technologies = {
	@Col_1 = 8
	@Col_2 = 12
	@Col_3 = 16
	@Col_4 = 20
	@Col_5 = 24
	@Col_6 = 28
    @Col_7 = 32
    @Col_8 = 36
    @Col_9 = 40
    @Col_10 = 44
    @Col_11 = 48
    @Col_12 = 52

    @Row_1 = 0
    @Row_2 = 2
    @Row_3 = 4
    @Row_4 = 6
    @Row_5 = 8
    @Row_6 = 10
    @Row_7 = 12
    @Row_8 = 14
    @Row_9 = 16
    @Row_10 = 18
    @Row_11 = 20
    @Row_12 = 22
    @Row_13 = 24
    @Row_14 = 26
    @Row_15 = 28
    @Row_16 = 30
    @Row_17 = 32
    @Row_18 = 34
    @Row_19 = 36

    #-------------------------
    # Agarian Industry
    #-------------------------
    organised_tato_farming = {
		global_building_slots_factor = 0.15
        industrial_capacity_factory = 0.1
        line_change_production_efficiency_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
        conscription_factor = 0.02

        xor = { basic_forges }

		path = {
			leads_to_tech = brahmin_milking
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2276
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_1 y = @Col_1 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 25
			modifier = {
				factor = 5
				date > "2276.1.1"
			}
			modifier = {
				factor = 0
				is_researching_technology = basic_forges
			}
			modifier = {
				factor = 0
				has_tech = basic_forges
			}
		}
		ai_research_weights = {
			defensive = -1.0
		}
	}

    brahmin_milking = {
		global_building_slots_factor = 0.15
        industrial_capacity_factory = 0.1
        line_change_production_efficiency_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
        conscription_factor = 0.02

		path = {
			leads_to_tech = sharecropper_farms
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2278
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_1 y = @Col_2 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 20
			modifier = {
				factor = 10
				date > "2278.1.1"
			}
		}
		ai_research_weights = {
			defensive = -1.0
		}
	}

    sharecropper_farms = {
		global_building_slots_factor = 0.15
        industrial_capacity_factory = 0.10
        line_change_production_efficiency_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
        conscription_factor = 0.02

		path = {
			leads_to_tech = brahmin_herding_equipment
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2280
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_1 y = @Col_3 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 20
			modifier = {
				factor = 10
				date > "2280.1.1"
			}
		}
		ai_research_weights = {
			defensive = -1.0
		}
	}

    brahmin_herding_equipment = {
		global_building_slots_factor = 0.15
		industrial_capacity_factory = 0.10
        line_change_production_efficiency_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
        conscription_factor = 0.02

		path = {
			leads_to_tech = mechanized_agriculture
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2282
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_1 y = @Col_4 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 20
			modifier = {
				factor = 10
				date > "2282.1.1"
			}
		}
		ai_research_weights = {
			defensive = -1.0
		}
	}

    mechanized_agriculture = {
		global_building_slots_factor = 0.15
		industrial_capacity_factory = 0.2
        line_change_production_efficiency_factor = 0.05
		production_factory_start_efficiency_factor = 0.05
        conscription_factor = 0.02

        dependencies = {
            scientific_civilization = 1
        }

		research_cost = 2.0
		start_year = 2284
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_1 y = @Col_5 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 20
			modifier = {
				factor = 10
				date > "2284.1.1"
			}
		}
		ai_research_weights = {
			defensive = -1.0
		}
	}

    #-------------------------
    # Manufactories
    #-------------------------
    basic_forges = {
        industrial_capacity_factory = 0.2
        global_building_slots_factor = 0.2
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = -0.05
        equipment_conversion_speed = 0.1

        xor = { organised_tato_farming }

		path = {
			leads_to_tech = primitive_workshops
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2276
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_2 y = @Col_1 }
		}

		categories = {
			industry
			manufacturing_tech
		}

		ai_will_do = {
			factor = 25
			modifier = {
				factor = 5
				date > "2276.1.1"
			}
			modifier = {
				factor = 0
				is_researching_technology = organised_tato_farming
			}
			modifier = {
				factor = 0
				has_tech = organised_tato_farming
			}
		}
		ai_research_weights = {
			offensive = -1.0
		}
	}

    primitive_workshops = {
        industrial_capacity_factory = 0.2
        global_building_slots_factor = 0.2
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = -0.05
        equipment_conversion_speed = 0.1

		path = {
			leads_to_tech = wasteland_workshops
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2278
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_2 y = @Col_2 }
		}

