# Planet District Zones
#
# Documentation: ./99_HOW_TO_ZONE.txt

zone_default = {
	icon = GFX_diplomatic_weight_large
	base_buildtime = @zone_buildtime
	potential = { # planet scope
	}

	unlock = { # planet scope
		NOT = {
			has_designation = col_resort
		}
	}

	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
		}
	}

	max_buildings =  12

	zone_sets = {
		default
	}

	include = {
		all
	}

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

	ai_priority = 0
}

zone_urban = {
	icon = GFX_district_specialization_urban
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		hidden_trigger = {
			exists = owner
			owner = {
				is_wilderness_empire = no
			}
		}
	}

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

	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
		}
	}

	triggered_district_planet_modifier = {
		planet_housing_add = @zone_urban_housing_positive
	}

	max_buildings = @TINYGROX_MAX_BUILDINGS

	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 = @TINYGROX_MAX_BUILDINGS
	}

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

	ai_priority = 2
	ai_weight_coefficient = 0.5
}

zone_industrial = {
	inline_script = {
		script = zones/shared_industrial_zone
		AMOUNT = @scaling_district_2_jobs
		LARGE_AMOUNT = @scaling_district_2_jobs
	}

	zone_sets = {
		urban
		habitat_urban
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	ai_weight_coefficient = 1.1
}

zone_foundry = {
	inline_script = {
		script = zones/shared_industrial_foundry_zone
		AMOUNT = @scaling_district_1_job
		LARGE_AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		urban
		habitat_urban
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	ai_weight_coefficient = 1.2
}

zone_factory = {
	inline_script = {
		script = zones/shared_industrial_factory_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		urban
		habitat_urban
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}
}

zone_research_unity = {
	icon = GFX_district_specialization_bureaucrat
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		hidden_trigger = {
			exists = owner
			owner = {
				is_wilderness_empire = no
			}
		}
	}

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

	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
		}
	}

	zone_sets = {
		urban
		polytechnic
	}

	included_building_sets = {
		research
		unity
		origin
	}

	inline_script = {
		script = jobs/zone_researchers_add
		AMOUNT = @scaling_district_researchers_4_jobs
		LARGE_AMOUNT = @scaling_district_researchers_2_jobs
	}

	inline_script = {
		script = jobs/zone_unity_jobs_add
		AMOUNT = @scaling_district_unity_4_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

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

	ai_priority = 8
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_research = {
	inline_script = {
		script = zones/shared_research_zone
		AMOUNT = @scaling_district_3_jobs
	}

	zone_sets = {
		urban
		polytechnic
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	ai_weight_coefficient = 1.2
}

zone_research_physics = {
	inline_script = {
		script = zones/shared_research_physics_zone
		AMOUNT = @scaling_district_1_job
	}

	inline_script = {
		script = zones/potential_no_wilderness
	}

	zone_sets = {
		urban
		habitat_research
		polytechnic
	}

	inline_script = {
		script = zones/shared_research_zone_modifiers
	}

	ai_priority = 15

	ai_weight_coefficient = 1.1
}

zone_research_society = {
	inline_script = {
		script = zones/shared_research_society_zone
		AMOUNT = @scaling_district_1_job
	}

	inline_script = {
		script = zones/potential_no_wilderness
	}

	zone_sets = {
		urban
		habitat_research
		polytechnic
	}

	inline_script = {
		script = zones/shared_research_zone_modifiers
	}

	ai_priority = 15

	ai_weight_coefficient = 1.1
}

zone_research_engineering = {
	inline_script = {
		script = zones/shared_research_engineering_zone
		AMOUNT = @scaling_district_1_job
	}

	inline_script = {
		script = zones/potential_no_wilderness
	}

	zone_sets = {
		urban
		habitat_research
		polytechnic
	}

	inline_script = {
		script = zones/shared_research_zone_modifiers
	}

	ai_priority = 15

	ai_weight_coefficient = 1.1
}

zone_unity = {
	inline_script = {
		script = zones/shared_unity_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		urban
		habitat_urban
		polytechnic
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	convert_to = {
		zone_unity_spiritualist
		zone_unity_bio_trophy
	}
}

