﻿# parent_group = parent_group_key		If set, this group is considered a child of the specified group. Default no parent.
# always_possible = yes/no				If yes, building types in this group are always permitted regardless of resources in state. Default no.
# economy_of_scale = yes/no				If yes, any non-subsistence buildings in or underneath this group will get an economy of scale throughput modifier for each level > 1. Default no.
# is_subsistence = yes/no				If yes, buildings of types in this group are considered subsistence buildings that follow special rules. Default no.
# default_building = building_type_key	Specifies the default building type that will be built unless the state specifies a different one. No default.
# lens = lens_key						If specified, determines the lens buildings in this group will be sorted under. No default.
# auto_place_buildings = yes/no
# capped_by_resources = yes/no
# discoverable_resource = yes/no
# depletable_resource = yes/no
# can_use_slaves = yes/no				Default no, setting yes enables slavery for all contained buildings and groups
# land_usage = urban/rural				Which type of state resource the building uses. urban = Urbanization, rural = Arable Land. Default no state resource usage.
#										If unspecified, will return first non-default land usage type found in parent building group tree.
# cash_reserves_max = number			Maximum amount of £ (per level) that buildings in this group can store into their cash reserves. If unspecified or set to 0, it will use the value from the parent group. Default 0
# inheritable_construction =  yes/no	If yes, a construction of this building group will survive a state changing hands or a split state merging
# stateregion_max_level = yes/no		If yes, any building types in this group with the has_max_level property will consider its level restrictions on state-region rather than state level
# urbanization = number					The amount of urbanization buildings in this group provides per level
# should_auto_expand = trigger			Under which condition buildings in this group should auto-expand if auto-expand is toggled on (trigger on more specific group or building type overrides)
# 										If this trigger has any contents at all, the game will think the building is potentially auto-expandable, so do not write triggers that can never evaluate to true here
# min_hiring_rate = X					Minimum value for how much of the building's max staffing level can be hired in a single week (default NDefines::NEconomy::DEFAULT_MIN_HIRING_RATE)
# max_hiring_rate = X					Maximum value for how much of the building's max staffing level can be hired in a single week (default NDefines::NEconomy::DEFAULT_MAX_HIRING_RATE)
# proportionality_limit = X				How high is the building's tolerance for pop types being out of proportion? default NDefines::NEconomy::EMPLOYMENT_PROPORTIONALITY_LIMIT)
# hires_unemployed_only = yes			If yes, buildings in this group may only hire from the unemployment pool. Default no.
# is_shown_in_outliner = yes			If no, buildingtypes in this group will not show up in the outliner, this is for special stuff like the monuments
# subsidized = yes						If yes, buildings of this group will by default start the game subsidized (has no effect after campaign start)
# Manufacturing

bg_manufacturing = {
	category = urban

	always_possible = yes

	economy_of_scale = yes

	cash_reserves_max = 45000

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 2.0
	foreign_investment_ai_factor = 0.25
}

bg_light_industry = {
	parent_group = bg_manufacturing

	lens = light_industry

	urbanization = 15
	infrastructure_usage_per_level = 2
}

bg_heavy_industry = {
	parent_group = bg_manufacturing

	cash_reserves_max = 60000

	lens = heavy_industry

	urbanization = 15
	infrastructure_usage_per_level = 3
}

bg_shipyards = {
	parent_group = bg_heavy_industry

	urbanization = 15
	infrastructure_usage_per_level = 2
}

bg_military_shipyards = {
	parent_group = bg_heavy_industry

	urbanization = 15
	infrastructure_usage_per_level = 3
}

bg_artillery_foundaries = {
	parent_group = bg_light_industry

	urbanization = 15
	infrastructure_usage_per_level = 3
}

bg_arms_industries = {
	parent_group = bg_light_industry

	urbanization = 15
	infrastructure_usage_per_level = 3
}

bg_munition_plants = {
	parent_group = bg_heavy_industry

	urbanization = 15
	infrastructure_usage_per_level = 3
}

# Agriculture

bg_agriculture = {
	category = rural

	land_usage = rural

	lens = agriculture

	economy_of_scale = yes

	can_use_slaves = yes

	urbanization = 5
	infrastructure_usage_per_level = 1

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 1.5
	foreign_investment_ai_factor = 0.75
}