		categories = {
			industry
			manufacturing_tech
		}

		ai_will_do = {
			factor = 20
			modifier = {
				factor = 10
				date > "2278.1.1"
			}
		}
		ai_research_weights = {
			offensive = -1.0
		}
	}

    wasteland_workshops = {
        industrial_capacity_factory = 0.2
        global_building_slots_factor = 0.2
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = -0.05
        equipment_conversion_speed = 0.1

		path = {
			leads_to_tech = pneumatic_presses
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2280
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_2 y = @Col_3 }
		}

		categories = {
			industry
			manufacturing_tech
		}

		ai_will_do = {
			factor = 20
			modifier = {
				factor = 10
				date > "2280.1.1"
			}
		}
		ai_research_weights = {
			offensive = -1.0
		}
	}

    pneumatic_presses = {
        industrial_capacity_factory = 0.2
        global_building_slots_factor = 0.2
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = -0.05
        equipment_conversion_speed = 0.1

		path = {
			leads_to_tech = automated_production
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2282
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_2 y = @Col_4 }
		}

		categories = {
			industry
			manufacturing_tech
		}

		ai_will_do = {
			factor = 20
			modifier = {
				factor = 10
				date > "2282.1.1"
			}
		}
		ai_research_weights = {
			offensive = -1.0
		}
	}

    automated_production = {
        industrial_capacity_factory = 0.2
        global_building_slots_factor = 0.2
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = -0.05
        equipment_conversion_speed = 0.1

        dependencies = {
            scientific_civilization = 1
        }

		research_cost = 2.0
		start_year = 2284
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_2 y = @Col_5 }
		}

		categories = {
			industry
			manufacturing_tech
		}

		ai_will_do = {
			factor = 20
			modifier = {
				factor = 10
				date > "2284.1.1"
			}
		}
		ai_research_weights = {
			offensive = -1.0
		}
	}

    #-------------------------
    # Organisation
    #-------------------------
    oral_instruction = {
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05
		path = {
			leads_to_tech = traditional_instruction
			research_cost_coeff = 1
		}

		research_cost = 1.5
		start_year = 2275
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_3 y = @Col_1 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 40
			modifier = {
				factor = 10
				date > "2275.1.1"
			}
		}
	}

    traditional_instruction = {
 		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05

		path = {
			leads_to_tech = physical_blueprints
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2277
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_3 y = @Col_2 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 30
			modifier = {
				factor = 10
				date > "2277.1.1"
			}
		}
	}

    physical_blueprints = {
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05

		path = {
			leads_to_tech = electronic_blueprints
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2279
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_3 y = @Col_3 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 30
			modifier = {
				factor = 10
				date > "2279.1.1"
			}
		}
	}

    electronic_blueprints = {
		production_factory_max_efficiency_factor = 0.05
		production_factory_efficiency_gain_factor = 0.05

		path = {
			leads_to_tech = robotic_helpers
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2281
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_3 y = @Col_4 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 30
			modifier = {
				factor = 10
				date > "2281.1.1"
			}
		}
	}

    robotic_helpers = {
		production_factory_max_efficiency_factor = 0.08
		production_factory_efficiency_gain_factor = 0.08

        dependencies = {
            scientific_civilization = 1
        }

		research_cost = 2.0
		start_year = 2283
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_3 y = @Col_5 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 20
			modifier = {
				factor = 10
				date > "2283.1.1"
			}
		}
	}

    #-------------------------
    # Extraction
    #-------------------------
    logging_camps = {
        local_resources_factor = 0.1

		research_cost = 2.0
		start_year = 2275
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_4 y = @Col_1 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 1
			modifier = {
				factor = 5.0
				OR = {
					fuel > 4
					metal > 4
					water > 4
					electricity > 4
					electronics > 4
					advanced_technology > 4
				}
			}

			modifier = {
				factor = 1.5
				OR = {
					fuel > 8
					metal > 8
					water > 8
					electricity > 8
					electronics > 8
					advanced_technology > 8
				}
			}
		}
	}

    quarry_picks = {
        local_resources_factor = 0.1

		research_cost = 2.0
		start_year = 2278
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_4 y = @Col_2 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 4
		}
	}

    mining_equipment = {
        local_resources_factor = 0.1

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2281
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_4 y = @Col_3 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 4
		}
	}

    industrial_machinery = {
        local_resources_factor = 0.1

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2285
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_4 y = @Col_4 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 4
		}
	}