zone_unity_spiritualist = {
	inline_script = {
		script = zones/shared_unity_spiritualist_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		urban
		habitat_urban
		polytechnic
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	convert_to = {
		zone_unity
		zone_unity_bio_trophy
	}
}

zone_unity_bio_trophy = {
	inline_script = {
		script = zones/shared_unity_bio_trophy_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		urban
		habitat_urban
		polytechnic
	}

	triggered_district_planet_modifier = {
		planet_housing_add = -500
	}

	convert_to = {
		zone_unity
		zone_unity_spiritualist
	}
}

zone_fortress = {
	inline_script = {
		script = zones/shared_fortress_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		urban
		habitat_urban
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}
}

zone_trade = {
	inline_script = {
		script = zones/shared_trade_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		urban
		habitat_urban
		resort
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	ai_weight_coefficient = 0.25
}

#Resort World Zones
zone_resort = {
	icon = GFX_district_specialization_resort
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		exists = owner
		owner = {
			is_wilderness_empire = no
		}
		has_modifier = resort_colony
	}

	unlock = { # planet scope
		has_modifier = resort_colony
	}

	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
		}
	}

	zone_sets = {
		resort
	}

	included_building_sets = {
		urban
		origin
	}

	inline_script = {
		script = jobs/zone_resort_worker_add
		AMOUNT = @scaling_district_1_job
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	ai_priority = 5
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_resort_entertainment = {
	icon = GFX_district_specialization_entertainer
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		exists = owner
		owner = {
			is_wilderness_empire = no
		}
		has_modifier = resort_colony
	}

	unlock = { # planet scope
		has_modifier = resort_colony
	}

	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
		}
	}

	zone_sets = {
		resort
	}

	included_building_sets = {
		entertainment
		origin
	}

	inline_script = {
		script = jobs/zone_entertainers_add
		AMOUNT = @scaling_district_1_job
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

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

	ai_priority = 10
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

#Resort World Attraction Zones
#Has Zoo Tech
zone_resort_zoo = {
	icon = GFX_district_specialization_zoo
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		exists = owner
		owner = {
			has_technology = tech_alien_life_studies
			is_wilderness_empire = no
		}
		has_modifier = resort_colony
		NOT = {
			has_zone = {
				zone = zone_resort_zoo
			}
		}
	}
	planet_limit = {
		base = 1
	}

	swap_type = district_resort_zoo
	swap_type_weight = 5

	unlock = { # planet scope
		has_modifier = resort_colony
	}

	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
		}
	}

	zone_sets = {
		resort_attraction
	}

	included_building_sets = {
		zoo
	}

	inline_script = {
		script = jobs/zone_biologists_add
		LARGE_AMOUNT = @doubled_scaling_district_1_job
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	max_buildings = 1

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

	ai_priority = 10
}

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

	swap_type = district_resort_museum
	swap_type_weight = 5

	unlock = { # planet scope
		has_modifier = resort_colony
	}

	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
		}
	}

	zone_sets = {
		resort_attraction
	}

	included_building_sets = {
		resort
	}

	triggered_district_planet_modifier = {
		potential = {
			exists = owner
		}
		job_bureaucrat_add = @doubled_scaling_district_1_job
	}

	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
}

#Not Xenophile
zone_resort_hunting_ground = {
	icon = GFX_district_specialization_trophy_hunter
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		exists = owner
		owner = {
			is_wilderness_empire = no
			is_xenophile = no
			NOT = {
				has_zone = {
					zone = zone_resort_hunting_ground
				}
			}
		}
	}
	planet_limit = {
		base = 1
	}

	swap_type = district_resort_hunting_ground
	swap_type_weight = 5

	unlock = { # planet scope
		has_modifier = resort_colony
	}

	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
		}
	}

	zone_sets = {
		resort_attraction
	}

	included_building_sets = {
		hunting_zone
		resort
	}

	triggered_district_planet_modifier = {
		potential = {
			exists = owner
		}
		job_wrangler_add = @doubled_scaling_district_1_job
	}

	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
}

#Spiritualist Only
zone_resort_spiritual_retreat = {
	icon = GFX_district_specialization_priest
	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
				}
			}
		}
	}
	planet_limit = {
		base = 1
	}

	swap_type = district_resort_spiritual_retreat
	swap_type_weight = 5

	unlock = { # planet scope
		has_modifier = resort_colony
	}

	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
		}
	}

	zone_sets = {
		resort_attraction
	}

	included_building_sets = {
		unity
	}

	triggered_district_planet_modifier = {
		potential = {
			exists = owner
		}
		job_bureaucrat_add = @doubled_scaling_district_1_job
	}

