﻿

pm_baking_powder = {
	texture = "gfx/interface/icons/production_method_icons/baking_powder.dds"
	
	unlocking_technologies = {
		baking_powder
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150

			goods_input_grain_add = 80		# x20 = 1600
			goods_input_sugar_add = 30		# x30 =  900

			# output goods
			goods_output_groceries_add = 120	# x30 = 3600
		}

		level_scaled = {
			# profit = 1100
			building_employment_laborers_add = 3500
			building_employment_machinists_add = 750
			building_employment_engineers_add = 250
		}
	}
}


			

pm_sewing_machines = {
	texture = "gfx/interface/icons/production_method_icons/sewing_machines.dds"
	
	unlocking_technologies = {
		mechanized_workshops
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150
			goods_input_fabric_add = 60		# x20 = 1200
			goods_input_dye_add = 10			# x40 =  400
			goods_input_tools_add = 5		# x40 =  200
			
			# output goods
			goods_output_clothes_add = 100	# x30 = 3000
		}

		level_scaled = {
			# profit = 1000
			building_employment_laborers_add = 3500
			building_employment_machinists_add = 750
			building_employment_engineers_add = 250
		}
	}
}

pm_electric_sewing_machines = {
	texture = "gfx/interface/icons/production_method_icons/electric_sewing_machines.dds"
	
	unlocking_technologies = {
		electrical_capacitors
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_electric_engine_add = 3 # x80 =  400
			goods_input_electricity_add = 5 # x30 =  150
			goods_input_fabric_add = 60
			goods_input_dye_add = 20
			goods_input_tools_add = 10

			
			# output goods
			goods_output_clothes_add = 140
		}

		level_scaled = {
			# profit = 1300
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 500
		}
	}

	required_input_goods = electricity
}



pm_lathe = {
	texture = "gfx/interface/icons/production_method_icons/lathes.dds"
	
	unlocking_technologies = {
		lathe
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			

			goods_input_wood_add = 30
			goods_input_fabric_add = 10
			goods_input_general_machine_tool_add =5 # x60 = 300
			
			# output goods
			goods_output_furniture_add = 65
		}

		level_scaled = {
			# profit = 950 (8.8)
			building_employment_laborers_add = 3250
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 250
		}
	}
}

pm_mechanized_workshops = {
	texture = "gfx/interface/icons/production_method_icons/mechanized_workshops.dds"
	
	unlocking_technologies = {
		mechanized_workshops
	}

	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 5
		}
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150
			goods_input_wood_add = 50
			goods_input_fabric_add = 10
			goods_input_general_machine_tool_add =5 # x60 = 300
			
			# output goods
			goods_output_furniture_add = 110
		}

		level_scaled = {
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1250
			building_employment_engineers_add = 750
		}
	}
}


pm_eletric_furniture = {
	texture = "gfx/interface/icons/production_method_icons/electric_engines.dds"
	
	unlocking_technologies = {
		electrical_generation
	}

	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 5
		}
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_electric_engine_add = 3 # x80 =  400
			goods_input_electricity_add = 5 # x30 =  150
			goods_input_wood_add = 60
			goods_input_fabric_add = 12
			goods_input_general_machine_tool_add =5 # x60 = 300
			
			# output goods
			goods_output_furniture_add = 140
		}

		level_scaled = {

			building_employment_machinists_add = 2000
			building_employment_engineers_add = 1500
		}
	}
}


pm_steel = {
	texture = "gfx/interface/icons/production_method_icons/bessemer_process.dds"
	unlocking_technologies = {
		mechanical_tools
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150
			goods_input_general_machine_tool_add =5 # x60 = 300
			goods_input_wood_add = 20
			goods_input_steel_add = 15
			
			# output goods
			goods_output_tools_add = 80
		}

		level_scaled = {
			building_employment_laborers_add = 3500
			building_employment_machinists_add = 500
			building_employment_engineers_add = 500
		}
	}
}

pm_rubber_grips = {
	texture = "gfx/interface/icons/production_method_icons/steel_tools.dds"
	unlocking_technologies = {
		vulcanization
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_electric_engine_add = 3 # x80 =  400
			goods_input_electricity_add = 5 # x30 =  150
			goods_input_general_machine_tool_add =5 # x60 = 300
			goods_input_steel_add = 30
			
