﻿# Airport

pm_airport_oil = {
	texture = "gfx/interface/icons/production_method_icons/pm_airport_oil.dds"

	building_modifiers = {
		workforce_scaled = {
			goods_input_oil_add = 7
		}
	}
}

pm_airport_kerosene = {
	texture = "gfx/interface/icons/production_method_icons/pm_airport_kerosene.dds"

	unlocking_technologies = {
		curtiss_modern_aviation_tech
	}

	building_modifiers = {
		workforce_scaled = {
			goods_input_light_fuel_add = 5
		}
		level_scaled = {
			building_employment_laborers_add = -500
		}
	}
}

# Munition Plant

# Missiles

pm_no_missiles_building_munition_plant = {
	texture = "gfx/interface/icons/production_method_icons/no_missiles_purple.dds"
}

pm_rocket_building_munition_plant = {
	texture = "gfx/interface/icons/production_method_icons/rockets_purple.dds"

	unlocking_technologies = {
		rocketery
	}	

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_steel_add = 10 #500
			goods_input_alloys_add = 10 #500
			goods_input_light_fuel_add = 5 #350
			goods_input_engines_add = 5 #300

			# output goods
			goods_output_ammunition_add = 35
			#goods_output_ammunition_add = -10
			#goods_output_missiles_add = 30
		}
	}
}

pm_guided_missiles_building_munition_plant = {
	texture = "gfx/interface/icons/production_method_icons/guided_missiles_purple.dds"

	unlocking_technologies = {
		guided_missiles
	}	

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_aluminium_add = 10 #500
			goods_input_alloys_add = 10 #500
			goods_input_light_fuel_add = 5 #350
			goods_input_electroniccomponents_add = 5 #400
			goods_input_engines_add = 5 #300

			# output goods
			goods_output_ammunition_add = 50
			# goods_output_ammunition_add = -20 #1000
			# goods_output_missiles_add = 45 #3600
		}
	}
}

# Machine industries

# Helicopters

# pm_no_helicopter_production = {
# 	texture = "gfx/interface/icons/production_method_icons/no_helicopter_purple.dds"
# }

# pm_helicopter_production = {
# 	texture = "gfx/interface/icons/production_method_icons/helicopter_purple.dds"

# 	unlocking_technologies = {
# 		helicopters
# 	}

# 	unlocking_production_methods = {
# 		pm_civil_planes_production
# 	}

# 	building_modifiers = {
# 		workforce_scaled = {
# 			# input goods
# 			goods_input_engines_add = 5 #300
# 			goods_input_aluminium_add = 10 #500
# 			goods_input_electroniccomponents_add = 5 #400
# 			goods_input_artillery_add = 5 #350
# 			goods_output_civil_planes_add = -10 #900

# 			# output goods
# 			goods_output_helicopters_add = 30 #2700
# 		}
		
# 		level_scaled = {
# 			# employment
# 			building_employment_engineers_add = 250
# 		}
# 	}
# }

# Tank

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

	unlocking_technologies = {
		mobile_armor
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_steel_add = 10 #500
			goods_input_artillery_add = 10 #700
			goods_output_automobiles_add = -15 #-1800 #3000

			# output goods
			goods_output_tanks_add = 40 #3200
		}
		
		level_scaled = {
			# employment
			building_employment_engineers_add = 500
		}
	}
}

pm_second_gen_tank_production = {
	texture = "gfx/interface/icons/production_method_icons/second_gen_tanks.dds"

	unlocking_technologies = {
		blitzkrieg
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_artillery_add = 10 #700
			goods_input_steel_add = 25 #750
			goods_input_alloys_add = 8 #500
			goods_output_automobiles_add = -15 #1800 #4150

			# output goods
			goods_output_tanks_add = 60 #4800
		}
		
		level_scaled = {
			# employment
			building_employment_engineers_add = 350
		}
	}
}

pm_third_gen_tank_production = {
	texture = "gfx/interface/icons/production_method_icons/third_gen_tanks.dds"

	unlocking_technologies = {
		main_battle_tank
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_artillery_add = 10 #700
			goods_input_steel_add = 26 #1000
			goods_input_alloys_add = 12 #250
			goods_input_advancedores_add = 5 #400
			goods_output_automobiles_add = -15 #1800 #4800

			# output goods
			goods_output_tanks_add = 70 #5600
		}
		
		level_scaled = {
			# employment
			building_employment_engineers_add = 250
		}
	}
}

