buildings = {
	
	# show_on_map:
	#    if it is provincial building, then show_on_map = X is amount per each province
	#    if it is state building, then show_on_map = X is amount per state
	#
	# province_max:
	# if province_max is set, then building is provincial
	#
	## Modifiers:
	## country_modifiers - accept only country modifiers
	## state_modifiers - accept only state modifiers
	## enable_for_controllers - Country modifiers will apply only if the controller of province/state is in the list, or if the list is empty
	## Example:
	#
	#   building = {
	# 		country_modifiers = {
	#   	   enable_for_controllers { GER ENG } # Here you can list countries which can accept the country modifiers of this building
	# 			modifiers = {
	#   	        #Here you can add country modifiers
	#				political_power_factor = 2.0
	#   	    }
	#   	}
	#   }
	#   
	#   state_modifiers = {
	#       #Here you can add state modifiers
	#   	local_building_slots_factor = 2
	#   }
	# 
	#   disable_grow_animation = yes # Disables the grow animation for the building, default = no
	#   missing_tech_loc = <bindable localization> # See script concept bindable localization
	#   repair_speed_factor = 0.5 # Optional. Factor for how fast the building is repaired (default = 1.0)

	infrastructure = {
		base_cost = 3000
		per_level_extra_cost = 1000
		icon_frame = 3
		infrastructure = yes
		value = 1

		show_modifier = yes
		allied_build = yes

		infrastructure_construction_effect = yes
		level_cap = {
			state_max = 10
		}
		country_modifiers = {
			modifiers = {
				max_fuel_building = 1.5 #k
			}
		}
		state_modifiers = {
			state_production_speed_buildings_factor = 0.05
			local_factories = 0.05
		}
	}

	arms_factory = {
		show_on_map = 6
		base_cost = 13500
		per_level_extra_cost = 135
		military_production = 1
		disabled_in_dmz = yes
		icon_frame = 2
		value = 8
		infrastructure_construction_effect = yes
		level_cap = {
			#shares_slots = yes
			state_max = 1000
		}
		#show_modifier = yes
	}

	industrial_complex = {
		show_on_map = 6
		base_cost = 18900
		per_level_extra_cost = 189
		base_cost_conversion = 16200
		general_production = 1
		icon_frame = 1
		value = 5
		infrastructure_construction_effect = yes
		level_cap = {
			#shares_slots = yes
			state_max = 1000
		}
		state_modifiers = {
			state_resource_cost_steel = -1
		}
		#show_modifier = yes
	}

	dockyard = {
		show_on_map = 1
		show_on_map_meshes = 3
		base_cost = 13500
		per_level_extra_cost = 135
		naval_production = 1
		icon_frame = 4
		only_costal = yes
		value = 5
		infrastructure_construction_effect = yes
		level_cap = {
			#shares_slots = yes
			state_max = 1000
		}
		state_modifiers = {
			state_resource_cost_steel = 1
		}
		#show_modifier = yes
	}

	office_park = {
		base_cost = 10800
		per_level_extra_cost = 1080
		icon_frame = 19
		value = 8
		infrastructure_construction_effect = yes
		level_cap = {
			#shares_slots = yes
			state_max = 1000
		}
		#show_modifier = yes
		state_modifiers = {
			local_factories = 0.1
			state_resource_cost_steel = 1
		}
		#state_resources_factor = 0.05
	}

	air_base = {
		show_on_map = 1
		base_cost = 3750
		per_level_extra_cost = 375
		icon_frame = 5
		air_base = yes
		value = 1
		damage_factor = 0.5
		allied_build = yes
		infrastructure_construction_effect = yes
		level_cap = {
			state_max = 50
		}
	}

	supply_node = {
		show_on_map = 1
		base_cost = 16200
		disabled_in_dmz = yes
		icon_frame = 15
		centered = yes
		supply_node = yes
		damage_factor = 0.1
		allied_build = yes
		always_shown = yes
		infrastructure_construction_effect = yes
		level_cap = {
			province_max = 1
		}
	}

	rail_way = {
		base_cost = 600
		per_level_extra_cost = 120
		disabled_in_dmz = yes
		icon_frame = 16
		infrastructure_construction_effect = yes
		level_cap = {
			province_max = 1
		}
	}