			# output goods
			goods_output_tools_add = 110
		}

		level_scaled = {

			building_employment_machinists_add = 2000
			building_employment_engineers_add = 500
		}
	}
}



pm_artificial_fertilizers = {
	texture = "gfx/interface/icons/production_method_icons/chemical_fertilizers.dds"
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 5
		}
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			

			goods_input_sulfur_add = 30
			goods_input_iron_add = 10

			# output goods
			goods_output_fertilizer_add = 90
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 500
		}
	}
}

pm_improved_fertilizer = {
	texture = "gfx/interface/icons/production_method_icons/improved_fertilizer.dds"
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 10
		}
	}

	unlocking_technologies = {
		improved_fertilizer
	}
	
	building_modifiers = {
		workforce_scaled = {
			goods_input_chemical_equipment_add =5 # x60 = 300
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150
			goods_input_sulfur_add = 30
			goods_input_iron_add = 30

			# output goods
			goods_output_fertilizer_add = 140
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 2000
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 1000
		}
	}
}

pm_nitrogen_fixation = {
	texture = "gfx/interface/icons/production_method_icons/nitrogen_fixation.dds"
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 15
		}
	}

	unlocking_technologies = {
		nitrogen_fixation
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_chemical_equipment_add =5 # x60 = 300
			goods_input_electric_engine_add = 3 # x80 =  400
			goods_input_electricity_add = 5 # x30 =  150
			goods_input_sulfur_add = 40
			goods_input_oil_add = 20
			goods_input_iron_add = 30

			# output goods
			goods_output_fertilizer_add = 200
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2000
			building_employment_engineers_add = 1500
		}
	}
}


pm_leblanc_process = {
	texture = "gfx/interface/icons/production_method_icons/leblanc_process.dds"
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 10
		}
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			
			goods_input_sulfur_add = 20
			goods_input_fertilizer_add = 20

			# output goods
			goods_output_explosives_add = 50
		}
		
		level_scaled = {
			# employment
			building_employment_laborers_add = 3500
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 500
		}
	}
}

pm_ammonia-soda_process = {
	texture = "gfx/interface/icons/production_method_icons/ammonia_soda_process.dds"
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 15
		}
	}

	unlocking_technologies = {
		nitroglycerin
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_chemical_equipment_add =5 # x60 = 300
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150
			goods_input_sulfur_add = 30
			goods_input_fertilizer_add = 30
			goods_input_paper_add = 10

			# output goods
			goods_output_explosives_add = 80
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 1000
		}
	}
}

pm_vacuum_evaporation = {
	texture = "gfx/interface/icons/production_method_icons/vaccum_evaporation.dds"
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 20
		}
	}
	
	unlocking_technologies = {
		dynamite
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_chemical_equipment_add =5 # x60 = 300
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150
			goods_input_sulfur_add = 40
			goods_input_fertilizer_add = 40
			goods_input_paper_add = 20

			# output goods
			goods_output_explosives_add = 110
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 2500
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 1200
		}
	}
}

pm_brine_electrolysis = {
	texture = "gfx/interface/icons/production_method_icons/vaccum_brine_electrolysis.dds"
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 25
		}
	}

	unlocking_technologies = {
		electrical_capacitors
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_chemical_equipment_add =5 # x60 = 300
			goods_input_electric_engine_add = 3 # x80 =  400
			goods_input_sulfur_add = 40
			goods_input_fertilizer_add = 50
			goods_input_paper_add = 30
			goods_input_electricity_add = 20

			# output goods
			goods_output_explosives_add = 150
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 1200
			building_employment_engineers_add = 1500
		}
	}

	required_input_goods = electricity
}



pm_blister_steel_process = {
	texture = "gfx/interface/icons/production_method_icons/blister_steel_process.dds"
	
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 10
		}
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			
			goods_input_iron_add = 40
			goods_input_coal_add = 30
			
			# output goods
			goods_output_steel_add = 50
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 3500
			building_employment_machinists_add = 750
			building_employment_engineers_add = 250
		}
	}
}

pm_bessemer_process = {
	texture = "gfx/interface/icons/production_method_icons/bessemer_process.dds"
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 15
		}
	}
	
	unlocking_technologies = {
		bessemer_process
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_smelting_equipment_add =5 # x60 = 300
			goods_input_engines_add = 5 #x60 =  300
			goods_input_iron_add = 60
			goods_input_coal_add = 30
			
			# output goods
			goods_output_steel_add = 90
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 500
		}
	}
}

pm_open_hearth_process = {
	texture = "gfx/interface/icons/production_method_icons/open_hearth_process.dds"
	
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 20
		}
	}
	
	unlocking_technologies = {
		open_hearth_process
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_smelting_equipment_add =5 # x60 = 300
			goods_input_engines_add = 5 #x60 =  300
			goods_input_iron_add = 90
			goods_input_coal_add = 30
			
			# output goods
			goods_output_steel_add = 120
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 2500
			building_employment_machinists_add = 1250
			building_employment_engineers_add = 750
		}
	}
}

pm_electric_arc_process = {
	texture = "gfx/interface/icons/production_method_icons/electric_arc_process.dds"
	
