namespace = planet_resource
event = {
	id = planet_resource.99
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		every_country = {
			every_planet_within_border = {
				limit = { is_colony = yes }
				planet_event = { id = planet_resource.1 }
			}
		}
	}
}
# keep this simple for easy of patches for more resources
planet_event = {
	id = planet_resource.1
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		# check scripted effects for more details
		calc_resource_production = { resource = energy ACCURACY = 1 }
		calc_resource_production = { resource = minerals ACCURACY = 1 }
		calc_resource_production = { resource = food ACCURACY = 1 }
		calc_resource_production = { resource = physics_research ACCURACY = 1 }
		calc_resource_production = { resource = society_research ACCURACY = 1 }
		calc_resource_production = { resource = engineering_research ACCURACY = 1 }
		calc_resource_production = { resource = unity ACCURACY = 1 }
		calc_resource_production = { resource = trade ACCURACY = 1 }
		calc_resource_production = { resource = consumer_goods ACCURACY = 1 }
		calc_resource_production = { resource = alloys ACCURACY = 1 }
		calc_resource_production = { resource = volatile_motes ACCURACY = 1 }
		calc_resource_production = { resource = exotic_gases ACCURACY = 1 }
		calc_resource_production = { resource = rare_crystals ACCURACY = 1 }
		calc_resource_production = { resource = sr_living_metal ACCURACY = 1 }
		calc_resource_production = { resource = sr_zro ACCURACY = 1 }
		calc_resource_production = { resource = sr_dark_matter ACCURACY = 1 }
		calc_resource_production = { resource = nanites ACCURACY = 1 }
		calc_resource_production = { resource = minor_artifacts ACCURACY = 1 }

		clear_variable = high
		clear_variable = mid
		clear_variable = low_plus_x
		clear_variable = low
		clear_variable = counter
	}
}
country_event = {
	id = planet_resource.2
	hide_window = yes
	is_triggered_only = yes
	trigger = {
		any_situation = {
			has_situation_flag = f93_zro_calc
		}
	}
	immediate = {
		every_planet_within_border = {
			limit = { has_planet_flag = f93_zro_calc }
			owner = {
				# while = {
					# count = 1 # prev.sr_zro
					random_situation = {
						limit  = { has_situation_flag = f93_zro_calc }
						add_situation_progress = prevprev.sr_zro
					}
				# }		
			}
		planet_event = { id = planet_resource.3 }
		}
	}
}
planet_event = {
	id = planet_resource.3
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		# check scripted effects for more details
		calc_resource_production = { resource = sr_zro ACCURACY = 1 }
		clear_variable = high
		clear_variable = mid
		clear_variable = low_plus_x
		clear_variable = low
		clear_variable = counter
	}
}