# Do not remove or rename this

# Possible Variables for Buildings:
# strategic_resource: strategic resource, deprecated, strategic resource used by the building.
# allow: trigger to check for allowing construction of building.
# prerequisites: Tech requirements for building.
# empire_unique: boolean, can only build one if set to true.
# cost: resource table, cost of building.
# is_orbital: boolean, can only be built in orbital station.
# modifier: modifier, deprecated, applies a modifier to planet; use planet_modifier instead.
# planet_modifier, country_modifier, army_modifier: applies modifier to planet/country/armies
# triggered_planet_modifier = { key (optional), potential (scope: planet), modifier }: applies conditional modifier to planet
# base_buildtime: int, number of days for construction.
# requires_pop, boolean, building will require a pop for production.
# required_resources, resource table, required resources for production.
# produced_resources, resource table, produced resources in production.
# upgrades, buildings list, buildings this building can upgrade into.
# is_listed, boolean, toggles if this building is shown in the non-upgrade buildable list.
# planet_unique, toggles if one can build multiple of this type on a single planet.
# ai_weight, weight for AI, default is set to one, weight set to 0 means that AI will never build it
# is_colony: trigger to check if the building is a colony shelter for country (scope: country, from: planet). default: "always = no"
# active: trigger to check if a building can be active with a given pop worker (scope: pop) if you add a trigger here, you should also add the requirements in the description
# show_tech_unlock_if: trigger to show this building only conditionally in the technology screen. scope: country. default: { always = yes }
# planet_modifier_with_pop_trigger = { key (optional), potential (scope: pop), modifier }: applies modifier to pops on planet that satisfy condition in trigger

#
# BALANCE
# can change the time and cost of all common buildings with these variables below

@b0time = 120
@b0cost = 30
@b0effect = 1
@b0upkeep = 0.5

@b1time = 210
@b1cost = 60
@b1effect = 2
@b1upkeep = 1

@b2time = 180
@b2cost = 90
@b2effect = 3
@b2upkeep = 1.5

@b3time = 180
@b3cost = 120
@b3effect = 4
@b3upkeep = 2

@b4time = 180
@b4cost = 150
@b4effect = 5
@b4upkeep = 2.5

@b5time = 180
@b5cost = 180
@b5effect = 8
@b5upkeep = 3

@science1 = 1
@science2 = 2
@science3 = 3
@science4 = 4
@science5 = 6

@natural_equilibrium_happiness = 0.02


########################
### Empire Unique buildings ###
########################

building_galactic_stock_exchange = {
	base_buildtime = 360
	empire_unique = yes
	
	cost = {
		minerals = 500
		influence = 100
	}
	
	produced_resources = {
		energy = 10
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			is_capital = yes
		}
	}

	destroy_if = {
		OR = {
			planet = { is_capital = no }
			AND = {
				exists = owner
				owner = { has_authority = auth_machine_intelligence }
			}
		}
	}	
	
	allow = {
		custom_tooltip = {
			text = "requires_any_empire_capital"
			planet = {
				OR = {
					has_building = "building_capital_3"
					has_building = "building_hab_capital"
				}		
			}
		}
	}
	
	country_modifier = {
		tile_resource_energy_mult = 0.10
	}
	
	prerequisites = {
		"tech_galactic_markets"
	}
	
	ai_weight = {
		weight = 20	
	}
}

building_ministry_benevolence = {
	base_buildtime = 720
	empire_unique = yes
	
	cost = {
		minerals = 500
		influence = 100
	}
	
	required_resources = {
		energy = 7
	}
	
	produced_resources = {
		unity = 6
	}
	
	country_modifier = {
		pop_government_ethic_attraction = 0.10
		planet_unrest_mult = -0.1
	}

	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			is_capital = yes
		}
	}

	destroy_if = {
		OR = {
			planet = { is_capital = no }
			AND = {
				exists = owner
				owner = { has_authority = auth_machine_intelligence }
			}
		}
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_any_empire_capital"
			planet = {
				OR = {
					has_building = "building_capital_3"
					has_building = "building_hab_capital"
				}		
			}
		}
	}
	prerequisites = {
		"tech_galactic_benevolence"
	}
	
	ai_weight = {
		weight = 20	
	}
}

building_institute = {
	base_buildtime = 720
	empire_unique = yes
	
	cost = {
		minerals = 500
		influence = 100
	}
	
	produced_resources = {
		engineering_research = 5
		physics_research = 5
		society_research = 5
	}
	
	required_resources = {
		energy = 10
	}
	
	country_modifier = {
		all_technology_research_speed = 0.05
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = { 
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			is_capital = yes
		}
	}

	destroy_if = {
		OR = {
			planet = { is_capital = no }
			AND = {
				exists = owner
				owner = { has_authority = auth_machine_intelligence }
			}
		}
	}	
	