	naval_base = {
		show_on_map = 1
		show_on_map_meshes = 3
		always_shown = yes
		base_cost = 4500
		per_level_extra_cost = 450
		spawn_point = naval_base_spawn 
		only_costal = yes
		is_port = yes
		icon_frame = 6
		value = 1
		allied_build = yes
		infrastructure_construction_effect = yes
		level_cap = {
			province_max = 10
		}
	}

	bunker = {
		show_on_map = 1
		has_destroyed_mesh = yes
		base_cost = 1400
		per_level_extra_cost = 700
		disabled_in_dmz = yes
		icon_frame = 7
		land_fort = 1
		value = 1
		infrastructure_construction_effect = yes
		level_cap = {
			province_max = 5
		}		
	}

	coastal_bunker = {
		show_on_map = 1
		has_destroyed_mesh = yes
		base_cost = 1400
		per_level_extra_cost = 700
		disabled_in_dmz = yes
		only_costal = yes
		icon_frame = 8
		naval_fort = 1
		value = 1
		infrastructure_construction_effect = yes
		level_cap = {
			province_max = 5
		}
	}

	anti_air_building = {
		show_on_map = 3
		base_cost = 3750
		per_level_extra_cost = 375
		icon_frame = 9
		anti_air = yes
		disabled_in_dmz = yes
		air_defence = 1
		damage_factor = 0.1
		value = 1
		infrastructure_construction_effect = yes
		level_cap = {
			state_max = 5
		}
	}

	synthetic_refinery = {
		show_on_map = 1
		base_cost = 14500
		per_level_extra_cost = 1450
		icon_frame = 10
		#local_resources_oil = 1 # May use local_resources_ + any resource name
		local_resources_rubber = 1 # May use local_resources_ + any resource name
		refinery = yes
		value = 5
		infrastructure_construction_effect = yes
		
		#show_modifier = yes

		country_modifiers = {
			modifiers = {
				fuel_gain_from_states = 6.0 #per hour
			}
		}

		level_cap = {
			#shares_slots = yes
			state_max = 3
		}
	}

	fuel_silo = {
		show_on_map = 1
		base_cost = 7500
		icon_frame = 14
		value = 5
		infrastructure_construction_effect = yes
		fuel_silo = yes
		per_level_extra_cost = -500		
		#show_modifier = yes
		country_modifiers = {
			modifiers = {
				max_fuel_building = 100.0 #k
			}
		}
		
		level_cap = {
			#shares_slots = yes
		}
	}

	radar_station = {
		show_on_map = 1
		base_cost = 4000
		per_level_extra_cost = 400
		icon_frame = 11
		radar = yes
		damage_factor = 0.5
		value = 4
		centered = yes
		allied_build = yes
		infrastructure_construction_effect = yes
		level_cap = {
			state_max = 6 # This is the max unlock level
		}
	}

	mega_gun_emplacement = {
		dlc_allowed = { has_dlc = Gotterdammerung }
		hide_if_missing_tech = yes
		show_on_map = 1
		base_cost = 20000
		damage_factor = 0 # This building can't be damaged by regular strat bombing
		icon_frame = 24
		value = 1
		disabled_in_dmz = yes
		infrastructure_construction_effect = yes
		gun_emplacement = yes
		spawn_point = rocket_site_spawn
		level_cap = {
			state_max = 1
			shares_slots = yes
			#exclusive_with = rocket_site
		}
		#Building utilizes equipment "explosive_ammo_equipment" as ammunition for the air mission barrage
	}

	rocket_site = {
		show_on_map = 1
		base_cost = 8000
		per_level_extra_cost = 800
		icon_frame = 12
		rocket_production = 0
		rocket_launch_capacity = 1
		value = 1
		tags = {}
		infrastructure_construction_effect = yes
		disabled_in_dmz = yes
		spawn_point = rocket_site_spawn
		level_cap = {
			state_max = 5
			#shares_slots = yes
			#exclusive_with = mega_gun_emplacement
		}
	}