# Aircraft Industry

pm_zeppelins_production = {
	texture = "gfx/interface/icons/production_method_icons/zeppelins.dds"
	unlocking_technologies = {
		zeppelins
	}	

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_engines_add = 10 #600
			goods_input_aluminium_add = 5 #500
			goods_input_fabric_add = 80 # 200
			goods_input_electroniccomponents_add = 5 #400 #2000

			# output goods
			goods_output_civil_planes_add = 50 #2700
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 2000
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 750
		}
	}
}

pm_civil_planes_production = {
	texture = "gfx/interface/icons/production_method_icons/civil_planes_production.dds"
	unlocking_technologies = {
		jet_aviation
	}	

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_engines_add = 25
			goods_input_glass_add = 5
			goods_input_aluminium_add = 20
			goods_input_plastics_add = 10
			goods_input_electroniccomponents_add = 15

			# output goods
			goods_output_civil_planes_add = 80
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 2000
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 750
		}
	}
}

REPLACE:pm_no_aeroplane_production = {
	texture = "gfx/interface/icons/production_method_icons/no_aeroplanes_purple.dds"
}

REPLACE:pm_aeroplane_production = {
	texture = "gfx/interface/icons/production_method_icons/aeroplanes_purple.dds"
	unlocking_technologies = {
		military_aviation
	}

	unlocking_production_methods = {
		pm_zeppelins_production
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_hardwood_add = 10 #800
			goods_input_light_fuel_add = 5 #700
			goods_input_small_arms_add = 10 #300
			goods_output_civil_planes_add = -30 #1800 #3900

			# output goods
			goods_output_aeroplanes_add = 45 #4000
		}

		level_scaled = {
			# employment
			building_employment_engineers_add = 250
		}
	}
}

pm_modern_warplanes_production = {
	texture = "gfx/interface/icons/production_method_icons/pm_modern_warplanes_production_purple.dds"
	unlocking_technologies = {
		modern_warplanes
	}

	unlocking_production_methods = {
		pm_zeppelins_production
		pm_civil_planes_production
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_artillery_add = 5 #500
			goods_input_light_fuel_add = 5 #1050
			goods_input_small_arms_add = 15 #600
			goods_output_civil_planes_add = -35 #3150 #5300

			# output goods
			goods_output_aeroplanes_add = 55 #5500
		}

		level_scaled = {
			# employment
			building_employment_engineers_add = 250
		}		
	}
}

pm_supersonic_warplanes_production = {
	texture = "gfx/interface/icons/production_method_icons/pm_supersonic_warplanes_production_purple.dds"

	unlocking_technologies = {
		supersonic_aviation
	}

	unlocking_production_methods = {
		pm_civil_planes_production
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			goods_input_computer_add = 5 #650
			goods_input_light_fuel_add = 5 #1050
			goods_input_artillery_add = 10 #700
			goods_input_small_arms_add = 20 #600
			goods_output_civil_planes_add = -40 #3150 5850

			# output goods
			goods_output_aeroplanes_add = 75 #6500
		}

		level_scaled = {
			# employment
			building_employment_engineers_add = 250
		}
	}
}

# Military Doctrine

pm_network_centric_warfare = {
	texture = "gfx/interface/icons/production_method_icons/network_centric_warfare.dds"

	profession_ratio = {
		soldiers = 70
		officers = 30
	}

	unlocking_technologies = {
		network_centric_warfare
	}
	disallowing_laws = {
		law_warrior_caste
	}
	building_modifiers = {
		unscaled = {
			building_training_rate_add = 50
			military_formation_organization_gain_mult = 0.1
		}

		level_scaled = {
			building_training_rate_add = 27
		}
	}
}

pm_network_centric_warfare_conscription = {
	texture = "gfx/interface/icons/production_method_icons/network_centric_warfare.dds"

	profession_ratio = {
		soldiers = 70
		officers = 30
	}

	unlocking_technologies = {
		network_centric_warfare
	}
	disallowing_laws = {
		law_peasant_levies
		law_warrior_caste
	}
	building_modifiers = {
		unscaled = {
			building_training_rate_add = 50
			military_formation_organization_gain_mult = 0.1
		}

