﻿#Vanilla game tends to overestimate construction points needed, so employment has beed reduced drastically
#Belgium tends for example to have 10% of employment in sector construction, which is kinda... meh.
#Also removed construction mult, since it make single state nations develop too fast.

INJECT:pm_iron_frame_buildings = {
	building_modifiers = {
		workforce_scaled = {
			goods_input_commonores_add = 5
			goods_input_iron_add = -5
			goods_input_wood_add = -5
		}
	}
}

INJECT:pm_steel_frame_buildings = {
	building_modifiers = {
		workforce_scaled = {
			goods_input_alloys_add = 10
			goods_input_steel_add = -10
		}
	}
}

INJECT:pm_arc_welded_buildings = {
	country_modifiers = {
		workforce_scaled = {
			country_construction_add = -2
		}
	}

	building_modifiers = {
		workforce_scaled = {
			goods_input_steel_add = -10
			goods_input_alloys_add = 10
		}
	}
}

pm_prefabricated_concrete_buildings = {
	texture = "gfx/interface/icons/production_method_icons/prefabricated_concrete_buildings.dds"

	unlocking_technologies = {
		prefabricated_concrete_buildings
	}

	country_modifiers = {
		workforce_scaled = {
			country_construction_add = 15 #15
		}
	}

	building_modifiers = {
		workforce_scaled = {
			goods_input_steel_add = 40
			goods_input_aluminium_add = 10 # 500
			goods_input_alloys_add = 10
			goods_input_glass_add = 40
			goods_input_plastics_add = 10 # 450
			goods_input_explosives_add = 20
			goods_input_robotics_add = 15 # 1500
			goods_input_electricity_add = 30 #-300
			# -1600 non essendoci tools
		}

		level_scaled = {
			building_employment_bureaucrats_add = 100
			building_employment_clerks_add = 100
			building_employment_engineers_add = 50
			building_employment_machinists_add = 200
			building_employment_laborers_add = 300
		}
	}

	state_modifiers = {
		workforce_scaled = {
			state_construction_mult = 0.01
		}
	}

	required_input_goods = electricity
}