	allow = {
		custom_tooltip = {
			text = "requires_any_empire_capital"
			planet = {
				OR = {
					has_building = "building_capital_3"
					has_building = "building_hab_capital"
				}		
			}
		}
	}
	
	prerequisites = {
		"tech_global_research_initiative"
	}
	
	ai_weight = {
		weight = 20
	}
}

building_psi_corps = {
	base_buildtime = 360
	empire_unique = yes
	
	cost = {
		minerals = 450
	}
	
	produced_resources = {
		unity = 10
	}
	
	required_resources = {
		energy = 4
	}
	
	country_modifier = {
		planet_unrest_mult = -0.1
		pop_government_ethic_attraction = 0.05
	}
	
	potential = {
		owner = {
			has_ascension_perk = ap_mind_over_matter
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}	
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_3"
			planet = {
				has_building = "building_capital_3"
			}
		}
	}
	
	ai_weight = {
		weight = 20
	}
}

building_citadel_of_faith = {
	base_buildtime = 720
	is_listed = no
	empire_unique = yes
	
	cost = {
		minerals = 500
	}
	
	produced_resources = {
		unity = 12
	}
	
	country_modifier = {
		country_resource_unity_mult = 0.10
		pop_ethic_spiritualist_attraction_mult = 0.1
	}
	
	planet_modifier = {
		pop_ethic_spiritualist_attraction_mult = 0.5
	}
	
	required_resources = {
		energy = 4
	}
	
	potential = { 	
		owner = {
			OR = {
				has_ethic = ethic_spiritualist		
				has_ethic = ethic_fanatic_spiritualist
			}
		}
		planet = {
			is_capital = yes
			NOR = {
				has_building = building_autochthon_monument
				has_building = building_heritage_site
				has_building = building_hypercomms_forum
				has_building = building_autocurating_vault
			}
		}
	}	

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_any_empire_capital"
			planet = {
				OR = {
					has_building = "building_capital_3"
					has_building = "building_hab_capital"
				}		
			}
		}
	}	
	
	prerequisites = {
		"tech_transcendent_faith"
	}

	ai_weight = {
		factor = 10
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
	}
}

building_autocurating_vault = {
	base_buildtime = 720
	is_listed = no
	empire_unique = yes
	
	cost = {
		minerals = 500
	}
	
	produced_resources = {
		unity = 10
	}
	
	required_resources = {
		energy = 4
	}
	
	country_modifier = {
		country_resource_unity_mult = 0.10
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = { 	
		owner = {
			NOR = {
				has_ethic = ethic_spiritualist		
				has_ethic = ethic_fanatic_spiritualist
				has_authority = auth_machine_intelligence
			}
		}
		planet = {
			is_capital = yes
			NOR = {
				has_building = building_temple
				has_building = building_holotemple				
				has_building = building_citadel_of_faith
				has_building = building_sacred_nexus
			}
		}
	}

	destroy_if = {
		OR = {
			planet = { is_capital = no }
			AND = {
				exists = owner
				owner = { has_authority = auth_machine_intelligence }
			}
		}
	}	
	
	allow = {
		custom_tooltip = {
			text = "requires_any_empire_capital"
			planet = {
				OR = {
					has_building = "building_capital_3"
					has_building = "building_hab_capital"
				}		
			}
		}
	}	
	
	prerequisites = {
		"tech_autocurating_vault"
	}
	
	ai_weight = {
		weight = 20
	}
}

# Special - Local Resources

betharian_power_plant = {
	base_buildtime = 240
	icon = "building_betharian_power_plant_1"
	
	cost = {
		minerals = 150
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	produced_resources = {
		energy = 10
	}
	
	prerequisites = {
		"tech_mine_betharian"
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			AND = {
				custom_tooltip = {
					fail_text = "requires_building_capital_1"
					planet = {
						OR = {
							has_building = "building_capital_1"
							has_building = "building_capital_2"
							has_building = "building_capital_3"
						}
					}
				}
				custom_tooltip = {
					fail_text = "requires_betharian_stone"
					tile = {
						has_resource = {
							type = sr_betharian
							amount > 0
						}
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			AND = {
				custom_tooltip = {
					fail_text = "requires_building_capital_1"
					planet = {
						OR = {
							has_building = "building_machine_capital_1"
							has_building = "building_machine_capital_2"
							has_building = "building_machine_capital_3"
						}
					}
				}
				custom_tooltip = {
					fail_text = "requires_betharian_stone"
					tile = {
						has_resource = {
							type = sr_betharian
							amount > 0
						}
					}
				}
			}
		}
	}
	
	ai_allow = {
		always = yes
	}
	
	ai_weight = {
		weight = 20	
	}
}


building_xeno_zoo = {
	base_buildtime = 240
	
	cost = {
		minerals = 150
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = { 
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}	
	
	required_resources = {
		energy = 1
	}
	
	produced_resources = {
		unity = 4
		society_research = 4
	}
	
	planet_modifier = {
		pop_citizen_happiness = 0.05
		planet_migration_all_pull = 0.25
	}
	