bg_rye_farms = {
	parent_group = bg_agriculture

	default_building = building_rye_farm

	cash_reserves_max = 30000
}

bg_wheat_farms = {
	parent_group = bg_agriculture

	default_building = building_wheat_farm

	cash_reserves_max = 30000
}

bg_rice_farms = {
	parent_group = bg_agriculture

	default_building = building_rice_farm

	cash_reserves_max = 30000
}

bg_maize_farms = {
	parent_group = bg_agriculture

	default_building = building_maize_farm

	cash_reserves_max = 30000
}

bg_millet_farms = {
	parent_group = bg_agriculture

	default_building = building_millet_farm

	cash_reserves_max = 30000
}


bg_subsistence_agriculture = {
	always_possible = yes

	auto_place_buildings = yes

	is_subsistence = yes

	default_building = building_subsistence_farms

	fired_pops_become_radical = no

	hires_unemployed_only = yes

	ignores_productivity_when_hiring = yes
}

bg_vineyard_plantations = {
	parent_group = bg_agriculture

	default_building = building_vineyard_plantation

	cash_reserves_max = 30000
}

# Ranching

bg_ranching = {
	category = rural

	land_usage = rural

	lens = agriculture

	economy_of_scale = yes

	can_use_slaves = yes

	urbanization = 5
	infrastructure_usage_per_level = 1

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 1.5
	foreign_investment_ai_factor = 0.75
}

bg_livestock_ranches = {
	parent_group = bg_ranching

	default_building = building_livestock_ranch

	cash_reserves_max = 30000
}

bg_subsistence_ranching = {
	always_possible = yes

	auto_place_buildings = yes

	is_subsistence = yes

	default_building = building_subsistence_farms

	fired_pops_become_radical = no

	hires_unemployed_only = yes
}


# Plantations

bg_plantations = {
	category = rural

	land_usage = rural

	economy_of_scale = yes

	lens = plantation

	can_use_slaves = yes
	cash_reserves_max = 30000

	urbanization = 5
	infrastructure_usage_per_level = 1

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 1.5
	foreign_investment_ai_factor = 1.25
}

bg_coffee_plantations = {
	parent_group = bg_plantations

	default_building = building_coffee_plantation
}


bg_cotton_plantations = {
	parent_group = bg_plantations

	default_building = building_cotton_plantation
}

bg_silk_plantations = {
	parent_group = bg_plantations

	default_building = building_silk_plantation
}

bg_dye_plantations = {
	parent_group = bg_plantations

	default_building = building_dye_plantation
}

bg_opium_plantations = {
	parent_group = bg_plantations

	default_building = building_opium_plantation
}

bg_tea_plantations = {
	parent_group = bg_plantations

	default_building = building_tea_plantation
}

bg_tobacco_plantations = {
	parent_group = bg_plantations

	default_building = building_tobacco_plantation
}

bg_sugar_plantations = {
	parent_group = bg_plantations

	default_building = building_sugar_plantation
}

bg_banana_plantations = {
	parent_group = bg_plantations

	default_building = building_banana_plantation
}

# All Resource extraction, basically everything that is capped by resources

bg_extraction = {
	category = rural

	capped_by_resources = yes

	economy_of_scale = yes

	cash_reserves_max = 45000
}

# Mining

bg_mining = {
	parent_group = bg_extraction

	lens = mine

	urbanization = 10
	infrastructure_usage_per_level = 2

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 2.0
	foreign_investment_ai_factor = 1.0
}

bg_gold_fields = {
	parent_group = bg_mining

	auto_place_buildings = yes

	discoverable_resource = yes

	depletable_resource = yes

	infrastructure_usage_per_level = 0

	default_building = building_gold_fields

	fired_pops_become_radical = no
}

bg_gold_mining = {
	parent_group = bg_mining

	default_building = building_gold_mine

	can_use_slaves = yes
}

bg_coal_mining = {
	parent_group = bg_mining

	default_building = building_coal_mine

	can_use_slaves = yes
}

bg_iron_mining = {
	parent_group = bg_mining

	default_building = building_iron_mine

	can_use_slaves = yes
}

bg_lead_mining = {
	parent_group = bg_mining

	default_building = building_lead_mine

	can_use_slaves = yes
}

bg_sulfur_mining = {
	parent_group = bg_mining

	default_building = building_sulfur_mine

	can_use_slaves = yes
}

# Logging

bg_logging = {
	parent_group = bg_extraction

	can_use_slaves = yes

	default_building = building_logging_camp

	lens = forestry

	urbanization = 5
	cash_reserves_max = 30000
	infrastructure_usage_per_level = 1

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 1.5
	foreign_investment_ai_factor = 1.0
}

bg_rubber = {
	parent_group = bg_extraction

	can_use_slaves = yes

	discoverable_resource = yes

	depletable_resource = no

	default_building = building_rubber_plantation

	lens = forestry

	urbanization = 5
	cash_reserves_max = 30000
	infrastructure_usage_per_level = 1

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 1.5
	foreign_investment_ai_factor = 1.0
}

# Fishing

bg_whaling = {
	parent_group = bg_extraction

	default_building = building_whaling_station

	lens = fishing

	urbanization = 5
	cash_reserves_max = 30000
	infrastructure_usage_per_level = 1

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 2.0
	foreign_investment_ai_factor = 0.75
}

bg_fishing = {
	parent_group = bg_extraction

	default_building = building_fishing_wharf

	lens = fishing

	urbanization = 5
	cash_reserves_max = 30000
	infrastructure_usage_per_level = 1

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 1.5
	foreign_investment_ai_factor = 0.75
}

