nkmp_spawn_buildings_cat = {
	nkmp_spawn_all_factories = {
		icon = generic_wreckers
		available = {
			OR = {
				any_owned_state = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = arms_factory
						size > 1
						include_locked = yes
					}
				}
				any_owned_state = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = industrial_complex
						size > 1
						include_locked = yes
					}
				}
				any_owned_state = {
					is_controlled_by = ROOT
					free_building_slots = {
						building = dockyard
						size > 1
						include_locked = yes
					}
				}
			}
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			if = {
				limit = {
					any_owned_state = {
						is_coastal = yes
					}
				}
				every_owned_state = {
					limit = {
						is_coastal = yes
					}
					add_extra_state_shared_building_slots = 25
					add_building_construction = {
						type = arms_factory
						level = 8
						instant_build = yes
					}
					add_building_construction = {
						type = industrial_complex
						level = 7
						instant_build = yes
					}
					add_building_construction = {
						type = dockyard
						level = 10
						instant_build = yes
					}
				}
			}
			every_owned_state = {
				limit = {
					is_coastal = no
				}
				add_extra_state_shared_building_slots = 25
				add_building_construction = {
					type = arms_factory
					level = 15
					instant_build = yes
				}
				add_building_construction = {
					type = industrial_complex
					level = 10
					instant_build = yes
				}
			}
		}
	}
	nkmp_divider = {
		#icon = generic_construction
		available = {
			hidden_trigger = {
				always = no
			}
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
		}
	}
	nkmp_add_civ_factory = {
		icon = generic_construction
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = industrial_complex
				level = 10
			}
		}
	}
	nkmp_add_civ_factory_2 = {
		icon = generic_construction
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = industrial_complex
				level = 20
			}
		}
	}
	nkmp_add_arms_factory = {
		icon = ger_military_buildup
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = arms_factory
				level = 10
			}
		}
	}
	nkmp_add_arms_factory_2 = {
		icon = ger_military_buildup
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = arms_factory
				level = 20
			}
		}
	}
	nkmp_add_naval_factory = {
		icon = generic_naval
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = dockyard
				level = 10
			}
		}
	}
	nkmp_add_naval_factory_2 = {
		icon = generic_naval
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = dockyard
				level = 20
			}
		}
	}
	############ Divider
	nkmp_divider_2 = {
		#icon = generic_construction
		available = {
			hidden_trigger = {
				always = no
			}
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
		}
	}
	################## Remove
	nkmp_remove_civ_factory = {
		icon = generic_construction
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = industrial_complex
				level = -10
			}
		}
	}
	nkmp_remove_civ_factory_2 = {
		icon = generic_construction
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = industrial_complex
				level = -20
			}
		}
	}
	nkmp_remove_arms_factory = {
		icon = ger_military_buildup
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = arms_factory
				level = -10
			}
		}
	}
	nkmp_remove_arms_factory_2 = {
		icon = ger_military_buildup
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = arms_factory
				level = -20
			}
		}
	}
	nkmp_remove_naval_factory = {
		icon = generic_naval
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = dockyard
				level = -10
			}
		}
	}
	nkmp_remove_naval_factory_2 = {
		icon = generic_naval
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = dockyard
				level = -20
			}
		}
	}
	nkmp_divider_3 = {
		#icon = generic_construction
		available = {
			hidden_trigger = {
				always = no
			}
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
		}
	}
	nkmp_add_offmap_factories = {
		icon = generic_wreckers
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = dockyard
				level = 1000
			}
			add_offsite_building = {
				type = arms_factory
				level = 1000
			}
			add_offsite_building = {
				type = industrial_complex
				level = 1000
			}
		}
	}
	nkmp_remove_offmap_factories = {
		icon = generic_wreckers
		available = {
		}
		visible = {
		}
		fire_only_once = no
		days_re_enable = 0
		cost = 0
		complete_effect = {
			add_offsite_building = {
				type = dockyard
				level = -1000
			}
			add_offsite_building = {
				type = arms_factory
				level = -1000
			}
			add_offsite_building = {
				type = industrial_complex
				level = -1000
			}
		}
	}
}