	allow = {
		AND = {
			custom_tooltip = {
				fail_text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
			custom_tooltip = {
				fail_text = "requires_alien_pets"
				tile = {
					has_resource = {
						type = sr_alien_pets
						amount > 0
					}
				}
			}
		}
	}
	
	prerequisites = {
		"tech_alien_life_studies"
	}

	ai_weight = {
		factor = 20
	}
}

#
#	ENERGY
#

building_basic_power_plant = {
	base_buildtime = @b0time
	
	cost = {
		minerals = @b0cost
	}

	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }
			OR = {
				has_building = "building_colony_shelter"
				has_building = "building_deployment_post"
			}
		}	
	}
	
	produced_resources = {
		energy = 1
	}
	
	upgrades = {
		building_power_plant_1
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
	}	
	
	ai_weight = {
		factor = 1
		modifier = {
			factor = 0.25
			is_slave_tile_or_planet = yes			
		}
	}
}

building_power_plant_1 = {
	base_buildtime = @b1time
	
	cost = {
		minerals = @b1cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	produced_resources = {
		energy = 2
	}
	
	upgrades = {
		building_power_plant_2
	}
	
	prerequisites = {
		"tech_power_plant_1"
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}			
	}	
	
	ai_weight = {
		factor = 1
		modifier = {
			factor = 0.25
			is_slave_tile_or_planet = yes		
		}
	}
}

building_power_plant_2 = {
	base_buildtime = @b2time
	is_listed = no
	
	cost = {
		minerals = @b2cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		energy = 3
	}
	
	upgrades = {
		building_power_plant_3
	}

	prerequisites = {
		"tech_power_plant_2"
	}
	
	ai_weight = {
		factor = 1
		modifier = {
			factor = 0.25
			is_slave_tile_or_planet = yes			
		}
	}	
}

building_power_plant_3 = {
	base_buildtime = @b3time
	is_listed = no
	
	cost = {
		minerals = @b3cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		energy = 4
	}
	
	upgrades = {
		building_power_plant_4
	}
	
	prerequisites = {
		"tech_power_plant_3"
	}	
	
	ai_weight = {
		factor = 1
		modifier = {
			factor = 0.25
			is_slave_tile_or_planet = yes			
		}
	}
}

building_power_plant_4 = {
	base_buildtime = @b4time
	is_listed = no
	
	cost = {
		minerals = @b4cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		energy = 5
	}
	
	upgrades = {
		building_power_plant_5
	}
	
	prerequisites = {
		"tech_power_plant_4"
	}	
	
	ai_weight = {
		factor = 1
		modifier = {
			factor = 0.25
			is_slave_tile_or_planet = yes		
		}
	}
}

building_power_plant_5 = {
	base_buildtime = @b5time
	is_listed = no
	
	cost = {
		minerals = @b4cost
	}
	
	potential = {
		planet = {
			is_capital = yes
		}
	}

	destroy_if = {
		planet = { is_capital = no }
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_any_empire_capital"
				planet = {
					OR = {
						has_building = "building_capital_3"
						has_building = "building_hab_capital"
					}		
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_any_machine_empire_capital"
				planet = {
					OR = {
						has_building = "building_machine_capital_3"
						has_building = "building_hab_capital"
					}		
				}
			}
		}
	}
	
	produced_resources = {
		energy = 8
	}
	
	prerequisites = {
		"tech_power_plant_4"
	}	
	
	ai_weight = {
		factor = 1
		modifier = {
			factor = 0.25
			is_slave_tile_or_planet = yes		
		}
	}
}

building_power_hub_1 = {
	base_buildtime = @b2time
	planet_unique = yes
	
	cost = {
		minerals = 150
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	produced_resource_trigger = {
		modifier = {
			OR = {
				has_non_swapped_tradition = tr_prosperity_pursuit_of_profit
				has_swapped_tradition = tr_prosperity_pursuit_of_profit_machine
			}
			resources = {
				unity = 2
			}
		}
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
		custom_tooltip = {
			fail_text = "requires_power_hub_absence"
			planet = {
				NOT = {
					has_building = "building_akx_worm_1"
				}
			}
		}
	}
	
	produced_resources = {
		energy = 2
	}
	
	planet_modifier  = {
		tile_resource_energy_mult = 0.10
	}
	
	upgrades = {
		building_power_hub_2
	}
	
	prerequisites = {
		"tech_power_hub_1"
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}		
	}	
	
	ai_weight = {
		factor = 10
		modifier = {
			factor = 0.25
			is_slave_tile_or_planet = yes		
		}
	}
}

building_power_hub_2 = {
	base_buildtime = @b3time
	is_listed = no
	planet_unique = yes
	
	cost = {
		minerals = 200
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	produced_resource_trigger = {
		modifier = {
			OR = {
				has_non_swapped_tradition = tr_prosperity_pursuit_of_profit
				has_swapped_tradition = tr_prosperity_pursuit_of_profit_machine
			}
			resources = {
				unity = 2
			}
		}
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		energy = 4
	}
	
	planet_modifier  = {
		tile_resource_energy_mult = 0.20
	}
	
	prerequisites = {
		"tech_power_hub_2"
	}
	
	ai_weight = {
		factor = 10
		modifier = {
			factor = 0.25
			is_slave_tile_or_planet = yes		
		}
	}
}