	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
}

#Restoration Enclave
zone_resort_restoration_enclave = {
	icon = GFX_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
				}
			}
		}
	}
	planet_limit = {
		base = 1
	}

	swap_type = district_resort_restoration_enclave
	swap_type_weight = 5

	unlock = { # planet scope
		has_modifier = resort_colony
	}

	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
		}
	}

	zone_sets = {
		resort_attraction
	}

	included_building_sets = {
		medical
	}

	triggered_district_planet_modifier = {
		potential = {
			exists = owner
		}
		job_healthcare_add = @doubled_scaling_district_1_job
	}

	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
}

#Proving Grounds
zone_resort_proving_grounds = {
	icon = GFX_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
				}
			}
		}
	}
	planet_limit = {
		base = 1
	}

	swap_type = district_resort_proving_grounds
	swap_type_weight = 5

	unlock = { # planet scope
		has_modifier = resort_colony
	}

	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
		}
	}

	zone_sets = {
		resort_attraction
	}

	included_building_sets = {
		entertainment
	}

	triggered_district_planet_modifier = {
		potential = {
			exists = owner
		}
		job_entertainer_add = @doubled_scaling_district_1_job
	}

	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
}

zone_minerals = {
	inline_script = {
		script = zones/shared_minerals_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		minerals
		habitat_minerals
	}

	show_in_tech = tech_mineral_purification_1

	show_tech_unlock_if = {
		is_nomadic = no
	}
}

zone_betharian = {
	inline_script = {
		script = zones/shared_betharian_zone
		AMOUNT = @scaling_district_1_job
	}

	swap_type = district_mining_betharian
	swap_type_weight = 5

	zone_sets = {
		minerals
	}

	show_in_tech = tech_mine_betharian
}

zone_rare_crystals = {
	inline_script = {
		script = zones/shared_rare_crystals_zone
		AMOUNT = @scaling_district_1_job
	}

	swap_type = district_mining_rare_crystals
	swap_type_weight = 5

	zone_sets = {
		minerals
	}

	show_in_tech = tech_mine_rare_crystals

	show_tech_unlock_if = {
		is_nomadic = no
	}
}

zone_minerals_physics = {
	icon = GFX_district_specialization_physics
	base_buildtime = @zone_buildtime


	swap_type = district_mining_physics
	swap_type_weight = 5

	potential = { # planet scope
		has_deposit = d_sky_mountain
	}

	unlock = { # planet scope
		hidden_trigger = {
			has_deposit = d_sky_mountain
		}
	}

	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
		}
	}

	included_building_sets = {
		mining
		fallen_empire_mining
		mining_automation
		physics
	}

	convert_to = {
	}

	inline_script = {
		script = jobs/zone_miner_add
		AMOUNT = @scaling_district_2_jobs
	}

	inline_script = {
		script = jobs/zone_physicists_add
		LARGE_AMOUNT = @scaling_district_2_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
		planet_miners_physics_research_produces_add = 0.5
		planet_miners_minerals_produces_add = -1
	}

	ai_priority = 10

	zone_sets = {
		minerals
	}
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_energy = {
	inline_script = {
		script = zones/shared_energy_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		energy
		habitat_energy
		ark_reactor
	}

	show_in_tech = tech_power_hub_1
}

zone_volatile_motes = {
	inline_script = {
		script = zones/shared_volatile_motes_zone
		AMOUNT = @scaling_district_1_job
	}

	swap_type = district_generator_volatile_motes
	swap_type_weight = 5

	zone_sets = {
		energy
	}

	show_in_tech = tech_mine_volatile_motes

	show_tech_unlock_if = {
		is_nomadic = no
	}
}

zone_food = {
	inline_script = {
		script = zones/shared_food_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		food
	}

	show_in_tech = tech_food_processing_1
}

zone_anglers = {
	icon = GFX_district_specialization_angler
	base_buildtime = @zone_buildtime

	potential = { # planet scope
		hidden_trigger = {
			exists = owner
			owner = { is_anglers_empire = yes }
		}
		OR = {
			is_wet = yes
			owner = {
				is_nomadic = yes
			}
		}
	}

	unlock = { # planet scope
		hidden_trigger = {
			exists = owner
			owner = { is_anglers_empire = yes }
		}
		OR = {
			is_wet = yes
			owner = {
				is_nomadic = yes
			}
		}
	}

