# Urban Zones
zone_ark_research_unity = {
	icon = GFX_district_specialization_ark_research_unity_consumer_goods
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		hidden_trigger = {
			owner? = {
				is_nomadic = yes
				is_gestalt = no
			}
		}
	}

	unlock = { # planet scope
		hidden_trigger = {
			owner? = {
				is_nomadic = yes
				is_gestalt = 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 = {
		ark_urban
	}

	included_building_sets = {
		research
		unity
		origin
		trade
		physics
		society
		engineering
	}

	convert_to = {
		zone_research_unity
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	inline_script = {
		script = jobs/zone_researchers_add
		AMOUNT = @scaling_district_researchers_5_jobs
		LARGE_AMOUNT = @scaling_district_researchers_2_jobs
	}

	inline_script = {
		script = jobs/zone_unity_jobs_add
		AMOUNT = @scaling_district_unity_5_jobs
	}

	inline_script = {
		script = jobs/zone_trader_add
		AMOUNT = @scaling_district_unity_5_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

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

	ai_priority = 8
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_ark_industrial = {
	icon = GFX_district_specialization_ark_research_alloys_support
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		hidden_trigger = {
			owner? = {
				is_nomadic = yes
				is_gestalt = no
			}
		}
	}

	unlock = { # planet scope
		hidden_trigger = {
			owner? = {
				is_nomadic = yes
				is_gestalt = 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 = {
		ark_urban
	}

	included_building_sets = {
		industrial
		foundry
		factory
		trade
		origin
	}

	convert_to = {
		zone_industrial
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	inline_script = {
		script = jobs/zone_foundry_add
		AMOUNT = @scaling_district_3_jobs
		AMOUNT2 = @scaling_district_2_jobs
	}

	inline_script = {
		script = jobs/zone_factory_add
		AMOUNT = @scaling_district_3_jobs
		AMOUNT2 = @scaling_district_3_jobs
	}

	inline_script = {
		script = jobs/zone_trader_add
		AMOUNT = @scaling_district_3_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

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

	ai_priority = 8
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_ark_research_unity_gestalt = {
	icon = GFX_district_specialization_ark_research_unity_consumer_goods
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		hidden_trigger = {
			owner? = {
				is_nomadic = yes
				is_gestalt = yes
			}
		}
	}

	unlock = { # planet scope
		hidden_trigger = {
			owner? = {
				is_nomadic = yes
				is_gestalt = 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
		}
	}

	zone_sets = {
		ark_urban
	}

	included_building_sets = {
		research
		unity
		origin
		trade
	}

	convert_to = {
		zone_research_unity
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	inline_script = {
		script = jobs/zone_researchers_add
		AMOUNT = @scaling_district_researchers_5_jobs
		LARGE_AMOUNT = @scaling_district_researchers_2_jobs
	}

	inline_script = {
		script = jobs/zone_unity_jobs_add
		AMOUNT = @scaling_district_unity_5_jobs
	}

	inline_script = {
		script = jobs/zone_trader_add
		AMOUNT = @scaling_district_unity_5_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

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

	ai_priority = 8
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_ark_foundry = {
	icon = GFX_district_specialization_ark_research_alloys_support
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		hidden_trigger = {
			owner? = {
				is_nomadic = yes
				is_gestalt = yes
			}
		}
	}

	unlock = { # planet scope
		hidden_trigger = {
			owner? = {
				is_nomadic = yes
				is_gestalt = 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
		}
	}

	zone_sets = {
		ark_urban
	}

	included_building_sets = {
		industrial
		foundry
		factory
		trade
	}

	convert_to = {
		zone_foundry
	}

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	inline_script = {
		script = jobs/zone_foundry_add
		AMOUNT = @scaling_district_2_jobs
		AMOUNT2 = @scaling_district_2_jobs
	}

	inline_script = {
		script = jobs/zone_trader_add
		AMOUNT = @scaling_district_2_jobs
		AMOUNT2 = @scaling_district_2_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