		level_scaled = {
			building_training_rate_add = 33
		}
	}
}

# pm_modern_naval_doctrine = {
# 	texture = "gfx/interface/icons/production_method_icons/modern_naval_doctrine.dds"

# 	profession_ratio = {
# 		soldiers = 775
# 		officers = 225
# 	}

# 	unlocking_technologies = {
# 		modern_naval_doctrine
# 	}
	
# 	building_modifiers = {
# 		level_scaled = {
# 			building_naval_administration_training_rate_add = 8
# 		}

# 		unscaled = {
# 			unit_morale_loss_mult = -0.2
# 			unit_morale_damage_mult = 0.45
# 			building_naval_administration_training_rate_add = 10
# 			ship_hull_damage_mult = 0.05
# 			ship_suffered_hull_damage_mult = -0.05
# 			ship_readiness_gain_mult = 0.10
# 		}
# 	}
# }

# Atomic

## -10k/week is a reasonable cost for a WMD.
#Atomic Bomb
pm_atomic_bomb = {
	texture = "gfx/interface/icons/production_method_icons/pm_atomic_bomb.dds"
	

	unlocking_technologies = {
		atomic_bomb
	}

	building_modifiers = {
		workforce_scaled = {
			#goods_input_good_uranium_add = 10 # Vecchio input
			goods_input_good_uranium_add = 40 #800
			goods_input_steel_add = 20 #500
			goods_input_explosives_add = 20 #500
			goods_input_electroniccomponents_add = 10 #400
			goods_input_water_add = 20 #500
		}
		level_scaled = {
			building_employment_academics_add = 7500
			building_employment_officers_add = 2500
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

## -20k/week is a reasonable cost for a WMD.
## Each level of this is actually equivalent to 
## 2 levels of an Atomic bomb.
#Hydrogen Bomb/ICBM
pm_hydrogen_bomb = {
	texture = "gfx/interface/icons/production_method_icons/pm_hydrogen_bomb.dds"

	unlocking_technologies = {
		hydrogen_bomb
	}
	
	building_modifiers = {
		workforce_scaled = {
			#goods_input_nuclear_fuel_add = 20 # Vecchio input (presumibilmente un errore)
			goods_input_advancedores_add = 20 #800
			goods_input_alloys_add = 20 #500			
			goods_input_robotics_add = 10 #500
			goods_input_processors_add = 10 #650
			goods_input_water_add = 40 #1000
		}
		level_scaled = {
			building_employment_academics_add = 7500
			building_employment_officers_add = 2500
		}
	}
	
	country_modifiers = {
		workforce_scaled = {
			country_prestige_from_army_power_projection_mult = 0.1
		}
	}
	
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

### Stockpile ###

#Low Nuclear Stockpile
pm_nuclear_stockpile_1 = {
	texture = "gfx/interface/icons/production_method_icons/chemical_artillery.dds"
	
	building_modifiers = {
		workforce_scaled = {
			goods_input_good_uranium_add = 100
		}
	}
	
	country_modifiers = {
		workforce_scaled = {
			country_prestige_from_army_power_projection_mult = 0.02
		}
	}
	
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

#Medium Nuclear Stockpile
pm_nuclear_stockpile_2 = {
	texture = "gfx/interface/icons/production_method_icons/chemical_artillery.dds"
	
	building_modifiers = {
		workforce_scaled = {
			goods_input_good_uranium_add = 200
		}
	}
	
	country_modifiers = {
		workforce_scaled = {
			country_prestige_from_army_power_projection_mult = 0.04
		}
	}
	
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

#Large Nuclear Stockpile
pm_nuclear_stockpile_3 = {
	texture = "gfx/interface/icons/production_method_icons/chemical_artillery.dds"
	
	building_modifiers = {
		workforce_scaled = {
			goods_input_good_uranium_add = 300
		}
	}
	
	country_modifiers = {
		workforce_scaled = {
			country_prestige_from_army_power_projection_mult = 0.05
		}
	}
	
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

### Nuclear Bomber ###

#Have Nuclear Bomber
pm_nuclear_bomber = {
	texture = "gfx/interface/icons/production_method_icons/pm_bomber.dds"
	
	building_modifiers = {
		workforce_scaled = {
			goods_input_aeroplanes_add = 20
			goods_input_ammunition_add = 40
			goods_input_light_fuel_add = 100
		}
	}
	