	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_farmers_add
		AMOUNT = @scaling_district_2_jobs
	}

	inline_script = {
		script = jobs/zone_factory_add
		AMOUNT = @scaling_district_2_jobs
		LARGE_AMOUNT = @bonus_scaling_district_2_jobs
	}

	zone_sets = {
		food
	}

	included_building_sets = {
		farming
		hydroponics
		fallen_empire_farming
		farming_automation
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

	ai_priority = 5
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_exotic_gases = {
	inline_script = {
		script = zones/shared_exotic_gases_zone
		AMOUNT = @scaling_district_1_job
	}

	swap_type = district_farming_exotic_gases
	swap_type_weight = 5

	zone_sets = {
		food
	}

	show_in_tech = tech_mine_exotic_gases

	show_tech_unlock_if = {
		is_nomadic = no
	}
}

#Hive World Zones
zone_spawning = {
	inline_script = {
		script = zones/shared_spawning_zone
		AMOUNT = 50
	}

	zone_sets = {
		urban
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}
}

#Machine World Zones
zone_machine_replication = {
	icon = GFX_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
		}
	}

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

	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
		}
	}

	zone_sets = {
		urban
	}

	included_building_sets = {
		urban
	}

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

	triggered_district_planet_modifier = {
		potential = {
			exists = owner
			owner = { is_individual_machine = yes }
		}
		job_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
}

zone_subterranean_urban = {
	icon = GFX_district_specialization_urban
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		exists = owner
		owner = {
			is_subterranean_empire = yes
		}
	}

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

	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
		}
	}

	max_buildings = @TINYGROX_MAX_BUILDINGS

	zone_sets = {
		minerals
	}

	included_building_sets = {
		mining
		urban
		fallen_empire_mining
		mining_automation
	}

	inline_script = {
		script = jobs/zone_miner_add
		AMOUNT = @bonus_scaling_district_2_jobs
	}

	inline_script = {
		script = jobs/zone_trader_add
		AMOUNT = @bonus_scaling_district_2_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

	ai_priority = 1
}

zone_agrarian_urban = {
	icon = GFX_district_specialization_agrarian
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		exists = owner
		owner = {
			has_valid_civic = civic_agrarian_idyll
		}
		if = {
			limit = {
				owner = {
					is_anglers_empire = yes
				}
			}
			is_wet = no
		}
	}

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

	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
		}
	}

	max_buildings = @TINYGROX_MAX_BUILDINGS

	zone_sets = {
		food
	}

	included_building_sets = {
		farming
		hydroponics
		urban
		farming_automation
	}

	inline_script = {
		script = jobs/zone_farmers_add
		AMOUNT = @bonus_scaling_district_2_jobs
	}

	inline_script = {
		script = jobs/zone_trader_add
		AMOUNT = @bonus_scaling_district_2_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

	ai_priority = 1
}

zone_agrarian_anglers = {
	icon = GFX_district_specialization_urban
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		exists = owner
		owner = {
			has_valid_civic = civic_agrarian_idyll
			is_anglers_empire = yes
		}
		is_wet = yes
	}

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

	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
		}
	}

	max_buildings = @TINYGROX_MAX_BUILDINGS

	zone_sets = {
		food
	}

	included_building_sets = {
		farming
		hydroponics
		urban
		farming_automation
	}

	inline_script = {
		script = jobs/zone_farmers_add
		AMOUNT = @bonus_scaling_district_3_jobs
	}

	inline_script = {
		script = jobs/zone_factory_add
		AMOUNT = @bonus_scaling_district_3_jobs
		LARGE_AMOUNT = @bonus_scaling_district_3_jobs
	}

	inline_script = {
		script = jobs/zone_trader_add
		AMOUNT = @bonus_scaling_district_3_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