#
#	FOOD
#

building_basic_farm = {
	tags = { hydroponics_farm }

	base_buildtime = @b0time
	
	cost = {
		minerals = @b0cost
	}

	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }	
			OR = {
				has_building = "building_colony_shelter"
				has_building = "building_deployment_post"
			}
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	produced_resources = {
		food = 1
	}
	
	produced_resource_trigger = {
		modifier = {
			has_valid_civic = civic_agrarian_idyll
			NOT = { has_swapped_tradition = tr_adaptability_finish }
			resources = {
				unity = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			NOT = { has_valid_civic = civic_agrarian_idyll }
			resources = {
				minerals = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			has_valid_civic = civic_agrarian_idyll
			resources = {
				unity = 1
				minerals = 1
			}
		}		
	}
	
	required_resources = {
		energy = @b0upkeep
	}
	
	upgrades = {
		building_hydroponics_farm_1
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}		
	}

	ai_weight = {
		factor = 0.5
	}
}

building_hydroponics_farm_1 = {
	tags = { hydroponics_farm }

	base_buildtime = @b1time
	
	cost = {
		minerals = @b1cost
	}
	
	produced_resources = {
		food = 2
	}
	
	produced_resource_trigger = {
		modifier = {
			has_valid_civic = civic_agrarian_idyll
			NOT = { has_swapped_tradition = tr_adaptability_finish }
			resources = {
				unity = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			NOT = { has_valid_civic = civic_agrarian_idyll }
			resources = {
				minerals = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			has_valid_civic = civic_agrarian_idyll
			resources = {
				unity = 1
				minerals = 1
			}
		}		
	}
	
	required_resources = {
		energy = @b1upkeep
	}
	
	upgrades = {
		building_hydroponics_farm_2
	}	

	prerequisites = {
		"tech_eco_simulation"
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_1"
			planet = {
				OR = {
					has_building = "building_capital_1"
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
	}

	ai_weight = {
		factor = 1
	}
}

building_hydroponics_farm_2 = {
	tags = { hydroponics_farm }

	base_buildtime = @b2time
	is_listed = no
	
	cost = {
		minerals = @b2cost
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_1"
			planet = {
				OR = {
					has_building = "building_capital_1"
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	produced_resources = {
		food = 3
	}
	
	produced_resource_trigger = {
		modifier = {
			has_valid_civic = civic_agrarian_idyll
			NOT = { has_swapped_tradition = tr_adaptability_finish }
			resources = {
				unity = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			NOT = { has_valid_civic = civic_agrarian_idyll }
			resources = {
				minerals = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			has_valid_civic = civic_agrarian_idyll
			resources = {
				unity = 1
				minerals = 1
			}
		}		
	}
	
	required_resources = {
		energy = @b2upkeep
	}
	
	upgrades = {
		building_hydroponics_farm_3
	}	
	
	prerequisites = {
		"tech_hydroponics"
	}
}

building_hydroponics_farm_3 = {
	tags = { hydroponics_farm }

	base_buildtime = @b3time
	is_listed = no
	
	cost = {
		minerals = @b3cost
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_2"
			planet = {
				OR = {
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	produced_resources = {
		food = 4
	}
	
	produced_resource_trigger = {
		modifier = {
			has_valid_civic = civic_agrarian_idyll
			NOT = { has_swapped_tradition = tr_adaptability_finish }
			resources = {
				unity = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			NOT = { has_valid_civic = civic_agrarian_idyll }
			resources = {
				minerals = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			has_valid_civic = civic_agrarian_idyll
			resources = {
				unity = 1
				minerals = 1
			}
		}		
	}
	
	required_resources = {
		energy = @b3upkeep
	}
	
	upgrades = {
		building_hydroponics_farm_4
	}	
	
	prerequisites = {
		"tech_gene_crops"
	}
}

building_hydroponics_farm_4 = {
	tags = { hydroponics_farm }

	base_buildtime = @b4time
	is_listed = no
	
	cost = {
		minerals = @b4cost
	}

	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_2"
			planet = {
				OR = {
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	produced_resources = {
		food = 5
	}
	
	produced_resource_trigger = {
		modifier = {
			has_valid_civic = civic_agrarian_idyll
			NOT = { has_swapped_tradition = tr_adaptability_finish }
			resources = {
				unity = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			NOT = { has_valid_civic = civic_agrarian_idyll }
			resources = {
				minerals = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			has_valid_civic = civic_agrarian_idyll
			resources = {
				unity = 1
				minerals = 1
			}
		}		
	}
	