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 25
		}
	}
	
	unlocking_technologies = {
		electric_arc_process
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_smelting_equipment_add =5 # x60 = 300
			goods_input_electric_engine_add = 3 # x80 =  400
			goods_input_iron_add = 100
			goods_input_coal_add = 30 
			goods_input_electricity_add = 30
			
			# output goods
			goods_output_steel_add = 150
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 2000
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 1000
		}
	}

	required_input_goods = electricity
}




pm_complex_shipbuilding = {
	texture = "gfx/interface/icons/production_method_icons/reinforced_wooden_ships.dds"
	unlocking_technologies = {
		screw_frigate
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_shipbuilding_equipment_add =5 # x60 = 300
			goods_input_coal_add = 5
			goods_input_engines_add = 5
			goods_input_wood_add = 40
			goods_input_hardwood_add = 20
			goods_input_fabric_add = 20
			
			
			# output goods
			goods_output_clippers_add = 70
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 500
		}
	}
}

pm_metal_shipbuilding = {
	texture = "gfx/interface/icons/production_method_icons/reinforced_steam_ships.dds"
	
	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 10
		}
	}
	
	unlocking_technologies = {
		ironclad_tech
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_shipbuilding_equipment_add =5 # x60 = 300
			goods_input_giant_forging_press_add =5 # x150 = 750
			goods_input_steel_add = 30
			goods_input_coal_add = 10
			goods_input_engines_add = 10
			
			# output goods
			goods_output_steamers_add = 65
		}

		level_scaled = {
			# employment

			building_employment_machinists_add = 2500
			building_employment_engineers_add = 1000
		}
	}
}

pm_arc_welding_shipbuilding = {
	texture = "gfx/interface/icons/production_method_icons/arc_welded_steam_ships.dds"
	
	unlocking_technologies = {
		arc_welding
	}

	state_modifiers = {
		workforce_scaled = {
			state_pollution_generation_add = 20
		}
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_shipbuilding_equipment_add =5 # x60 = 300
			goods_input_giant_forging_press_add =5 # x150 = 750
			goods_input_steel_add = 30
			goods_input_electricity_add = 10
			goods_input_electric_engine_add = 5 # x80 =  400
			goods_input_combustion_engine_add =10 # x80 = 800
			
			# output goods
			goods_output_steamers_add = 80
		}

		level_scaled = {
			# employment
			
			building_employment_machinists_add = 2000
			building_employment_engineers_add = 1500
		}
	}

	required_input_goods = electricity
}



pm_military_shipbuilding_wooden_2 = {
	texture = "gfx/interface/icons/production_method_icons/military_shipbuilding_wooden_2.dds"

	unlocking_technologies = {
		screw_frigate
	}
	
	building_modifiers = {
		workforce_scaled = {
			#input goods
			goods_input_shipbuilding_equipment_add =5 # x60 = 300
			goods_input_coal_add = 5
			goods_input_wood_add = 20
			goods_input_hardwood_add = 20
			goods_input_fabric_add = 10
			goods_input_engines_add = 10
			goods_input_iron_add = 10
			# output goods
			goods_output_manowars_add = 45
		}
		level_scaled = {
			# employment
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 500
		}
	}
}			

pm_military_shipbuilding_steam = {
	texture = "gfx/interface/icons/production_method_icons/military_shipbuilding_steam.dds"

	unlocking_technologies = {
		ironclad_tech
	}
	
	building_modifiers = {
		workforce_scaled = {
			#input goods
			goods_input_shipbuilding_equipment_add =5 # x60 = 300
			goods_input_giant_forging_press_add =5 # x150 = 750
			goods_input_steel_add = 40
			goods_input_coal_add = 20
			goods_input_engines_add = 10
			# output goods
			goods_output_ironclads_add = 55
		}
		level_scaled = {
			# employment
			building_employment_laborers_add = 2500
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 1000
		}
	}
}

pm_military_shipbuilding_steam_2 = {
	texture = "gfx/interface/icons/production_method_icons/military_shipbuilding_steam_2.dds"
	
	unlocking_technologies = {
		arc_welding
	}
	
	building_modifiers = {
		workforce_scaled = {
			#input
			goods_input_shipbuilding_equipment_add =5 # x60 = 300
			goods_input_giant_forging_press_add =5 # x150 = 750
			goods_input_steel_add = 40
			goods_input_electricity_add = 10
			goods_input_electric_engine_add = 5 # x80 =  400
			goods_input_combustion_engine_add =10 # x80 = 800