    autonomous_industrial_machinery = {
        local_resources_factor = 0.1

        dependencies = {
            scientific_civilization = 1
        }

		research_cost = 2.5
		start_year = 2290
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_4 y = @Col_5 }
		}

		categories = {
			industry
		}
		ai_will_do = {
			factor = 4
		}
	}

    #-------------------------
    # Construction
    #-------------------------
    woodworking = {
        production_speed_buildings_factor = 0.1
        industry_repair_factor = 0.1
        industry_air_damage_factor = -0.1

        path = {
			leads_to_tech = logging_camps
			research_cost_coeff = 1
		}
        path = {
			leads_to_tech = tribal_huts
			research_cost_coeff = 1
		}
        path = {
			leads_to_tech = clay_working
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2275
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_5 y = @Col_1 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 50
			modifier = {
				factor = 5
				date > "2275.1.1"
			}
		}
	}

    clay_working = {
        production_speed_buildings_factor = 0.1
        industry_repair_factor = 0.1
        industry_air_damage_factor = -0.1

        path = {
			leads_to_tech = quarry_picks
			research_cost_coeff = 1
		}
        path = {
			leads_to_tech = adobe_housing
			research_cost_coeff = 1
		}
        path = {
			leads_to_tech = metal_working
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2276
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_5 y = @Col_2 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 4
			modifier = {
				factor = 10
				date > "2276.1.1"
			}
		}
	}

    metal_working = {
        production_speed_buildings_factor = 0.1
        industry_repair_factor = 0.1
        industry_air_damage_factor = -0.1

        path = {
			leads_to_tech = mining_equipment
			research_cost_coeff = 1
		}
        path = {
			leads_to_tech = metal_shacks
			research_cost_coeff = 1
		}
        path = {
			leads_to_tech = cement_pouring
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2278
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_5 y = @Col_3 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 10

			modifier = {
				factor = 1.5
				has_war = yes
			}

			modifier = {
				factor = 0.5
				NOT = { has_war = yes }
			}

			modifier = {
				factor = 3
				date > "2279.1.1"
			}
		}
	}

    cement_pouring = {
        production_speed_buildings_factor = 0.1
        industry_repair_factor = 0.1
        industry_air_damage_factor = -0.1

        path = {
			leads_to_tech = industrial_machinery
			research_cost_coeff = 1
		}
        path = {
			leads_to_tech = old_world_design
			research_cost_coeff = 1
		}
        path = {
			leads_to_tech = brick_housing
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2280
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_5 y = @Col_4 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 4

			modifier = {
				factor = 10
				date > "2280.1.1"
			}
		}
	}

    old_world_design = {
        production_speed_buildings_factor = 0.1
        industry_repair_factor = 0.1
        industry_air_damage_factor = -0.1

        path = {
			leads_to_tech = autonomous_industrial_machinery
			research_cost_coeff = 1
		}
        path = {
			leads_to_tech = pre_war_housing
			research_cost_coeff = 1
		}

        dependencies = {
            scientific_civilization = 1
        }

		research_cost = 2.5
		start_year = 2282
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_5 y = @Col_5 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 4

			modifier = {
				factor = 10
				date > "2282.1.1"
			}
		}
	}

    #-------------------------
    # Habitation
    #-------------------------
    tribal_huts = {
        MONTHLY_POPULATION = 0.03
        conversion_cost_mil_to_civ_factor = -0.1
		conversion_cost_civ_to_mil_factor = -0.1

		research_cost = 1.0
		start_year = 2275
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_6 y = @Col_1 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 1
		}
	}

    adobe_housing = {
        MONTHLY_POPULATION = 0.03
        conversion_cost_mil_to_civ_factor = -0.1
        conversion_cost_civ_to_mil_factor = -0.1
		research_cost = 1.0
		start_year = 2276
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_6 y = @Col_2 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 1
		}
	}

    metal_shacks = {
        MONTHLY_POPULATION = 0.03
        conversion_cost_mil_to_civ_factor = -0.1
		conversion_cost_civ_to_mil_factor = -0.1

