############################
# Automation Building Test #
############################

#(Terranight): This is stupid but I'm unsure of how to do it another way

building_automation_1 = {
	base_buildtime = @b1_time
	district_limit = 1
	category = pop_assembly

	building_sets = {
		automation
	}

	potential = {
		always = no
	}

	upgrades = {
		building_automation_2
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {
		exists = owner
		owner = { is_wilderness_empire = yes }
	}

	planet_modifier = {
		district_automated_workforce = 0.25
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b2_minerals
		}
		upkeep = {
			energy = @b3_upkeep
			mult = value:count_any_districts
		}
		upkeep = {
			energy = @b3_upkeep
			mult = value:count_any_building
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2
			mult = value:city_districts_value
		}
	}

	prerequisites = {
		tech_assembly_pattern
	}

	show_tech_unlock_if = {
		is_wilderness_empire = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_tooltip
	}
}

building_automation_2 = {
	base_buildtime = @b2_time
	can_build = no
	category = pop_assembly

	building_sets = {
		government
		urban
		farming
		mining
		generator
	}

	potential = {
		always = no
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {}

	planet_modifier = {
		district_automated_workforce = 0.5
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}
	
	resources = {
		category = planet_buildings
		cost = {
			minerals = @b3_minerals
		}
		upkeep = {
			energy = @b4_upkeep
			mult = value:count_any_districts
		}
		upkeep = {
			energy = @b4_upkeep
			mult = value:count_any_building
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2.4
			mult = value:city_districts_value
		}
	}

	prerequisites = {
		tech_construction_templates
	}

	show_tech_unlock_if = {
		is_wilderness_empire = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_2_tooltip
	}
}

building_automation_city_1 = {
	base_buildtime = @b1_time
	district_limit = 1
	category = pop_assembly
	icon = building_automation_1

	building_sets = {
		government
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	upgrades = {
		building_automation_city_2
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	planet_limit = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				has_building = building_automation_urban_1
				has_building = building_automation_urban_2
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.25
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b2_minerals
		}
		upkeep = {
			energy = @b4_upkeep
			mult = value:city_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2
			mult = value:city_districts_value
		}
	}

	prerequisites = {
		tech_assembly_pattern
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_city_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_city_tooltip
	}
}

building_automation_city_2 = {
	base_buildtime = @b2_time
	can_build = no
	category = pop_assembly
	icon = building_automation_2

	building_sets = {
		government
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	planet_limit = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				has_building = building_automation_urban_1
				has_building = building_automation_urban_2
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.5
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b3_minerals
		}
		upkeep = {
			energy = @b5_upkeep
			mult = value:city_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2.4
			mult = value:city_districts_value
		}
	}

	prerequisites = {
		tech_construction_templates
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_city_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_city_2_tooltip
	}
}

building_automation_urban_1 = {
	base_buildtime = @b1_time
	district_limit = 1
	category = pop_assembly
	icon = building_automation_1

	building_sets = {
		urban_automation
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	upgrades = {
		building_automation_urban_2
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	planet_limit = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				has_building = building_automation_city_1
				has_building = building_automation_city_2
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.25
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b2_minerals
		}
		upkeep = {
			energy = @b4_upkeep
			mult = value:city_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2
			mult = value:city_districts_value
		}
	}

	prerequisites = {
		tech_assembly_pattern
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_city_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_city_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}

building_automation_urban_2 = {
	base_buildtime = @b2_time
	can_build = no
	category = pop_assembly
	icon = building_automation_2

	building_sets = {
		urban_automation
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	planet_limit = {
		base = 1
		modifier = {
			factor = 0
			OR = {
				has_building = building_automation_city_1
				has_building = building_automation_city_2
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.5
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b3_minerals
		}
		upkeep = {
			energy = @b5_upkeep
			mult = value:city_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2.4
			mult = value:city_districts_value
		}
	}

	prerequisites = {
		tech_construction_templates
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_city_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_city_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}

building_automation_generator_1 = {
	base_buildtime = @b1_time
	district_limit = 1
	category = pop_assembly
	icon = building_automation_1

	building_sets = {
		generator_automation
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	upgrades = {
		building_automation_generator_2
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.25
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b2_minerals
		}
		upkeep = {
			energy = @b3_upkeep
			mult = value:generator_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -1.6
			mult = value:generator_districts_value
		}
	}

	prerequisites = {
		tech_assembly_pattern
	}

	show_tech_unlock_if = {
		always = no
	}
	
	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			NOT = { uses_district_set = ring_world }
		}
		text = automation_generator_tankbound_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}

building_automation_generator_2 = {
	base_buildtime = @b2_time
	can_build = no
	category = pop_assembly
	icon = building_automation_2