	required_resources = {
		energy = @b4upkeep
	}
	
	upgrades = {
		building_hydroponics_farm_5
	}	
	
	prerequisites = {
		"tech_nano_vitality_crops"
	}	
}

building_hydroponics_farm_5 = {
	tags = { hydroponics_farm }

	base_buildtime = @b5time
	is_listed = no
	
	cost = {
		minerals = @b5cost
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			is_capital = yes
			NOT = { is_planet_class = pc_habitat }	
		}
	}

	destroy_if = {
		OR = {
			planet = { is_capital = no }
			AND = {
				exists = owner
				owner = { has_authority = auth_machine_intelligence }
			}
		}
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_any_empire_capital"
			planet = {
				OR = {
					has_building = "building_capital_3"
					has_building = "building_hab_capital"
				}		
			}
		}
	}
	
	produced_resources = {
		food = 7
	}
	
	produced_resource_trigger = {
		modifier = {
			has_valid_civic = civic_agrarian_idyll
			NOT = { has_swapped_tradition = tr_adaptability_finish }
			resources = {
				unity = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			NOT = { has_valid_civic = civic_agrarian_idyll }
			resources = {
				minerals = 1
			}
		}
		modifier = {
			has_swapped_tradition = tr_adaptability_finish
			has_valid_civic = civic_agrarian_idyll
			resources = {
				unity = 1
				minerals = 1
			}
		}		
	}
	
	required_resources = {
		energy = @b5upkeep
	}
	
	prerequisites = {
		"tech_nano_vitality_crops"
	}
}

#
#	MINERALS
#

building_mineral_silo_1 = {
	base_buildtime = @b1time
	planet_unique = yes
	
	cost = {
		minerals = @b1cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	country_modifier = {
		max_minerals = 2000
	}
	
	adjacency_bonus = {
		tile_building_resource_minerals_add = 1
	}
	
	upgrades = {
		building_mineral_silo_2
	}

	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
	}

	ai_weight = {
		factor = 2
	}	
}

building_mineral_silo_2 = {
	base_buildtime = @b2time
	icon = "building_mineral_silo_1"
	planet_unique = yes
	
	is_listed = no
	
	cost = {
		minerals = @b2cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}		
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	country_modifier = {
		max_minerals = 3000
	}
	
	adjacency_bonus = {
		tile_building_resource_minerals_add = 1
	}
	
	prerequisites = {
		"tech_mineral_processing_1"
	}
	
	upgrades = {
		building_mineral_silo_3
	}	
}

building_mineral_silo_3 = {
	base_buildtime = @b3time
	icon = "building_mineral_silo_1"
	planet_unique = yes
	
	is_listed = no
	
	cost = {
		minerals = @b3cost
	}

	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	country_modifier = {
		max_minerals = 4000
	}
	
	adjacency_bonus = {
		tile_building_resource_minerals_add = 1
	}
	
	prerequisites = {
		"tech_mineral_processing_2"
	}	
}


building_basic_mine = {
	tags = { mining_network }

	base_buildtime = @b0time
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
			OR = {
				has_building = "building_colony_shelter"
				has_building = "building_deployment_post"
			}
		}
	}
	
	cost = {
		minerals = @b0cost
	}
	
	produced_resources = {
		minerals = 1
	}
	
	required_resources = {
		energy = @b0upkeep
	}	
	
	upgrades = {
		building_mining_network_1
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
	}

	ai_weight = {
		factor = 1
	}	
}

building_mining_network_1 = {
	tags = { mining_network }

	base_buildtime = @b1time
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	cost = {
		minerals = @b1cost
	}
	
	produced_resources = {
		minerals = 2
	}
	
	required_resources = {
		energy = @b1upkeep
	}
	
	upgrades = {
		building_mining_network_2
	}	
	
	prerequisites = {
		"tech_basic_industry"
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
	}

	ai_weight = {
		factor = 1
	}
}

building_mining_network_2 = {
	tags = { mining_network }

	base_buildtime = @b2time
	is_listed = no
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	cost = {
		minerals = @b2cost
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		minerals = 3
	}
	
	required_resources = {
		energy = @b2upkeep
	}
	
	upgrades = {
		building_mining_network_3
	}	
	
	prerequisites = {
		"tech_mining_network_2"
	}	
}

building_mining_network_3 = {
	tags = { mining_network }

	base_buildtime = @b3time
	is_listed = no
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	cost = {
		minerals = @b3cost
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		minerals = 4
	}
	
	required_resources = {
		energy = @b3upkeep
	}
	
	upgrades = {
		building_mining_network_4
	}	
	
	prerequisites = {
		"tech_mining_network_3"
	}	
}

building_mining_network_4 = {
	tags = { mining_network }

	base_buildtime = @b4time
	is_listed = no
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	cost = {
		minerals = @b4cost
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		minerals = 5
	}
	
