﻿default_port = {
	city_type = port
	center_building_entity = "european_port_01_entity"
	center_modifiers = {
		building_shipyards = "s"
		building_port = "d"
		building_fishing_wharf = "f"
	}
	modifier_key_prefix = "european_port_01"
	modifier_key_suffix = "entity"
	center_building_size = { 1 1 }
	
	weight = -1 #default port is always down prioritized
	
	min_residential_buildings = 2
	max_residential_buildings = 100
	max_residence_points = 100

	rich_building_meshes = {
		"european_city_building_rich_01_mesh"
		"european_city_building_rich_03_mesh"
		"european_city_building_rich_02_mesh"
	}
	rich_building_offsets = {
		position = 0.0	#in grid-space units. 1.0 means the mesh can be placed anywhere inside its allotted cell
		rotation = 0.0	#in degrees
	}
	mid_building_meshes = {
		"european_city_building_mid_01_mesh"
		"european_city_building_mid_03_mesh"
		"european_city_building_mid_02_mesh"
	}
	mid_building_offsets = {
		position = 0.2
		rotation = 6.25
	}
	poor_building_meshes = {
		"european_city_building_poor_02_mesh"
		"european_city_building_poor_03_mesh"
		"european_city_building_poor_01_mesh"
	}
	poor_building_offsets = {
		position = 0.2
		rotation = 20.0
	}
	building_offsets = {	#offsets for regular buildings
		position = 0.0
		rotation = 0.0
	}
	
	building_fishing_wharf = {}
	building_whaling_station = {}
	building_port = {}
	building_naval_base = {"european_port_naval_base_01_mesh"}
	building_shipyards = {}
	building_military_shipyards = {}
}
