
#################
#	Nanotech	#
#################

building_nanolab_1 = {
	base_buildtime = @b2_time
	planet_limit = 1
	category = research

	building_sets = {
		research
		physics
		society
		engineering
	}

	potential = {
		exists = owner
		owner = { has_tradition = tr_nanotech_adopt }
	}

	allow = {
		exists = owner
		owner = { has_tradition = tr_nanotech_adopt }
	}

	destroy_trigger = {
		exists = owner
		OR = {
			NOT = { owner = { has_tradition = tr_nanotech_adopt } }
			has_modifier = slave_colony
			has_modifier = resort_colony
		}
	}

	resources = {
		category = planet_buildings
		inline_script = {
			script = buildings/nomadic_cost_switcher
			REGULAR_RESOURCE = minerals
			NOMADIC_RESOURCE = exotic_gases
			COST = @b3_minerals
			NOMADIC_COST_MULT = @nomadic_minerals_to_strategic_ratio
		}
		cost = {
			nanites = @b2_rare_cost
		}
		upkeep = {
			energy = @b3_upkeep
			nanites = @b2_rare_upkeep
		}
	}

	inline_script = {
		script = jobs/engineers_add
		AMOUNT = @building_static_jobs
	}
	
	planet_modifier = {
		planet_engineers_engineering_research_produces_add = 0.25
		planet_engineers_society_research_produces_add = 0.25
		planet_engineers_physics_research_produces_add = 0.25
		planet_engineers_nanites_upkeep_add = 0.15
	}

	upgrades = {
		"building_nanolab_2"
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = no }
		}
		text = engineer_is_nanotech_researcher_tt
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = engineering_calculator_is_nanotech_researcher_tt
	}
}

building_nanolab_2 = {
	base_buildtime = @b3_time
	can_build = no

	category = research


	building_sets = {
		research
		physics
		society
		engineering
	}

	potential = {
		exists = owner
		owner = { has_tradition = tr_nanotech_1 }
	}

	allow = {
		has_upgraded_capital = yes
	}

	destroy_trigger = {
		exists = owner
		OR = {
			NOT = { owner = { has_tradition = tr_nanotech_1 } }
			has_modifier = slave_colony
			has_modifier = resort_colony
		}
	}

	resources = {
		category = planet_buildings
		inline_script = {
			script = buildings/nomadic_cost_switcher
			REGULAR_RESOURCE = minerals
			NOMADIC_RESOURCE = exotic_gases
			COST = @b4_minerals
			NOMADIC_COST_MULT = @nomadic_minerals_to_strategic_ratio
		}
		cost = {
			nanites = @b3_rare_cost
		}
		upkeep = {
			energy = @b4_upkeep
			nanites = @b3_rare_upkeep
		}
	}

	inline_script = {
		script = jobs/engineers_add
		AMOUNT = @building_static_jobs_high
	}

	planet_modifier = {
		planet_engineers_produces_mult = 0.05
		planet_engineers_engineering_research_produces_add = 0.5
		planet_engineers_society_research_produces_add = 0.5
		planet_engineers_physics_research_produces_add = 0.5
		planet_engineers_nanites_upkeep_add = 0.5
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_gestalt = no }
		}
		text = engineer_is_nanotech_researcher_tt
	}

	triggered_desc = {
		trigger = {
			exists = owner
			owner = { is_machine_empire = yes }
		}
		text = engineering_calculator_is_nanotech_researcher_tt
	}
}

building_nanotech_cauldron = {
	base_buildtime = @b2_time
	planet_limit = 1

	category = manufacturing


	building_sets = {
		industrial
		foundry
	}

	potential = {
		exists = owner
		owner = { has_tradition = tr_nanotech_2 }
		NOT = { has_modifier = resort_colony }
		NOT = { has_modifier = slave_colony }
	}

	allow = {
		always = yes
	}

	destroy_trigger = {
		exists = owner
		OR = {
			NOT = { owner = { has_tradition = tr_nanotech_2 } }
			has_modifier = slave_colony
			has_modifier = resort_colony
		}
	}

	planet_modifier = {
		planet_metallurgists_nanites_produces_add = 0.15
		planet_metallurgists_energy_upkeep_add = 0.5
	}

	inline_script = {
		script = jobs/foundry_add
		AMOUNT = @building_static_jobs_high
	}

	resources = {
		category = planet_buildings
		cost = {
			alloys = @fe_alloy_cost_1
		}
		upkeep = {
			nanites = 3
			energy = 30
		}
		produces = {
			alloys = 15
		}
	}
}
