
    base_buildtime = @zone_buildtime

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

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

    swap_type = stz_viridian_district_swap_farming_exotic_gases
    swap_type_weight = 5

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

    max_buildings = @stz_zone_buildings_max

    included_building_sets = {
        farming
        hydroponics
        fallen_empire_farming
        farming_automation
    }

    zone_sets = {
        food
    }

    convert_to = {
        zone_exotic_gases
        zone_exotic_gases_nexus
        zone_exotic_gases_hive
    }

    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
        planet_farmers_exotic_gases_produces_add = 2.25
        planet_farmers_food_produces_add = -9
    }

    ai_priority = 10

    triggered_desc = {
        text = farmer_is_gas_extractor_tt
        trigger = {
            exists = owner
            owner = { is_gestalt = no }
        }
    }
    triggered_desc = {
        text = agri_drone_is_gas_extractor_tt
        trigger = {
            exists = owner
            owner = { is_gestalt = yes }
        }
    }

    inline_script = {
        script = zones/shared_city_non_urban_zone_modifiers
    }
}

stz_viridian_zone_agrarian_urban = {
    icon = GFX_stz_viridian_district_specialization_agrarian
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            has_valid_civic = civic_agrarian_idyll
            has_technology = stz_tech_viridian_zones
        }
        if = {
            limit = {
                owner = {
                    is_anglers_empire = yes
                }
            }
            is_wet = no
        }
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                has_valid_civic = civic_agrarian_idyll
                has_technology = stz_tech_viridian_zones
            }
            if = {
                limit = {
                    owner = {
                        is_anglers_empire = yes
                    }
                }
                is_wet = no
            }
        }
    }

    swap_type = stz_viridian_district_swap_farming
    swap_type_weight = 5

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

    max_buildings = @stz_zone_buildings_max

    zone_sets = {
        food
    }

    included_building_sets = {
        farming
        hydroponics
        urban
        farming_automation
    }

    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 = @[1.25 * base_rural_district_jobs] # (scaling_district_1_job + base_rural_district_jobs)]
    }

    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 = @[0.25 * 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
    }

    ai_priority = 1
}

stz_viridian_zone_agrarian_anglers = {
    icon = GFX_stz_viridian_district_specialization_urban
    base_buildtime = @zone_buildtime
    potential = { # planet scope
        exists = owner
        owner = {
            has_valid_civic = civic_agrarian_idyll
            is_anglers_empire = yes
            has_technology = stz_tech_viridian_zones
        }
        is_wet = yes
    }

    unlock = { # planet scope
        hidden_trigger = {
            exists = owner
            owner = {
                has_valid_civic = civic_agrarian_idyll
                is_anglers_empire = yes
                has_technology = stz_tech_viridian_zones
            }
            is_wet = yes
        }
    }

    swap_type = stz_viridian_district_swap_farming
    swap_type_weight = 5

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

    max_buildings = @stz_zone_buildings_max

    zone_sets = {
        food
    }

    included_building_sets = {
        farming
        hydroponics
        urban
        farming_automation
    }

    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 = @[1.25 * base_rural_district_jobs] # (scaling_district_1_job + base_rural_district_jobs)]
    }

    inline_script = {
        script = jobs/stz_general_zone_job_add
        NORMAL_JOB = job_stz_viridian_artisan_add
        GESTALT_JOB = job_stz_viridian_artisan_drone_add
        AMOUNT = @[0.25 * base_rural_district_jobs] # (scaling_district_1_job + base_rural_district_jobs)]
    }

    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 = @[0.25 * 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
    }

    ai_priority = 1
}