			# output goods
			goods_output_ironclads_add = 70
		}
		level_scaled = {
			# employment
			building_employment_laborers_add = 2000
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 1000
		}
	}

	required_input_goods = electricity
}

pm_aeroplane_production = {
	texture = "gfx/interface/icons/production_method_icons/aeroplanes.dds"

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_electricity_add = 5
			goods_input_electric_engine_add = 5 # x80 =  400
			goods_input_combustion_engine_add =10 # x80 = 800
			goods_input_hardwood_add = 10
			goods_input_fabric_add = 20
			goods_input_oil_add = 10

			# output goods
			goods_output_aeroplanes_add = 50
		}

		level_scaled = {
			# employment

			building_employment_machinists_add = 2500
			building_employment_engineers_add = 1000
		}
	}
}



pm_tank_production = {
	texture = "gfx/interface/icons/production_method_icons/tanks.dds"

	unlocking_technologies = {
		mobile_armor
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_combustion_engine_add =10 # x80 = 800
			goods_input_steel_add = 20
			goods_input_oil_add = 10
			goods_output_aeroplanes_add = -10

			# output goods
			goods_output_tanks_add = 40
		}
		
		level_scaled = {
			# employment
			building_employment_engineers_add = 500
		}
	}
}

pm_telephones = {
	texture = "gfx/interface/icons/production_method_icons/telephones.dds"
	building_modifiers = {
		workforce_scaled = {
			goods_input_electricity_add = 5
			goods_input_electric_engine_add = 5 # x80 =  400
			goods_input_iron_add = 20
			goods_input_rubber_add = 20
			goods_input_lead_add = 20
			goods_input_tools_add = 10
			
			goods_output_telephones_add = 60
		}

		level_scaled = {

			building_employment_machinists_add = 2500
			building_employment_engineers_add = 1000
		}
	}
}



pm_radios = {
	texture = "gfx/interface/icons/production_method_icons/radios.dds"
	unlocking_technologies = {
		radio
	}	
	building_modifiers = {
		workforce_scaled = {

			goods_input_electric_engine_add = 5 # x80 =  400
			goods_input_electricity_add = 50
			goods_output_telephones_add = -20
			goods_output_radios_add = 40
		}
		
		level_scaled = {
			building_employment_engineers_add = 500
		}
	}

	required_input_goods = electricity
}



pm_rifles = {
	texture = "gfx/interface/icons/production_method_icons/rifles.dds"
	
	unlocking_technologies = {
		rifling
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150
			goods_input_general_machine_tool_add =5 # x60 = 300

			goods_input_steel_add = 10
			goods_input_hardwood_add = 10
	
			
			# output goods
			goods_output_small_arms_add = 50
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 4000
			building_employment_machinists_add = 1000
		}
	}
}

pm_repeaters = {
	texture = "gfx/interface/icons/production_method_icons/repeaters.dds"
	
	unlocking_technologies = {
		repeaters
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150
			goods_input_general_machine_tool_add =5 # x60 = 300
			goods_input_steel_add = 20
			goods_input_hardwood_add = 10
	
			
			# output goods
			goods_output_small_arms_add = 70
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 3500
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 500
		}
	}
}

pm_bolt_action_rifles = {
	texture = "gfx/interface/icons/production_method_icons/bolt_action_rifles.dds"
	
	unlocking_technologies = {
		bolt_action_rifles
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_electricity_add = 5
			goods_input_electric_engine_add = 3 # x80 =  400
			goods_input_general_machine_tool_add =5 # x60 = 300
			goods_input_steel_add = 20
			goods_input_hardwood_add = 10
	
			
			# output goods
			goods_output_small_arms_add = 100
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1250
			building_employment_engineers_add = 750
		}
	}
}




pm_breech_loaders = {
	texture = "gfx/interface/icons/production_method_icons/breech_loading_artillery_production.dds"
	
	unlocking_technologies = {
		breech_loading_artillery
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_engines_add = 5 #x60 =  300
			goods_input_coal_add = 5 #  x30 =  150
			goods_input_general_machine_tool_add =5 # x60 = 300
			goods_input_steel_add = 25
			goods_input_hardwood_add = 10
	

			# output goods
			goods_output_artillery_add = 65
		}

		level_scaled = {
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 500
		}
	}
}

pm_recoiled_barrels = {
	texture = "gfx/interface/icons/production_method_icons/recoil_mechanism_artillery_production.dds"
	
	unlocking_technologies = {
		automatic_machine_guns
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_electricity_add = 5
			goods_input_electric_engine_add = 3 # x80 =  400
			goods_input_general_machine_tool_add =5 # x60 = 300
			goods_input_steel_add = 40
	

			# output goods
			goods_output_artillery_add = 90
		}

		level_scaled = {
			building_employment_laborers_add = 2500
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 1000
		}
	}
}




