f93_building_crisis_capital = {
	base_buildtime = @b4_time
	capital = yes
	can_build = yes
	can_demolish = no
	can_be_ruined = no
	can_be_disabled = no
	position_priority = 0

	category = government

	building_sets = {
		government
	}

	potential = {
		exists = owner
		owner = {
			# is_country_type = f93_shrouded_region_crisis
			has_country_flag = ralis_country_flag
		}
	}

	convert_to = {
		building_system_capital
	}

	allow = {
	}

	prerequisites = {
	}

	show_tech_unlock_if = {
	}

	planet_modifier = {
		job_enforcer_add = 300
		planet_housing_add = 2000
		planet_amenities_add = 2000
		planet_max_branch_office_buildings_add = 4
		planet_defense_armies_add = 16
	}
	#modded buff
	triggered_planet_modifier = {
		potential = {
			has_global_flag = f82_button_3_1_on
		}
		modifier = {
			f93_job_creating_modifier = 0.25
		}
	}
	triggered_planet_modifier = {
		potential = {
			has_global_flag = f82_button_3_2_on
		}
		modifier = {
			f93_job_creating_modifier = 0.5
		}
	}
	triggered_planet_modifier = {
		potential = {
			has_global_flag = f82_button_3_3_on
		}
		modifier = {
			f93_job_creating_modifier = 0.75
		}
	}

	inline_script = {
		script = buildings/on_all_capital_buildings
	}

	inline_script = {
		script = buildings/regular_empire_capital_jobs
		AMOUNT = 400
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_1 }
		}
		modifier = {
			pop_bonus_workforce_mult = 0.1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_2 }
		}
		modifier = {
			pop_bonus_workforce_mult = 0.1
		}
	}

	triggered_planet_modifier = {
		potential = {
			exists = owner
			owner = { has_technology = tech_capital_productivity_3 }
		}
		modifier = {
			pop_bonus_workforce_mult = 0.1
		}
	}

	resources = {
		category = planet_buildings
		cost = {
			minerals = @b4_minerals
		}
		upkeep = {
			energy = @b4_upkeep
		}
	}

	triggered_desc = {
		trigger = {
			has_modifier = payback_unified_purpose
		}
		text = job_unifier_effect_desc
	}
	
	additional_ai_weight = 1000
}