icon = GFX_district_specialization_minerals
base_buildtime = @zone_buildtime

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

resources = {
	category = planet_zones
	inline_script = {
		script = buildings/nomadic_cost_switcher
		REGULAR_RESOURCE = minerals
		NOMADIC_RESOURCE = alloys
		COST = @zone_cost
		NOMADIC_COST_MULT = 0.5
	}
}

inline_script = {
	script = jobs/zone_ark_harvester_add
	AMOUNT = $AMOUNT$
}

included_building_sets = {
	harvest
	industrial
}

planet_modifier = {
	zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
}

swap_type = district_ark_harvest
swap_type_weight = 5

ai_priority = 5

max_buildings = @TINYGROX_MAX_BUILDINGS