	building_sets = {
		generator_automation
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.5
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b3_minerals
		}
		upkeep = {
			energy = @b4_upkeep
			mult = value:generator_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2
			mult = value:generator_districts_value
		}
	}

	prerequisites = {
		tech_construction_templates
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			NOT = { uses_district_set = ring_world  }
		}
		text = automation_generator_tankbound_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}

building_automation_mining_1 = {
	base_buildtime = @b1_time
	district_limit = 1
	category = pop_assembly
	icon = building_automation_1

	building_sets = {
		mining_automation
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	upgrades = {
		building_automation_mining_2
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.25
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b2_minerals
		}
		upkeep = {
			energy = @b3_upkeep
			mult = value:mining_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -1.6
			mult = value:mining_districts_value
		}
	}

	prerequisites = {
		tech_assembly_pattern
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			NOT = { uses_district_set = ring_world }
		}
		text = automation_mining_tankbound_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}

building_automation_mining_2 = {
	base_buildtime = @b2_time
	can_build = no
	category = pop_assembly
	icon = building_automation_2

	building_sets = {
		mining_automation
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.5
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b3_minerals
		}
		upkeep = {
			energy = @b4_upkeep
			mult = value:mining_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2
			mult = value:mining_districts_value
		}
	}

	prerequisites = {
		tech_construction_templates
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			NOT = { uses_district_set = ring_world }
		}
		text = automation_mining_tankbound_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}

building_automation_farming_1 = {
	base_buildtime = @b1_time
	district_limit = 1
	category = pop_assembly
	icon = building_automation_1

	building_sets = {
		farming_automation
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	upgrades = {
		building_automation_farming_2
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.25
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b2_minerals
		}
		upkeep = {
			energy = @b3_upkeep
			mult = value:farming_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -1.6
			mult = value:farming_districts_value
		}
	}

	prerequisites = {
		tech_assembly_pattern
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			NOT = { uses_district_set = ring_world }
		}
		text = automation_farming_tankbound_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}

building_automation_farming_2 = {
	base_buildtime = @b2_time
	can_build = no
	category = pop_assembly
	icon = building_automation_2

	building_sets = {
		farming_automation
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.5
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b3_minerals
		}
		upkeep = {
			energy = @b4_upkeep
			mult = value:farming_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2
			mult = value:farming_districts_value
		}
	}

	prerequisites = {
		tech_construction_templates
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			NOT = { uses_district_set = ring_world }
		}
		text = automation_farming_tankbound_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}

building_automation_urban_arcology_1 = {
	base_buildtime = @b1_time
	district_limit = 1
	category = pop_assembly
	icon = building_automation_1

	building_sets = {
		urban_automation_arcology
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	upgrades = {
		building_automation_urban_arcology_2
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.25
	}
	
	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b2_minerals
		}
		upkeep = {
			energy = @b4_upkeep
			mult = value:city_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2
			mult = value:city_districts_value
		}
	}

	prerequisites = {
		tech_assembly_pattern
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_city_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_city_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}

building_automation_urban_arcology_2 = {
	base_buildtime = @b2_time
	can_build = no
	category = pop_assembly
	icon = building_automation_2

	building_sets = {
		urban_automation_arcology
	}

	potential = {
		owner = { is_wilderness_empire = no }
	}

	allow = {
		hidden_trigger = {
			OR = {
				owner = { is_ai = no }
				NAND = {
					free_district_slots = 0
					free_building_slots <= 1
					free_housing <= 0
					free_jobs <= 0
				}
			}
		}
	}

	destroy_trigger = {
		owner = {
			is_wilderness_empire = yes
		}
	}

	planet_modifier = {
		district_automated_workforce = 0.5
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		}
		modifier = {
			district_automated_workforce = 0.05
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b3_minerals
		}
		upkeep = {
			energy = @b5_upkeep
			mult = value:city_districts_value
		}
		upkeep = {
			trigger = {
				exists = owner
				owner = {
					has_tradition = tr_est_cybernetics_1
				}
			}
			energy = -2.4
			mult = value:city_districts_value
		}
	}

	prerequisites = {
		tech_construction_templates
	}

	show_tech_unlock_if = {
		always = no
	}

	triggered_desc = {
		trigger = { 
			exists = owner
			owner = {
				has_tradition = tr_est_cybernetics_1
			}
		} 
		text = est_automation_city_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = {
				NOT = { has_tradition = tr_est_cybernetics_1 }
			}
		}
		text = automation_city_2_tooltip
	}
	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_tankbound_empire = yes }
			uses_district_set = ring_world
		}
		text = automation_rw_tankbound_tooltip
	}
}