	nuclear_reactor = {
		#hide_if_missing_tech = yes
		#missing_tech_loc = { 
		#	localization_key = SP_BUILDING_MISSING_PROJECT
		#	PROJECT = sp_nuclear_reactor
		#}
		#spawn_point = nuclear_reactor_spawn
		show_on_map = 1
		base_cost = 54000
		per_level_extra_cost = 13500
		icon_frame = 13
		nuclear_reactor = yes
		value = 10
		#tags = { specialization_nuclear }
		infrastructure_construction_effect = yes
                local_resources_coal = 60
		country_modifiers = {
			modifiers = {
				nuclear_production_factor = 3
				#sp_nuclear_bomb_speed_factor = 0.05
				#sp_thermo_nuclear_bomb_speed_factor = 0.05
				#thermonuclear_production_factor = 2
			}
		}

		state_modifiers = {
			local_building_slots = 1
			local_building_slots_factor = 0.4
			state_production_speed_buildings_factor = 0.2
			local_factories = 0.4
			state_resources_factor = 0.1
			state_resource_cost_steel = 4
		}

		level_cap = {
			state_max = 20
			shares_slots = no
			#group_by = reactors
		}
	}

	power_plant = {
		base_cost = 10800
		per_level_extra_cost = 1080
		icon_frame = 17
		value = 5
                local_resources_coal = 30
		infrastructure_construction_effect = yes

		state_modifiers = {
			local_building_slots = 1
			local_building_slots_factor = 0.2
			state_production_speed_buildings_factor = 0.1
			state_resources_factor = 0.05
			state_resource_cost_steel = 1
		}

		level_cap = {
			state_max = 50
			#shares_slots = yes
		}
	}

	energy_farm = {
		base_cost = 16200
		per_level_extra_cost = 1620
		icon_frame = 18
		value = 5
		infrastructure_construction_effect = yes
                local_resources_coal = 20

		state_modifiers = {
			local_building_slots = 1
			local_building_slots_factor = 0.2
			state_resource_cost_steel = 2
			local_factories = 0.2
		}

		level_cap = {
			state_max = 50
			#shares_slots = yes
		}
	}

	dam = {
		show_on_map = 1
		base_cost = 20000
		damage_factor = 0 # This building can't be damaged by regular strat bombing
		icon_frame = 26
		value = 5
		tags = { dam_building }
		spawn_point = dam_spawn
		damage_factor = -1
		is_buildable = no
		need_detection = yes
		detecting_intel_type = civilian 
                local_resources_coal = 40
		province_damage_modifiers = { flooded }
		#state_damage_modifier = { kurdish_agitation }
		only_display_if_exists = yes
		special_icon = GFX_dam_icon_small
		level_cap = {
			province_max = 1
		}
		show_modifier = yes
		state_modifiers = {
			state_production_speed_buildings_factor = 0.15
			local_building_slots_factor = 0.15
			state_resources_factor = 0.1
		}
	}

	dam_mountain = {
		show_on_map = 1
		base_cost = 20000
		damage_factor = 0 # This building can't be damaged by regular strat bombing
		icon_frame = 26
		value = 5
		tags = { dam_building }
		spawn_point = dam_spawn
		damage_factor = -1
		is_buildable = no
		need_detection = yes
		detecting_intel_type = civilian 
		province_damage_modifiers = { flooded }
		only_display_if_exists = yes
		special_icon = GFX_dam_icon_small
		level_cap = {
			province_max = 1
		}
		show_modifier = yes
                local_resources_coal = 40
		state_modifiers = {
			state_production_speed_buildings_factor = 0.15
			local_building_slots_factor = 0.15
			state_resources_factor = 0.1
		}
	}
}

spawn_points = {
	nuclear_reactor_spawn = {
		type = state
		max = 1
	}

	special_project_facility_spawn = {
		type = province
		max = 1
	}

	rocket_site_spawn = {
		type = state
		max = 1
	}

	naval_base_spawn = {
		type = province
		max = 1
		only_costal = yes
	}

	dam_spawn = {
		type = province
		max = 1
		disable_auto_nudging = yes
	}

	locks_spawn = {
		type = province
		max = 1
		disable_auto_nudging = yes
	}
}