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

	ai_priority = 8
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

# Generator Zones

# Also accepts zone_energy in 00_zones.txt

zone_ark_engine_bypass = {
	icon = GFX_district_specialization_ark_reactor
	inline_script = {
		script = zones/shared_ark_reactor_zone
		AMOUNT = 50
	}

	potential = { # planet scope
		owner? = {
			has_technology = tech_afterburners_1
		}
	}

	show_in_tech = tech_afterburners_1
	show_tech_unlock_if = { is_nomadic = yes }

	planet_modifier = {
		planet_technician_energy_produces_add = -2
		ship_speed_from_technicians = 0.05 #does nothing by itself, check the technician job script
	}

	swap_type = district_ark_engine_bypass
	swap_type_weight = 5

	zone_sets = {
		ark_reactor
	}
}

zone_ark_shield_overloader = {
	icon = GFX_district_specialization_exotic_gases
	inline_script = {
		script = zones/shared_ark_reactor_zone
		AMOUNT = 50
	}

	potential = { # planet scope
		owner? = {
			has_technology = tech_shields_2
		}
	}

	show_in_tech = tech_shields_2
	show_tech_unlock_if = { is_nomadic = yes }

	planet_modifier = {
		planet_technician_exotic_gases_upkeep_add = 0.02
		planet_technician_energy_produces_add = -1
		ship_shield_from_technicians = 0.02 #does nothing by itself, check the technician job script
		ship_shield_regen_from_technicians = 0.02
	}

	swap_type = district_ark_shield_overloader
	swap_type_weight = 5

	zone_sets = {
		ark_reactor
	}
}

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

	potential = { # planet scope
		hidden_trigger = {
			owner? = {
				has_technology = tech_physics_1
			}
		}
	}

	show_in_tech = tech_physics_1
	show_tech_unlock_if = { is_nomadic = yes }

	swap_type = district_ark_generator_physics
	swap_type_weight = 5

	zone_sets = {
		ark_reactor
	}

	included_building_sets = {
		generator
		fallen_empire_generator
		generator_automation
	}

	ai_priority = 15

	ai_weight_coefficient = 1.1
}

# Farming Zones

zone_ark_food = {
	inline_script = {
		script = zones/shared_food_zone
		AMOUNT = @base_rural_nomad_district_jobs
	}

	zone_sets = {
		ark_basic
	}

	show_in_tech = tech_food_processing_1

	swap_type = district_ark_food
	swap_type_weight = 5
}

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

	potential = { # planet scope
		hidden_trigger = {
			owner? = {
				has_technology = tech_society_1
			}
		}
	}

	show_in_tech = tech_society_1
	show_tech_unlock_if = { is_nomadic = yes }

	zone_sets = {
		ark_basic
	}

	included_building_sets = {
		society
		zoo
		medical
	}

	swap_type = district_ark_basic_society
	swap_type_weight = 5

	ai_priority = 15

	ai_weight_coefficient = 1.1
}

zone_ark_harvest = {
	inline_script = {
		script = zones/shared_ark_harvest_zone
		AMOUNT = @base_rural_district_jobs
	}

	show_in_tech = tech_nomads_mechanized_mining
	show_tech_unlock_if = { is_nomadic = yes }

	zone_sets = {
		ark_basic
	}
}

zone_ark_waystation_trade = {
	icon = GFX_district_specialization_trade
	base_buildtime = @zone_buildtime
	potential = { # planet scope
		owner? = {
			is_nomadic = yes
			has_technology = tech_waystation_2
		}
	}

	show_in_tech = tech_waystation_2
	show_tech_unlock_if = { 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_ark_waystation_trader_add
		AMOUNT = @base_rural_district_jobs
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
	}

	ai_weight_coefficient = 0.8
	ai_priority = 10

	zone_sets = {
		ark_basic
	}

	included_building_sets = {
		trade
		urban
		urban_automation
	}

	swap_type = district_ark_waystation_trade
	swap_type_weight = 5
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

# Military Zones

zone_ark_missile_silos = {
	icon = GFX_district_specialization_missile
	base_buildtime = @zone_buildtime

	potential = { # planet scope
		owner? = {
			has_technology = tech_missiles_2
		}
	}

	show_in_tech = tech_missiles_2
	show_tech_unlock_if = {
		is_nomadic = yes
		NOT = { has_origin = origin_forever_cruise }
	}