	required_resources = {
		energy = @b4upkeep
	}
	
	upgrades = {
		building_mining_network_5
	}	
	
	prerequisites = {
		"tech_mining_network_4"
	}	
}

building_mining_network_5 = {
	tags = { mining_network }

	base_buildtime = @b5time
	is_listed = no
	
	cost = {
		minerals = @b5cost
	}
	
	potential = {
		planet = {
			is_capital = yes
			NOT = { is_planet_class = pc_habitat }	
		}
	}

	destroy_if = {
		planet = { is_capital = no }
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_3"
				planet = { has_building = "building_capital_3" }
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_3"
				planet = { has_building = "building_machine_capital_3" }
			}
		}
	}
	
	produced_resources = {
		minerals = 7
	}
	
	required_resources = {
		energy = @b5upkeep
	}
	
	prerequisites = {
		"tech_mining_network_4"
	}	
}

building_mineral_processing_plant_1 = {
	base_buildtime = @b2time
	planet_unique = yes
	
	cost = {
		minerals = 150
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		minerals = 2
	}
	
	planet_modifier  = {
		tile_resource_minerals_mult = 0.10
	}
	
	required_resources = {
		energy = 2
	}
	
	upgrades = {
		building_mineral_processing_plant_2
	}
	
	prerequisites = {
		"tech_mineral_processing_1"
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
	}

	ai_weight = {
		factor = 10
	}
}

building_mineral_processing_plant_2 = {
	base_buildtime = @b3time
	is_listed = no
	planet_unique = yes
	
	cost = {
		minerals = 200
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		minerals = 4
	}
	
	planet_modifier  = {
		tile_resource_minerals_mult = 0.20
	}
	
	required_resources = {
		energy = 3
	}
	
	prerequisites = {
		"tech_mineral_processing_2"
	}
}

#
# BASIC SCIENCE
#

building_basic_science_lab_1 = {
	base_buildtime = @b1time
	
	cost = {
		minerals = @b1cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }
		}
	}
	
	produced_resources = {
		engineering_research = @science1
		physics_research = @science1
		society_research = @science1
	}
	
	required_resources = {
		energy = @b1upkeep
	}
	
	upgrades = {
		building_engineering_facility_1
		building_physics_lab_1
		building_biolab_1
	}	
	
	prerequisites = {
		"tech_basic_science_lab_1"
	}	
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
		
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no		
	}

	ai_weight = {
		factor = 1
	}
}

#
#	ENGINEERING
#

building_engineering_facility_1 = {
	base_buildtime = @b2time
	is_listed = no
	
	cost = {
		minerals = @b2cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science2
		physics_research = @science1
		society_research = @science1
	}
	
	required_resources = {
		energy = @b2upkeep
	}
	
	upgrades = {
		building_engineering_facility_2
	}	
	
	prerequisites = {
		"tech_engineering_lab_1"
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}	
}

building_engineering_facility_2 = {
	base_buildtime = @b3time
	is_listed = no
	
	cost = {
		minerals = @b3cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science3
		physics_research = @science1
		society_research = @science1
	}
	
	required_resources = {
		energy = @b3upkeep
	}
	
	upgrades = {
		building_engineering_facility_3
	}	
	
	prerequisites = {
		"tech_engineering_lab_2"
	}

	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no		
	}
}

building_engineering_facility_3 = {
	base_buildtime = @b4time
	is_listed = no
	
	cost = {
		minerals = @b4cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science4
		physics_research = @science1
		society_research = @science1
	}
	
	required_resources = {
		energy = @b4upkeep
	}
	
	upgrades = {
		building_engineering_facility_4
	}	
	
	prerequisites = {
		"tech_engineering_lab_3"
	}	
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}	
}

building_engineering_facility_4 = {
	base_buildtime = @b5time
	is_listed = no
	
	cost = {
		minerals = @b5cost
	}
	
	potential = {
		planet = {
			is_capital = yes
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	destroy_if = {
		planet = { is_capital = no }
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_3"
				planet = { has_building = "building_capital_3" }
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_3"
				planet = { has_building = "building_machine_capital_3" }
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science5
		physics_research = @science1
		society_research = @science1
	}
	
	required_resources = {
		energy = @b5upkeep
	}
	
	prerequisites = {
		"tech_engineering_lab_3"
	}	
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
	}		
}