	ai_priority = 1
}

zone_cosmogenesis_default = {
	max_buildings = 1
	max_buildings_planet_class = yes
	zone_sets = { cosmogenesis_default }
	included_building_sets = { cosmogenesis_world }

	ai_priority = 0
}

# zone_food_biology = {
# 	icon = GFX_district_specialization_society
# 	base_buildtime = @zone_buildtime
#
# 	swap_type = district_farming_society
# 	swap_type_weight = 5
#
# 	potential = { # planet scope
# 		hidden_trigger = { exists = owner }
# 		owner = {
# 			is_wilderness_empire = no
# 			is_ai = no						# AI isn't great at handling these
# 		}
# 	}
#
# 	unlock = { # planet scope
# 		hidden_trigger = {
# 			exists = owner
# 			owner = {
# 				is_wilderness_empire = no
# 			}
# 		}
# 		owner = {
# 			has_technology = tech_society_2
# 		}
# 	}
#
# 	resources = {
# 		category = planet_zones
# 		cost = {
# 			minerals = @zone_cost
# 		}
# 	}
#
# 	inline_script = {
# 		script = jobs/zone_farmers_add
# 		AMOUNT = @scaling_district_2_jobs
# 	}
#
# 	inline_script = {
# 		script = jobs/zone_biologists_add
# 		LARGE_AMOUNT = @scaling_district_2_jobs
# 	}
#
# 	zone_sets = {
# 		food
# 		habitat_urban
#		ark_farm
# 	}
#
# 	included_building_sets = {
# 		farming
# 		hydroponics
# 		society
# 		farming_automation
# 	}
#
# 	convert_to = {
# 		zone_research_society_arcology
# 		zone_research_society_ring_world
# 		zone_research_society_nexus
# 		zone_research_society_hive
# 	}
#
# 	planet_modifier = {
# 		zone_building_slots_add = 3
# 		planet_farmers_produces_mult = @zone_rural_research_worker_produces_mult
# 	}
#
# 	triggered_district_planet_modifier = {
# 		potential = {
# 			always = yes
# 		}
# 		planet_biologists_produces_mult = @zone_rural_research_research_produces_mult
# 		planet_biologists_food_upkeep_add = @zone_rural_research_researcher_upkeep_add
# 	}
#
# 	triggered_desc = {
# 		trigger = {
# 			always = yes
# 		}
# 		text = zone_food_triggered_desc
# 	}
#
# 	show_in_tech = tech_society_2
#
# 	ai_priority = 13
# }
#
# zone_minerals_engineering = {
# 	icon = GFX_district_specialization_engineering
# 	base_buildtime = @zone_buildtime
#
# 	swap_type = district_mining_engineering
# 	swap_type_weight = 5
#
# 	potential = { # planet scope
# 		hidden_trigger = { exists = owner }
# 		owner = {
# 			is_wilderness_empire = no
# 			is_ai = no						# AI isn't great at handling these
# 		}
# 	}
#
# 	unlock = { # planet scope
# 		hidden_trigger = {
# 			exists = owner
# 			owner = {
# 				is_wilderness_empire = no
# 			}
# 		}
# 		owner = {
# 			has_technology = tech_engineering_2
# 		}
# 	}
#
# 	resources = {
# 		category = planet_zones
# 		cost = {
# 			minerals = @zone_cost
# 		}
# 	}
#
# 	inline_script = {
# 		script = jobs/zone_miner_add
# 		AMOUNT = @scaling_district_2_jobs
# 	}
#
# 	inline_script = {
# 		script = jobs/zone_engineers_add
# 		LARGE_AMOUNT = @scaling_district_2_jobs
# 	}
#
# 	zone_sets = {
# 		minerals
# 		habitat_urban
# 	}
#
# 	included_building_sets = {
# 		mining
# 		engineering
# 		fallen_empire_mining
# 		mining_automation
# 	}
#
# 	convert_to = {
# 		zone_research_engineering_arcology
# 		zone_research_engineering_ring_world
# 		zone_research_engineering_nexus
# 		zone_research_engineering_hive
# 	}
#
# 	planet_modifier = {
# 		zone_building_slots_add = 3
# 		planet_miners_produces_mult = @zone_rural_research_worker_produces_mult
# 	}
#
# 	triggered_district_planet_modifier = {
# 		potential = {
# 			