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 1.0
		start_year = 2278
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_6 y = @Col_3 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 1
		}
	}

    brick_housing = {
        MONTHLY_POPULATION = 0.03
        conversion_cost_mil_to_civ_factor = -0.1
        conversion_cost_civ_to_mil_factor = -0.1
        dependencies = {
            settled_civilization = 1
        }

		research_cost = 1.0
		start_year = 2280
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_6 y = @Col_4 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 1
		}
	}

    pre_war_housing = {
        MONTHLY_POPULATION = 0.03
        conversion_cost_mil_to_civ_factor = -0.1
		conversion_cost_civ_to_mil_factor = -0.1

        dependencies = {
            scientific_civilization = 1
        }

		research_cost = 1.0
		start_year = 2282
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_6 y = @Col_5 }
		}

		categories = {
			industry
		}

		ai_will_do = {
			factor = 1
		}
	}

    #-------------------------
    # Water
    #-------------------------
    basic_well_pump = {
        enable_building = {
            building = water_generator
            level = 1
        }

        path = {
			leads_to_tech = advanced_well_pump
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2275
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_7 y = @Col_1 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 0
		}
	}

    advanced_well_pump = {
        enable_building = {
            building = water_generator
            level = 2
        }

        path = {
			leads_to_tech = basic_aquifer
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2278
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_7 y = @Col_2 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 0
		}
	}

    basic_aquifer = {
        enable_building = {
            building = water_generator
            level = 3
        }

        path = {
			leads_to_tech = advanced_aquifer
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2281
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_7 y = @Col_3 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 0
		}
	}

    advanced_aquifer = {
        enable_building = {
            building = water_generator
            level = 4
        }

        path = {
			leads_to_tech = purified_aquifer
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2285
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_7 y = @Col_4 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 0
		}
	}

    purified_aquifer = {
        enable_building = {
            building = water_generator
            level = 5
        }

        dependencies = {
            scientific_civilization = 1
        }

		research_cost = 2.0
		start_year = 2290
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_7 y = @Col_5 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 0
		}
	}

    #-------------------------
    # Electricity
    #-------------------------
    basic_generator = {
        enable_building = {
            building = electricity_generator
            level = 1
        }

        path = {
			leads_to_tech = advanced_generator
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2275
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_8 y = @Col_1 }
		}

		categories = {
			industry
            building_tech
			power_generator_tech
		}

		ai_will_do = {
			factor = 0 # temporary AI won't use buildings
			modifier = {
				factor = 0.5
				electricity > 10
			}
			modifier = {
				factor = 0.5
				electricity > 20
			}
			modifier = {
				factor = 0.5
				electricity > 30
			}
		}

		ai_research_weights = {
			electricity = -2.0
		}
	}

    advanced_generator = {
        enable_building = {
            building = electricity_generator
            level = 2
        }

        path = {
			leads_to_tech = basic_power_plant
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2278
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_8 y = @Col_2 }
		}

		categories = {
			industry
            building_tech
			power_generator_tech
		}

		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0.5
				electricity > 10
			}
			modifier = {
				factor = 0.5
				electricity > 20
			}
			modifier = {
				factor = 0.5
				electricity > 30
			}
		}

		ai_research_weights = {
			electricity = -2.0
		}
	}

    basic_power_plant = {
        enable_building = {
            building = electricity_generator
            level = 3
        }

        path = {
			leads_to_tech = advanced_power_plant
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2281
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_8 y = @Col_3 }
		}

		categories = {
			industry
            building_tech
			power_generator_tech
		}

		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0.5
				electricity > 10
			}
			modifier = {
				factor = 0.5
				electricity > 20
			}
			modifier = {
				factor = 0.5
				electricity > 30
			}
		}

		ai_research_weights = {
			electricity = -2.0
		}
	}

    advanced_power_plant = {
        enable_building = {
            building = electricity_generator
            level = 4
        }

        path = {
			leads_to_tech = nuclear_reactor
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2285
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_8 y = @Col_4 }
		}

		categories = {
			industry
            building_tech
			power_generator_tech
		}

		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0.5
				electricity > 10
			}
			modifier = {
				factor = 0.5
				electricity > 20
			}
			modifier = {
				factor = 0.5
				electricity > 30
			}
		}

		ai_research_weights = {
			electricity = -2.0
		}
	}

    nuclear_reactor = {
        enable_building = {
            building = electricity_generator
            level = 5
        }

        dependencies = {
            scientific_civilization = 1
        }

		research_cost = 2.0
		start_year = 2290
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_8 y = @Col_5 }
		}

		categories = {
			industry
            building_tech
			power_generator_tech
		}

		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0.5
				electricity > 10
			}
			modifier = {
				factor = 0.5
				electricity > 20
			}
			modifier = {
				factor = 0.5
				electricity > 30
			}
		}

		ai_research_weights = {
			electricity = -2.0
		}
	}

    #-------------------------
    # Metal
    #-------------------------
    basic_smeltery = {
        enable_building = {
            building = metal_generator
            level = 1
        }