	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_soldiers_add
		AMOUNT = @scaling_district_1_job
	}

	included_building_sets = {
		fortress
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
		planet_soldiers_alloys_upkeep_add = 0.15
		weapon_explosive_from_soldiers = 0.05
	}

	zone_sets = {
		ark_military
	}

	triggered_desc = {
		text = zone_ark_missile_silos_module_synergy_tt
	}

	ai_priority = 5
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_ark_ammunition_lines = {
	icon = GFX_district_specialization_gun
	base_buildtime = @zone_buildtime

	potential = { # planet scope
		owner? = {
			has_technology = tech_mass_drivers_2
		}
	}

	show_in_tech = tech_mass_drivers_2
	show_tech_unlock_if = {
		is_nomadic = yes
		NOT = { has_origin = origin_forever_cruise }
	}

	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_soldiers_add
		AMOUNT = @scaling_district_1_job
	}

	included_building_sets = {
		fortress
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
		planet_soldiers_alloys_upkeep_add = 0.15
		weapon_kinetic_from_soldiers = 0.05
	}

	zone_sets = {
		ark_military
	}

	triggered_desc = {
		text = zone_ark_ammunition_lines_module_synergy_tt
	}

	ai_priority = 5
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_ark_laser_capacitors = {
	icon = GFX_district_specialization_laser
	base_buildtime = @zone_buildtime

	potential = { # planet scope
		owner? = {
			has_technology = tech_lasers_2
		}
	}

	show_in_tech = tech_lasers_2
	show_tech_unlock_if = {
		is_nomadic = yes
		NOT = { has_origin = origin_forever_cruise }
	}

	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_soldiers_add
		AMOUNT = @scaling_district_1_job
	}

	included_building_sets = {
		fortress
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
		planet_soldiers_alloys_upkeep_add = 0.15
		weapon_energy_from_soldiers = 0.05
	}

	zone_sets = {
		ark_military
	}

	triggered_desc = {
		text = zone_ark_laser_capacitors_module_synergy_tt
	}

	ai_priority = 5
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_ark_flight_decks = {
	icon = GFX_district_specialization_fighter
	base_buildtime = @zone_buildtime

	potential = { # planet scope
		owner? = {
			has_technology = tech_strike_craft_1
		}
	}

	show_in_tech = tech_strike_craft_1
	show_tech_unlock_if = {
		is_nomadic = yes
		NOT = { has_origin = origin_forever_cruise }
	}

	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_soldiers_add
		AMOUNT = @scaling_district_1_job
	}

	included_building_sets = {
		fortress
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
		planet_soldiers_alloys_upkeep_add = 0.15
		weapon_strike_craft_from_soldiers = 0.05
	}

	zone_sets = {
		ark_military
	}

	triggered_desc = {
		text = zone_ark_flight_decks_module_synergy_tt
	}

	ai_priority = 5
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

zone_ark_military_eco = {
	inline_script = {
		script = zones/shared_ark_foundry_zone
		AMOUNT = @scaling_district_2_jobs
		LARGE_AMOUNT = @scaling_district_1_job
	}

	show_in_tech = tech_basic_industry
	show_tech_unlock_if = {
		is_nomadic = yes
		NOT = { has_origin = origin_forever_cruise }
	}

	swap_type = district_ark_military_industrial
	swap_type_weight = 5

	zone_sets = {
		ark_military
	}
}

zone_ark_shipwright = {
	icon = GFX_district_specialization_forever_cruise_crew
	base_buildtime = @zone_buildtime

	potential = { # planet scope
		owner? = {
			has_technology = tech_doctrine_navy_size_1
		}
	}

	show_in_tech = tech_doctrine_navy_size_1
	show_tech_unlock_if = {
		is_nomadic = yes
		NOT = { has_origin = origin_forever_cruise }
	}