always = yes
# 		}
# 		planet_engineers_produces_mult = @zone_rural_research_research_produces_mult
# 		planet_engineers_minerals_upkeep_add = @zone_rural_research_researcher_upkeep_add
# 	}
#
# 	triggered_desc = {
# 		trigger = {
# 			always = yes
# 		}
# 		text = zone_minerals_triggered_desc
# 	}
#
# 	show_in_tech = tech_engineering_2
#
# 	ai_priority = 13
# }
#
# zone_energy_physics = {
# 	icon = GFX_district_specialization_physics
# 	base_buildtime = @zone_buildtime
#
# 	swap_type = district_generator_physics
# 	swap_type_weight = 5
#
# 	potential = { # planet scope
# 		hidden_trigger = { exists = owner }
# 		owner = {
# 			is_wilderness_empire = no
# 			is_ai = no						# AI isn't great at handling these
# 		}
# 	}
#
# 	unlock = { # planet scope
# 		hidden_trigger = {
# 			exists = owner
# 			owner = {
# 				is_wilderness_empire = no
# 			}
# 		}
# 		owner = {
# 			has_technology = tech_physics_2
# 		}
# 	}
#
# 	resources = {
# 		category = planet_zones
# 		cost = {
# 			minerals = @zone_cost
# 		}
# 	}
#
# 	zone_sets = {
# 		energy
# 		habitat_urban
#		ark_reactor
# 	}
#
# 	included_building_sets = {
# 		generator
# 		physics
# 		fallen_empire_generator
# 		generator_automation
# 	}
#
# 	convert_to = {
# 		zone_research_physics_arcology
# 		zone_research_physics_ring_world
# 		zone_research_physics_nexus
# 		zone_research_physics_hive
# 	}
#
# 	inline_script = {
# 		script = jobs/zone_technicians_add
# 		AMOUNT = @scaling_district_2_jobs
# 	}
#
# 	inline_script = {
# 		script = jobs/zone_physicists_add
# 		LARGE_AMOUNT = @scaling_district_2_jobs
# 	}
#
# 	planet_modifier = {
# 		zone_building_slots_add = 3
# 		planet_technician_produces_mult = @zone_rural_research_worker_produces_mult
# 	}
#
# 	triggered_district_planet_modifier = {
# 		potential = {
# 			always = yes
# 		}
# 		planet_physicists_produces_mult = @zone_rural_research_research_produces_mult
# 		planet_physicists_energy_upkeep_add = @zone_rural_research_researcher_upkeep_add
# 	}
#
# 	triggered_desc = {
# 		trigger = {
# 			always = yes
# 		}
# 		text = zone_energy_triggered_desc
# 	}
#
# 	show_in_tech = tech_physics_2
#
# 	ai_priority = 13
# }
#
# zone_urban_energy = {
# 	icon = GFX_district_specialization_energy
# 	base_buildtime = @zone_buildtime
# 	potential = { # planet scope
# 		hidden_trigger = { exists = owner }
# 		owner = {
# 			is_wilderness_empire = no
# 			is_ai = no						# AI isn't great at handling these
# 		}
# 		NOT = {
# 			is_planet_class = pc_city
# 		}
# 	}
#
# 	unlock = { # planet scope
# 		hidden_trigger = {
# 			exists = owner
# 			owner = {
# 				is_wilderness_empire = no
# 			}
# 		}
# 	}
#
# 	resources = {
# 		category = planet_zones
# 		cost = {
# 			minerals = @zone_cost
# 		}
# 	}
#
# 	inline_script = {
# 		script = jobs/zone_trader_add
# 		AMOUNT = @scaling_district_2_jobs
# 	}
#
# 	max_buildings = 0
#
# 	zone_sets = {
# 		urban
# 	}
#
# 	included_building_sets = {
# 		generator
# 		urban
# 		fallen_empire_generator
# 	}
#
# 	triggered_district_planet_modifier = {
# 		potential = {
# 			NOT = {
# 				is_planet_class = pc_ringworld_habitable
# 			}
# 		}
# 		planet_technician_produces_mult = @zone_urban_rural_worker_produces_mult
# 		planet_technician_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add
# 	}
#
# 	triggered_district_planet_modifier = {
# 		potential = {
# 			is_planet_class = pc_ringworld_habitable
# 		}