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

#Have Nuclear Rocket
pm_icbms = {
	texture = "gfx/interface/icons/production_method_icons/pm_icbms.dds"
	
	unlocking_technologies = {
		icbms
	}
	
	building_modifiers = {
		workforce_scaled = {
			goods_input_aeroplanes_add = 20
			goods_input_ammunition_add = 100
			goods_input_light_fuel_add = 200
		}
		level_scaled = {
			building_employment_officers_add = -1000
		}
	}
	
	country_modifiers = {
		workforce_scaled = {
			country_prestige_from_army_power_projection_mult = 0.05
		}
	}
	
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

# No Naval Nuclear

# pm_no_naval_nuclear = {
# 	texture = "gfx/interface/icons/production_method_icons/no_naval_nuclear.dds"
# }

# pm_nuclear_submarine = {
# 	texture = "gfx/interface/icons/production_method_icons/pm_nuclear_submarine.dds"

# 	unlocking_technologies = {
# 		nuclear_submarine
# 	}
	
# 	building_modifiers = {
# 		workforce_scaled = {
# 			goods_input_ironclads_add = 150
# 			goods_input_ammunition_add = 50
# 			goods_input_light_fuel_add = 100
# 		}

# 		level_scaled = {
# 			building_employment_officers_add = 300
# 		}
# 	}
	
# 	country_modifiers = {
# 		workforce_scaled = {
# 			country_prestige_from_army_power_projection_mult = 0.05
# 		}
# 	}
	
# 	timed_modifiers = {
# 		pm_offense_defense_readjustment
# 	}
# }

# Naval PM
#TODO Da aggiustare

### Naval fortifications
pm_naval_fortification_radar_batteries = {
	texture = "gfx/interface/icons/production_method_icons/pm_naval_fortification_radar_batteries.dds"
	unlocking_technologies = {
		radar
	}
	state_modifiers = {
		level_scaled = {
			state_fortification_naval_invasion_add = 700
			state_fortification_naval_battle_mult = 0.25
			state_fortification_bombardment_resistance_add = 2500
			state_blockade_resistance_add = 275
		}
		unscaled = {
			state_control_strait_bool = yes
		}
	}
	building_modifiers = {
		workforce_scaled = {
			goods_input_artillery_add = 6
			goods_input_ammunition_add = 8
			goods_input_steel_add = 10
			goods_input_radios_add = 4
			goods_input_electricity_add = 5
		}
		level_scaled = {
			building_employment_soldiers_add = 700
			building_employment_officers_add = 200
		}
	}
	required_input_goods = electricity
}
pm_naval_fortification_coastal_missile_batteries = {
	texture = "gfx/interface/icons/production_method_icons/pm_naval_fortification_coastal_missile_batteries.dds"
	unlocking_technologies = {
		guided_missiles
		electronic_warfare
	}
	state_modifiers = {
		level_scaled = {
			state_fortification_naval_invasion_add = 850
			state_fortification_naval_battle_mult = 0.30
			state_fortification_bombardment_resistance_add = 3000
			state_blockade_resistance_add = 350
		}
		unscaled = {
			state_control_strait_bool = yes
		}
	}
	building_modifiers = {
		workforce_scaled = {
			goods_input_artillery_add = 6
			goods_input_ammunition_add = 10
			goods_input_steel_add = 10
			goods_input_radios_add = 4
			goods_input_computer_add = 1
			goods_input_electricity_add = 6
		}
		level_scaled = {
			building_employment_soldiers_add = 600
			building_employment_officers_add = 200
		}
	}
	required_input_goods = electricity
}
pm_naval_fortification_integrated_defense_grid = {
	texture = "gfx/interface/icons/production_method_icons/network_centric_warfare.dds"
	unlocking_technologies = {
		network_centric_warfare
	}
	state_modifiers = {
		level_scaled = {
			state_fortification_naval_invasion_add = 1000
			state_fortification_naval_battle_mult = 0.35
			state_fortification_bombardment_resistance_add = 3500
			state_blockade_resistance_add = 400
		}
		unscaled = {
			state_control_strait_bool = yes
		}
	}
	building_modifiers = {
		workforce_scaled = {
			goods_input_artillery_add = 6
			goods_input_ammunition_add = 10
			goods_input_steel_add = 6
			goods_input_radios_add = 4
			goods_input_computer_add = 2
			goods_input_robotics_add = 2
			goods_input_electricity_add = 8
		}
		level_scaled = {
			building_employment_soldiers_add = 500
			building_employment_officers_add = 200
		}
	}
	required_input_goods = electricity
}