        path = {
			leads_to_tech = advanced_smeltery
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2275
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_9 y = @Col_1 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 0 # temporary AI won't use buildings
			modifier = {
				factor = 0.5
				metal > 10
			}
			modifier = {
				factor = 0.5
				metal > 20
			}
			modifier = {
				factor = 0.5
				metal > 30
			}
		}

		ai_research_weights = {
			metal = -2.0
		}
	}

    advanced_smeltery = {
        enable_building = {
            building = metal_generator
            level = 2
        }

        path = {
			leads_to_tech = basic_foundry
			research_cost_coeff = 1
		}

		research_cost = 2.0
		start_year = 2278
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_9 y = @Col_2 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0.5
				metal > 10
			}
			modifier = {
				factor = 0.5
				metal > 20
			}
			modifier = {
				factor = 0.5
				metal > 30
			}
		}

		ai_research_weights = {
			metal = -2.0
		}
	}

    basic_foundry = {
        enable_building = {
            building = metal_generator
            level = 3
        }

        path = {
			leads_to_tech = advanced_foundry
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2281
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_9 y = @Col_3 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0.5
				metal > 10
			}
			modifier = {
				factor = 0.5
				metal > 20
			}
			modifier = {
				factor = 0.5
				metal > 30
			}
		}

		ai_research_weights = {
			metal = -2.0
		}
	}

    advanced_foundry = {
        enable_building = {
            building = metal_generator
            level = 4
        }

        path = {
			leads_to_tech = autonomous_foundry
			research_cost_coeff = 1
		}

        dependencies = {
            settled_civilization = 1
        }

		research_cost = 2.0
		start_year = 2285
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_9 y = @Col_4 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0.5
				metal > 10
			}
			modifier = {
				factor = 0.5
				metal > 20
			}
			modifier = {
				factor = 0.5
				metal > 30
			}
		}

		ai_research_weights = {
			metal = -2.0
		}
	}

    autonomous_foundry = {
        enable_building = {
            building = metal_generator
            level = 5
        }

        dependencies = {
            scientific_civilization = 1
        }

		research_cost = 2.0
		start_year = 2290
		folder = {
			name = fallout_industry_folder
			position = { x = @Row_9 y = @Col_5 }
		}

		categories = {
			industry
            building_tech
		}

		ai_will_do = {
			factor = 5
			modifier = {
				factor = 0.5
				metal > 10
			}
			modifier = {
				factor = 0.5
				metal > 20
			}
			modifier = {
				factor = 0.5
				metal > 30
			}
		}

		ai_research_weights = {
			metal = -2.0
		}
	}

	# #-------------------------
	# # Fuel
	# #-------------------------
	# basic_metal_well = {
	# 	enable_building = {
	# 		building = fuel_generator
	# 		level = 1
	# 	}

	# 	path = {
	# 		leads_to_tech = advanced_metal_well
	# 		research_cost_coeff = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2275
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_10 y = @Col_1 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0 # temporary AI won't use buildings
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		fuel = -2.0
	# 	}
	# }

	# advanced_fuel_well = {
	# 	enable_building = {
	# 		building = fuel_generator
	# 		level = 2
	# 	}

	# 	path = {
	# 		leads_to_tech = basic_fuel_refinery
	# 		research_cost_coeff = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2278
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_10 y = @Col_2 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		#factor = 5
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		fuel = -2.0
	# 	}
	# }

	# basic_fuel_refinery = {
	# 	enable_building = {
	# 		building = fuel_generator
	# 		level = 3
	# 	}

	# 	path = {
	# 		leads_to_tech = advanced_fuel_refinery
	# 		research_cost_coeff = 1
	# 	}

	# 	dependencies = {
	# 		settled_civilization = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2281
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_10 y = @Col_3 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		#factor = 5
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		fuel = -2.0
	# 	}
	# }

	# advanced_fuel_refinery = {
	# 	enable_building = {
	# 		building = fuel_generator
	# 		level = 4
	# 	}

	# 	path = {
	# 		leads_to_tech = autonomous_refinery
	# 		research_cost_coeff = 1
	# 	}

	# 	dependencies = {
	# 		settled_civilization = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2285
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_10 y = @Col_4 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		fuel = -2.0
	# 	}
	# }

	# autonomous_refinery = {
	# 	enable_building = {
	# 		building = fuel_generator
	# 		level = 5
	# 	}

	# 	dependencies = {
	# 		scientific_civilization = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2290
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_10 y = @Col_5 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			fuel > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		fuel = -2.0
	# 	}
	# }

