building_aspmod_primitive_factory = {
	can_build = no
	can_demolish = yes
	can_be_ruined = no
	icon = building_primitive_factory
	category = manufacturing

	building_sets = {
		industrial
		factory
	}

	resources = {
		category = planet_buildings
		produces = {
			consumer_goods = 4
		}
	}

	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
	}
}
building_aspmod_primitive_farm = {
	can_build = no
	can_demolish = yes
	can_be_ruined = no
	icon = building_primitive_farm
	category = resource

	building_sets = {
		farming
	}

	resources = {
		category = planet_buildings
		produces = {
			food = 30
		}
	}

	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
	}
}
building_aspmod_primitive_mine = {
	can_build = no
	can_demolish = yes
	can_be_ruined = no
	icon = building_primitive_mine
	category = resource

	building_sets = {
		mining
		urban
	}

	resources = {
		category = planet_buildings
		produces = {
			minerals = 6
		}
	}

	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
	}
}
building_aspmod_urban_dwellings = {
	can_build = no
	can_demolish = yes
	can_be_ruined = no
	icon = building_residence
	category = amenity

	building_sets = {
		urban
	}

	planet_modifier = {
		planet_housing_add = 24
	}

	destroy_trigger = {
		exists = owner
		owner = { is_ai = yes }
	}
}
building_aspmod_planetary_processing_network = {
	base_buildtime = @b3_time
	base_cap_amount = 1
	category = government

	building_sets = {
		urban
	}

	potential = {
		exists = owner
		owner = { has_country_flag = asp_92_c_country_flag }
		NOT = { has_modifier = slave_colony }
	}

	allow = {
		has_upgraded_capital = yes
	}

	destroy_trigger = {
		exists = owner
		NOT = { owner = { has_country_flag = asp_92_c_country_flag } }
	}

	planet_modifier = {
		species_empire_size_mult = -0.1
	}

	resources = {
		category = planet_buildings
		cost = { minerals = @b3_minerals }
		upkeep = { energy = @b3_upkeep }
	}

	ai_weight = {
		weight = 500
	}
}