# 		planet_technician_produces_mult = @zone_urban_rural_worker_produces_mult
# 		planet_technician_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add
# 		mult = 5
# 	}
#
# 	triggered_desc = {
# 		trigger = {
# 			always = yes
# 		}
# 		text = zone_urban_triggered_desc
# 	}
#
# 	ai_priority = 13
# }
#
# zone_urban_minerals = {
# 	icon = GFX_district_specialization_minerals
# 	base_buildtime = @zone_buildtime
# 	potential = { # planet scope
# 		hidden_trigger = { exists = owner }
# 		owner = {
# 			is_wilderness_empire = no
# 			is_ai = no						# AI isn't great at handling these
# 		}
# 		NOR = {
# 			is_planet_class = pc_ringworld_habitable
# 			is_planet_class = pc_city
# 		}
# 	}
#
# 	unlock = { # planet scope
# 		hidden_trigger = {
# 			exists = owner
# 			owner = {
# 				is_wilderness_empire = no
# 			}
# 		}
# 	}
#
# 	resources = {
# 		category = planet_zones
# 		cost = {
# 			minerals = @zone_cost
# 		}
# 	}
#
# 	zone_sets = {
# 		urban
# 	}
#
# 	inline_script = {
# 		script = jobs/zone_trader_add
# 		AMOUNT = @scaling_district_2_jobs
# 	}
#
# 	max_buildings = 0
#
# 	included_building_sets = {
# 		mining
# 		urban
# 		fallen_empire_mining
# 	}
#
# 	triggered_district_planet_modifier = {
# 		potential = {
# 			NOT = {
# 				is_planet_class = pc_ringworld_habitable
# 			}
# 		}
# 		planet_miners_produces_mult = @zone_urban_rural_worker_produces_mult
# 		planet_miners_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add
# 	}
#
# 	triggered_district_planet_modifier = {
# 		potential = {
# 			is_planet_class = pc_ringworld_habitable
# 		}
# 		planet_miners_produces_mult = @zone_urban_rural_worker_produces_mult
# 		planet_miners_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add
# 		mult = 5
# 	}
#
# 	triggered_desc = {
# 		trigger = {
# 			always = yes
# 		}
# 		text = zone_urban_triggered_desc
# 	}
#
# 	ai_priority = 13
# }
#
# zone_urban_food = {
# 	icon = GFX_district_specialization_food
# 	base_buildtime = @zone_buildtime
# 	potential = { # planet scope
# 		hidden_trigger = { exists = owner }
# 		owner = {
# 			is_wilderness_empire = no
# 			is_ai = no						# AI isn't great at handling these
# 		}
# 		NOT = {
# 			is_planet_class = pc_city
# 		}
# 	}
#
# 	unlock = { # planet scope
# 		hidden_trigger = {
# 			exists = owner
# 			owner = {
# 				is_wilderness_empire = no
# 			}
# 		}
# 	}
#
# 	resources = {
# 		category = planet_zones
# 		cost = {
# 			minerals = @zone_cost
# 		}
# 	}
#
# 	inline_script = {
# 		script = jobs/zone_trader_add
# 		AMOUNT = @scaling_district_2_jobs
# 	}
#
# 	max_buildings = 0
#
# 	zone_sets = {
# 		urban
# 	}
#
# 	included_building_sets = {
# 		farming
# 		hydroponics
# 		urban
# 	}
#
# 	triggered_district_planet_modifier = {
# 		potential = {
# 			NOT = {
# 				is_planet_class = pc_ringworld_habitable
# 			}
# 		}
# 		planet_farmers_produces_mult = @zone_urban_rural_worker_produces_mult
# 		planet_farmers_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add
# 	}
#
# 	triggered_district_planet_modifier = {
# 		potential = {
# 			is_planet_class = pc_ringworld_habitable
# 		}
# 		planet_farmers_produces_mult = @zone_urban_rural_worker_produces_mult
# 		planet_farmers_trade_upkeep_add = @zone_urban_rural_worker_trade_upkeep_add
# 		mult = 5
# 	}
#
# 	triggered_desc = {
# 		trigger = {
# 			always = yes
# 		}
# 		text = zone_urban_triggered_desc
# 	}
#
# 	ai_priority = 13
# }
