﻿# MANUFACTURING INDUSTRIES

building_food_industry = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/building_icons/food_industry.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		base_food
	}

	production_method_groups = {
		pmg_base_building_food_industry
		pmg_canning
		#pmg_distillery
		pmg_automation_building_food_industry
		pmg_ownership_capital_building_food_industry
	}

	required_construction = construction_cost_high
	
}

building_textile_mills = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/building_icons/textile_industry.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		1648_handle_house
	}

	production_method_groups = {
		pmg_base_building_textile_mills
		pmg_luxury_building_textile_mills
		pmg_automation_building_textile_mills
		pmg_ownership_capital_building_textile_mills
	}
	
	required_construction = construction_cost_high
}

building_furniture_manufacturies = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/building_icons/furniture_manufacturies.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		1648_handle_fur
	}

	production_method_groups = {
		pmg_base_building_furniture_manufacturies
		pmg_luxury_building_furniture_manufacturies
		pmg_automation_building_furniture_manufacturies
		pmg_ownership_capital_building_furniture_manufacturies
	}

	required_construction = construction_cost_high
}

building_glassworks = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/building_icons/glassworks.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		workshop_glass
	}

	production_method_groups = {
		pmg_base_building_glassworks
		pmg_luxury_building_glassworks
		pmg_glassblowing
		pmg_ownership_capital_building_glassworks
	}
	
	required_construction = construction_cost_high
}

building_tooling_workshops = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/building_icons/tooling_workshops.dds"
	
	unlocking_technologies = {
		workshop_tool
	}

	city_type = city
	levels_per_mesh = 5

	production_method_groups = {
		pmg_base_building_tooling_workshops
		pmg_automation_building_tooling_workshops
		pmg_ownership_capital_building_tooling_workshops
	}

	required_construction = construction_cost_high
	
	ai_value = 2000 # Tools are very important
}

building_paper_mills = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/building_icons/paper_mills.dds"
	
	unlocking_technologies = {
		base_workshop
	}

	city_type = city
	levels_per_mesh = 5

	production_method_groups = {
		pmg_base_building_paper_mills
		pmg_automation_building_paper_mills
		pmg_ownership_capital_building_paper_mills
	}
	
	required_construction = construction_cost_high
}

building_chemical_plants = {
	building_group = bg_heavy_industry
	texture = "gfx/interface/icons/building_icons/chemicals_industry.dds"
	
	unlocking_technologies = {
		chemical_plante
	}
	
	city_type = city
	levels_per_mesh = 5

	production_method_groups = {
		pmg_fertilizer_production
		pmg_explosives_building_chemical_plants
		pmg_ownership_capital_building_chemical_plants
	}

	required_construction = construction_cost_high
}

building_synthetics_plants = {
	building_group = bg_heavy_industry
	texture = "gfx/interface/icons/building_icons/synthetics_plants.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		aniline
	}
	
	production_method_groups = {
		pmg_synthetic_dyes
		pmg_synthetic_silk
		pmg_ownership_capital_building_synthetics_plants
	}
	
	required_construction = construction_cost_high
}

building_steel_mills = {
	building_group = bg_heavy_industry
	texture = "gfx/interface/icons/building_icons/steel_mills.dds"
	city_type = city
	levels_per_mesh = 5

	unlocking_technologies = {
		steelworking
	}
	
	production_method_groups = {
		pmg_steelmaking_process
		pmg_automation_building_steel_mills
		pmg_ownership_capital_building_steel_mills
	}
	
	required_construction = construction_cost_high
}

building_motor_industry = {
	building_group = bg_heavy_industry
	texture = "gfx/interface/icons/building_icons/motor_industry.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		early_machine
	}

	production_method_groups = {
		pmg_base_building_motor_industry
		pmg_automobile_production
		pmg_automation_building_motor_industry
		pmg_ownership_capital_building_motor_industry
	}
	
	required_construction = construction_cost_high
}

building_shipyards = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/building_icons/shipyards.dds"
	city_type = port
	
	unlocking_technologies = {
		base_shipyard
	}

	production_method_groups = {
		pmg_base_building_shipyards
		pmg_military_base
		pmg_ownership_capital_building_shipyards
	}

	required_construction = construction_cost_high
	
	possible = {
		error_check = {
			severity = fail
			is_coastal = yes
		}
	}
}

building_war_machine_industry = {
	building_group = bg_heavy_industry
	texture = "gfx/interface/icons/building_icons/vehicles_industry.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		military_aviation
	}

	production_method_groups = {
		pmg_aeroplanes
		pmg_tanks
		pmg_ownership_capital_building_war_machine_industry
	}
	
	required_construction = construction_cost_very_high
}

building_electrics_industry = {
	building_group = bg_heavy_industry
	texture = "gfx/interface/icons/building_icons/electrics_industry.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		telephone
	}

	production_method_groups = {
		pmg_telephones_category
		pmg_radios_category
		pmg_ownership_capital_building_electrics_industry
	}
	
	required_construction = construction_cost_very_high
}

building_arms_industry = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/building_icons/arms_industry.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		base_weapon
	}

	production_method_groups = {
		pmg_firearms_manufacturing
		#pmg_foundries
		pmg_weapon_produce
		pmg_ownership_capital_building_arms_industry
	}
	
	required_construction = construction_cost_medium
}

building_artillery_industry = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/building_icons/artillery_factor.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		tech_stone_cannon
	}

	production_method_groups = {
		pmg_artillery_manufacturing
		pmg_weapon_produce
		pmg_ownership_capital_building_arms_industry
	}
	
	required_construction = construction_cost_medium
}

building_munition_plants = {
	building_group = bg_heavy_industry
	texture = "gfx/interface/icons/building_icons/munition_plants.dds"
	city_type = city
	levels_per_mesh = 5
	
	unlocking_technologies = {
		percussion_cap
	}

	production_method_groups = {
		pmg_base_building_munition_plants
		pmg_base_anno_help
		pmg_ownership_capital_building_munition_plants
	}
	
	required_construction = construction_cost_very_high
}

building_workshop = {
	texture = "gfx/interface/icons/building_icons/hand_house.dds"
	building_group = bg_light_industry

	city_type = city

	levels_per_mesh = 1	

	unlocking_technologies = {
		wine_farm
	}

	production_method_groups = {
		pmg_1648_beer
		pmg_1648_wine
		pmg_1648_wine_help
		pmg_ownership_capital_building_arms_industry
	}
	required_construction = construction_cost_medium
	ai_value = -10000
}