#
#	PHYSICS
#

building_physics_lab_1 = {
	base_buildtime = @b2time
	is_listed = no
	
	cost = {
		minerals = @b2cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science1
		physics_research = @science2
		society_research = @science1
	}
	
	required_resources = {
		energy = @b2upkeep
	}
	
	upgrades = {
		building_physics_lab_2
	}	
	
	prerequisites = {
		"tech_physics_lab_1"
	}

	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
	}	
}

building_physics_lab_2 = {
	base_buildtime = @b3time
	is_listed = no
	
	cost = {
		minerals = @b3cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science1
		physics_research = @science3
		society_research = @science1
	}
	
	required_resources = {
		energy = @b3upkeep
	}
	
	upgrades = {
		building_physics_lab_3
	}
	
	prerequisites = {
		"tech_physics_lab_2"
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
	}	
}

building_physics_lab_3 = {
	base_buildtime = @b4time
	is_listed = no
	
	cost = {
		minerals = @b4cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science1
		physics_research = @science4
		society_research = @science1
	}
	
	required_resources = {
		energy = @b4upkeep
	}
	
	upgrades = {
		building_physics_lab_4
	}
	
	prerequisites = {
		"tech_physics_lab_3"
	}	
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
	}	
}

building_physics_lab_4 = {
	base_buildtime = @b5time
	is_listed = no
	
	cost = {
		minerals = @b5cost
	}
	
	potential = {
		planet = {
			is_capital = yes
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	destroy_if = {
		planet = { is_capital = no }
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_3"
				planet = { has_building = "building_capital_3" }
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_3"
				planet = { has_building = "building_machine_capital_3" }
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science1
		physics_research = @science5
		society_research = @science1
	}
	
	required_resources = {
		energy = @b5upkeep
	}
	
	prerequisites = {
		"tech_physics_lab_3"
	}

	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
	}	
}

#
#	SOCIETY
#

building_biolab_1 = {
	base_buildtime = @b2time
	is_listed = no
	
	cost = {
		minerals = @b2cost
	}
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science1
		physics_research = @science1
		society_research = @science2
	}
	
	required_resources = {
		energy = @b2upkeep
	}
	
	upgrades = {
		building_biolab_2
	}
	
	prerequisites = {
		"tech_biolab_1"
	}	
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}	
}

building_biolab_2 = {
	base_buildtime = @b3time
	is_listed = no
	
	cost = {
		minerals = @b3cost
	}	
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}

	produced_resources = {
		engineering_research = @science1
		physics_research = @science1
		society_research = @science3
	}
	
	required_resources = {
		energy = @b3upkeep
	}
	
	upgrades = {
		building_biolab_3
	}
	
	prerequisites = {
		"tech_biolab_2"
	}

	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}
}

building_biolab_3 = {
	base_buildtime = @b4time
	is_listed = no
	
	cost = {
		minerals = @b4cost
	}	
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science1
		physics_research = @science1
		society_research = @science4
	}
	
	required_resources = {
		energy = @b4upkeep
	}
	
	upgrades = {
		building_biolab_4
	}
	
	prerequisites = {
		"tech_biolab_3"
	}	
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}	
}

building_biolab_4 = {
	base_buildtime = @b5time
	is_listed = no
	
	cost = {
		minerals = @b5cost
	}
	
	potential = {
		planet = {
			is_capital = yes
			NOT = { is_planet_class = pc_habitat }	
		}
	}
	
	destroy_if = {
		planet = { is_capital = no }
	}	
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_3"
				planet = { has_building = "building_capital_3" }
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_3"
				planet = { has_building = "building_machine_capital_3" }
			}
		}
	}
	
	produced_resources = {
		engineering_research = @science1
		physics_research = @science1
		society_research = @science5
	}
	
	required_resources = {
		energy = @b5upkeep
	}
	
	prerequisites = {
		"tech_biolab_3"
	}	
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}	
}

#
# UNITY
#

building_autochthon_monument = {
	base_buildtime = 180
	planet_unique = yes
	
	cost = {
		minerals = 100
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		owner = {
			NOR = {
				has_ethic = ethic_spiritualist		
				has_ethic = ethic_fanatic_spiritualist
				has_authority = auth_machine_intelligence
			}
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }
			NOR = {
				has_building = building_temple
				has_building = building_holotemple				
				has_building = building_citadel_of_faith
				has_building = building_sacred_nexus
			}
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	produced_resources = {
		unity = 2
	}
	
	required_resources = {
		energy = 1
	}
	
	prerequisites = {
		"tech_cultural_heritage"
	}	
	
	upgrades = {
		building_heritage_site
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
	}

	ai_weight = {
		factor = 1
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
	}	
}

building_heritage_site = {
	base_buildtime = 270
	is_listed = no
	planet_unique = yes
	
	cost = {
		minerals = 200
	}
	
	produced_resources = {
		unity = 4
	}
	
	required_resources = {
		energy = 2
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		owner = {
			NOR = {
				has_ethic = ethic_spiritualist		
				has_ethic = ethic_fanatic_spiritualist
				has_authority = auth_machine_intelligence
			}
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }
			NOR = {
				has_building = building_temple
				has_building = building_holotemple				
				has_building = building_citadel_of_faith
				has_building = building_sacred_nexus
			}
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_1"
			planet = {
				OR = {
					has_building = "building_capital_1"
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	prerequisites = {
		"tech_heritage_site"
	}
	
	upgrades = {
		building_hypercomms_forum
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}
}