	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_foundry_add
		AMOUNT = @scaling_district_2_jobs
		AMOUNT2 = @scaling_district_1_job
	}

	included_building_sets = {
		industrial
		foundry
	}

	planet_modifier = {
		zone_building_slots_add = @TINYGROX_MAX_BUILDINGS
		planet_soldiers_alloys_upkeep_add = 0.25
		naval_cap_from_shipwright = 2
		ship_build_speed_from_shipwright = 0.015
	}

	zone_sets = {
		ark_military
	}

	triggered_desc = {
		trigger = {
			owner = { is_gestalt = no }
		}
		text = zone_ark_shipwright_module_synergy_tt
	}

	triggered_desc = {
		trigger = {
			owner = { is_gestalt = yes }
		}
		text = zone_ark_shipwright_module_synergy_gestalt_tt
	}

	ai_priority = 5
	max_buildings = @TINYGROX_MAX_BUILDINGS
}

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

	potential = { # planet scope
		hidden_trigger = {
			owner? = {
				has_technology = tech_engineering_1
			}
		}
	}

	show_in_tech = tech_engineering_1
	show_tech_unlock_if = {
		is_nomadic = yes
		NOT = { has_origin = origin_forever_cruise }
	}

	swap_type = district_ark_military_engineering
	swap_type_weight = 5

	zone_sets = {
		ark_military
	}

	included_building_sets = {
		fortress
	}

	ai_priority = 15

	ai_weight_coefficient = 1.1
}

# Origin-Specific Zones

zone_ark_forever_cruise_passenger = {
	icon = GFX_district_specialization_forever_cruise_passenger
	inline_script = {
		script = zones/shared_ark_forever_cruise_passenger_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		ark_forever_cruise
	}
}

zone_ark_forever_cruise_crew = {
	icon = GFX_district_specialization_forever_cruise_crew
	inline_script = {
		script = zones/shared_ark_forever_cruise_crew_zone
		AMOUNT = @scaling_district_1_job
	}

	zone_sets = {
		ark_forever_cruise
	}
}

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

	potential = { # planet scope
		hidden_trigger = {
			owner? = {
				has_technology = tech_engineering_1
			}
		}
	}

	show_in_tech = tech_engineering_1
	show_tech_unlock_if = {
		is_nomadic = yes
		has_origin = origin_forever_cruise
	}

	swap_type = district_ark_forever_cruise_engineering
	swap_type_weight = 5

	zone_sets = {
		ark_forever_cruise
	}

	included_building_sets = {
		ark_forever_cruise_passengers
		ark_forever_cruise_crew
	}

	ai_priority = 15

	ai_weight_coefficient = 1.1
}

zone_ark_forever_cruise_city_passenger = {
	icon = GFX_district_specialization_forever_cruise_city_passenger
	inline_script = {
		script = zones/shared_ark_forever_cruise_passenger_zone
		AMOUNT = @doubled_scaling_district_1_job
	}

	zone_sets = {
		ark_forever_cruise_city
	}
}

zone_ark_forever_cruise_city_crew = {
	icon = GFX_district_specialization_forever_cruise_city_crew
	inline_script = {
		script = zones/shared_ark_forever_cruise_crew_zone
		AMOUNT = @doubled_scaling_district_1_job
	}

	zone_sets = {
		ark_forever_cruise_city
	}
}

zone_ark_forever_cruise_city_mixed = {
	icon = GFX_district_specialization_forever_cruise_city_mixed
	inline_script = {
		script = zones/shared_ark_forever_cruise_city_mixed_zone
		AMOUNT = @scaling_district_2_jobs
	}

	zone_sets = {
		ark_forever_cruise_city
	}

	excluded_building_sets = {
		generator
		mining
	}
}

zone_ark_sacred_path_pilgrims = {
	icon = GFX_district_specialization_ark_pilgrimage
	inline_script = {
		script = zones/shared_ark_pilgrim_zone
		AMOUNT = @scaling_district_2_jobs
	}

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

	inline_script = {
		script = zones/shared_city_non_urban_zone_modifiers
	}

	zone_sets = {
		ark_urban
		ark_pilgrim
		research
		unity
	}

	triggered_desc = {
		text = zone_ark_sacred_path_pilgrims_tt
		trigger = {
			owner? = { has_origin = origin_sacred_path }
		}
	}
}