	# #-------------------------
	# # Electronics
	# #-------------------------
	# basic_laboratory = {
	# 	enable_building = {
	# 		building = electronics_generator
	# 		level = 1
	# 	}

	# 	path = {
	# 		leads_to_tech = advanced_laboratory
	# 		research_cost_coeff = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2275
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_11 y = @Col_1 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0 # temporary AI won't use buildings
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		electronics = -2.0
	# 	}
	# }

	# advanced_laboratory = {
	# 	enable_building = {
	# 		building = electronics_generator
	# 		level = 2
	# 	}

	# 	path = {
	# 		leads_to_tech = basic_fabrication_centre
	# 		research_cost_coeff = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2278
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_11 y = @Col_2 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		electronics = -2.0
	# 	}
	# }

	# basic_fabrication_centre = {
	# 	enable_building = {
	# 		building = electronics_generator
	# 		level = 3
	# 	}

	# 	path = {
	# 		leads_to_tech = advanced_fabrication_centre
	# 		research_cost_coeff = 1
	# 	}

	# 	dependencies = {
	# 		settled_civilization = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2281
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_11 y = @Col_3 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		electronics = -2.0
	# 	}
	# }

	# advanced_fabrication_centre = {
	# 	enable_building = {
	# 		building = electronics_generator
	# 		level = 4
	# 	}

	# 	path = {
	# 		leads_to_tech = autonomous_fabrication_centre
	# 		research_cost_coeff = 1
	# 	}

	# 	dependencies = {
	# 		settled_civilization = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2285
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_11 y = @Col_4 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		electronics = -2.0
	# 	}
	# }

	# autonomous_fabrication_centre = {
	# 	enable_building = {
	# 		building = electronics_generator
	# 		level = 5
	# 	}

	# 	dependencies = {
	# 		scientific_civilization = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2290
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_11 y = @Col_5 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			electronics > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		electronics = -2.0
	# 	}
	# }

	# #-------------------------
	# # Advanced Technology
	# #-------------------------
	# basic_research_laboratory = {
	# 	enable_building = {
	# 		building = advanced_technology_generator
	# 		level = 1
	# 	}

	# 	path = {
	# 		leads_to_tech = advanced_research_laboratory
	# 		research_cost_coeff = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2275
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_12 y = @Col_1 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0 # temporary AI won't use buildings
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		advanced_technology  = -2.0
	# 	}
	# }

	# advanced_research_laboratory = {
	# 	enable_building = {
	# 		building = advanced_technology_generator
	# 		level = 2
	# 	}

	# 	path = {
	# 		leads_to_tech = basic_research_facility
	# 		research_cost_coeff = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2278
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_12 y = @Col_2 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		advanced_technology  = -2.0
	# 	}
	# }

	# basic_research_facility = {
	# 	enable_building = {
	# 		building = advanced_technology_generator
	# 		level = 3
	# 	}

	# 	path = {
	# 		leads_to_tech = advanced_research_facility
	# 		research_cost_coeff = 1
	# 	}

	# 	dependencies = {
	# 		settled_civilization = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2281
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_12 y = @Col_3 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		advanced_technology  = -2.0
	# 	}
	# }

	# advanced_research_facility = {
	# 	enable_building = {
	# 		building = advanced_technology_generator
	# 		level = 4
	# 	}

	# 	path = {
	# 		leads_to_tech = autonomous_research_facility
	# 		research_cost_coeff = 1
	# 	}

	# 	dependencies = {
	# 		settled_civilization = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2285
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_12 y = @Col_4 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		advanced_technology  = -2.0
	# 	}
	# }

	# autonomous_research_facility = {
	# 	enable_building = {
	# 		building = advanced_technology_generator
	# 		level = 5
	# 	}

	# 	dependencies = {
	# 		scientific_civilization = 1
	# 	}

	# 	research_cost = 2.0
	# 	start_year = 2290
	# 	folder = {
	# 		name = fallout_industry_folder
	# 		position = { x = @Row_12 y = @Col_5 }
	# 	}

	# 	categories = {
	# 		industry
	# 		building_tech
	# 	}

	# 	ai_will_do = {
	# 		factor = 0
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 10
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 20
	# 		}
	# 		modifier = {
	# 			factor = 0.5
	# 			advanced_technology  > 30
	# 		}
	# 	}

	# 	ai_research_weights = {
	# 		advanced_technology  = -2.0
	# 	}
	# }
}