# Oil Extraction

bg_oil_extraction = {
	parent_group = bg_extraction

	discoverable_resource = yes

	default_building = building_oil_rig

	lens = mine

	urbanization = 10
	cash_reserves_max = 45000
	infrastructure_usage_per_level = 2

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 2.0
	foreign_investment_ai_factor = 1.0
}

# Service

bg_service = {
	category = urban

	land_usage = urban

	always_possible = yes

	auto_place_buildings = yes

	always_self_owning = yes

	default_building = building_urban_center

	cash_reserves_max = 5000
}

bg_urban_facilities = {
	category = urban

	lens = development

	always_possible = yes

	economy_of_scale = yes

	cash_reserves_max = 45000

	urbanization = 10
	infrastructure_usage_per_level = 2

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 2.0
	foreign_investment_ai_factor = 0.25

}

bg_arts = {
	parent_group = bg_urban_facilities
	infrastructure_usage_per_level = 2
}

bg_power = {
	category = development

	lens = development

	always_possible = yes

	economy_of_scale = yes

	cash_reserves_max = 60000

	should_auto_expand = {
		default_auto_expand_rule = yes
	}

	economy_of_scale_ai_factor = 1.5
	foreign_investment_ai_factor = 0.5

	infrastructure_usage_per_level = 2

	urbanization = 15
}

# Government

bg_government = {
	category = development

	always_possible = yes

	is_government_funded = yes

	lens = development

	economy_of_scale_ai_factor = 2.0
}

bg_technology = {
	parent_group = bg_government
}

bg_bureaucracy = {
	parent_group = bg_government
}

bg_trade = {
	parent_group = bg_private_infrastructure

	lens = trade

	subsidized = no

	has_trade_revenue = yes

	land_usage = urban

	auto_place_buildings = yes

	always_self_owning = yes

	default_building = building_trade_center
}

# Needed for autonomous investment to track investments separately from other ownership buildings
bg_financial_districts = {
	parent_group = bg_owner_buildings

	urbanization = 5
}

# Needed for autonomous investment to track investments separately from other ownership buildings
bg_manor_houses = {
	parent_group = bg_owner_buildings

	urbanization = 5
}

bg_company_headquarter = {
	parent_group = bg_owner_buildings

	company_headquarter = yes

	urbanization = 5
}

bg_company_regional_headquarter = {
	parent_group = bg_owner_buildings

	regional_company_headquarter = yes

	urbanization = 5
}

bg_owner_buildings = {
	parent_group = bg_urban_facilities

	min_productivity_to_hire = 10.0

	category = urban

	lens = trade

	always_possible = yes

	can_use_slaves = yes

	auto_place_buildings = yes

	owns_other_buildings = yes

	always_self_owning = yes

	ignores_productivity_when_hiring = yes

	proportionality_limit = 1.0

	economy_of_scale = no

	default_building = building_financial_district

	cash_reserves_max = 10000

	urbanization = 0

	infrastructure_usage_per_level = 0

	fired_pops_become_radical = no

	should_auto_expand = {
		always = no
	}
}

# Infrastructure

bg_infrastructure = {
	category = development

	always_possible = yes

	lens = development

	stateregion_max_level = yes

	economy_of_scale_ai_factor = 1.5
	foreign_investment_ai_factor = 0.75

}

bg_public_infrastructure = {
	parent_group = bg_infrastructure

	is_government_funded = yes
}

bg_construction = {
	parent_group = bg_public_infrastructure

	lens = development

	is_government_funded = yes

	can_use_slaves = yes

	economy_of_scale_ai_factor = 5.0
}

bg_private_infrastructure = {
	parent_group = bg_infrastructure

	is_government_funded = no
	subsidized = yes

	cash_reserves_max = 5000
}

bg_canals = {
	parent_group = bg_infrastructure
	lens = special

	is_government_funded = yes
	inheritable_construction = yes

	urbanization = 50
}

bg_monuments = {
	parent_group = bg_government
	lens = special
	inheritable_construction = yes
	economy_of_scale = no
}

# Military

bg_military = {
	category = development

	always_possible = yes

	is_military = yes

	is_government_funded = yes

	lens = development
}

bg_army = {
	parent_group = bg_military
}

bg_conscription = {
	parent_group = bg_army

	fired_pops_become_radical = no
}

bg_navy = {
	parent_group = bg_military
}

bg_skyscraper = {
	parent_group = bg_government
	economy_of_scale = no
}

bg_monuments_hidden = {
	always_possible = yes
	is_shown_in_outliner = no
}