building_hypercomms_forum = {
	base_buildtime = 360
	is_listed = no
	planet_unique = yes
	
	cost = {
		minerals = 350
	}
	
	produced_resources = {
		unity = 6
	}
	
	required_resources = {
		energy = 3
	}
	
	planet_modifier = {
		tile_resource_unity_mult = 0.10
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		owner = {
			NOR = {
				has_ethic = ethic_spiritualist		
				has_ethic = ethic_fanatic_spiritualist
				has_authority = auth_machine_intelligence
			}
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }
			NOR = {
				has_building = building_temple
				has_building = building_holotemple				
				has_building = building_citadel_of_faith
				has_building = building_sacred_nexus
			}
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_2"
			planet = {
				OR = {
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}	
	
	prerequisites = {
		"tech_hypercomms_forum"
	}
	
	upgrades = {
		building_autocurating_vault
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}
}

building_temple = {
	base_buildtime = 180
	planet_unique = yes
	
	cost = {
		minerals = 100
	}
	
	produced_resources = {
		unity = 3
	}
	
	planet_modifier = {
		pop_ethic_spiritualist_attraction_mult = 0.2
	}
	
	prerequisites = {
		"tech_cultural_heritage"
	}
	
	required_resources = {
		energy = 1
	}
	
	potential = { 	
		owner = {
			OR = {
				has_ethic = ethic_spiritualist		
				has_ethic = ethic_fanatic_spiritualist
			}
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }
			NOR = {
				has_building = building_autochthon_monument
				has_building = building_heritage_site
				has_building = building_hypercomms_forum
				has_building = building_autocurating_vault
			}
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	upgrades = {
		building_holotemple
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
	}

	ai_weight = {
		factor = 10
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}
}

building_holotemple = {
	base_buildtime = 270
	is_listed = no
	planet_unique = yes
	
	cost = {
		minerals = 200
	}
	
	produced_resources = {
		unity = 6
	}
	
	planet_modifier = {
		pop_ethic_spiritualist_attraction_mult = 0.3
	}
	
	required_resources = {
		energy = 2
	}
	
	potential = { 	
		owner = {
			OR = {
				has_ethic = ethic_spiritualist		
				has_ethic = ethic_fanatic_spiritualist
			}
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }
			NOR = {
				has_building = building_autochthon_monument
				has_building = building_heritage_site
				has_building = building_hypercomms_forum
				has_building = building_autocurating_vault
			}
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_1"
			planet = {
				OR = {
					has_building = "building_capital_1"
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	upgrades = {
		building_sacred_nexus
	}	
	
	prerequisites = {
		"tech_holographic_rituals"
	}

	ai_weight = {
		factor = 10
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
	}
}

building_sacred_nexus = {
	base_buildtime = 360
	planet_unique = yes
	is_listed = no
	
	cost = {
		minerals = 350
	}
	
	produced_resources = {
		unity = 9
	}
	
	planet_modifier = {
		tile_resource_unity_mult = 0.10
		pop_ethic_spiritualist_attraction_mult = 0.3
	}
	
	required_resources = {
		energy = 3
	}
	
	potential = { 	
		owner = {
			OR = {
				has_ethic = ethic_spiritualist		
				has_ethic = ethic_fanatic_spiritualist
			}
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }
			NOR = {
				has_building = building_autochthon_monument
				has_building = building_heritage_site
				has_building = building_hypercomms_forum
				has_building = building_autocurating_vault
			}
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_2"
			planet = {
				OR = {
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	upgrades = {
		building_citadel_of_faith
	}	
	
	prerequisites = {
		"tech_consecration_fields"
	}

	ai_weight = {
		factor = 10
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
	}
}


#
# OTHER
#

# Colony Shelter
building_colony_shelter = {
	base_buildtime = 180	
	planet_unique = yes
	capital = yes
	level = 0
	
	cost = {
	}
	
	produced_resources = {
		energy = 1
	}
	
	produced_resource_trigger = {
		modifier = {
			OR = {
				has_non_swapped_tradition = tr_expansion_colonization_fever
				has_swapped_tradition = tr_expansion_colonization_fever_machine
				has_swapped_tradition = tr_expansion_colonization_fever_hive
			}
			resources = {
				unity = 1
			}
		}
	}
	
	planet_modifier = {
		pop_government_ethic_attraction = 0.05
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }
		}	
		planet = {
			NOT = {
				has_building = building_colony_shelter
				has_building = building_capital_1
				has_building = building_capital_2
				has_building = building_capital_3
			}
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	upgrades = {
		building_capital_1
	}
	
	ai_replace = no
}

# Planetary Administration
building_capital_1 = {
	base_buildtime = 360	
	planet_unique = yes
	capital = yes
	level = 1
	
	cost = {
		minerals = 350
	}
	
	produced_resources = {
		energy = 4
		unity = 1
	}
	
	produced_resource_trigger = {
		modifier = {
			OR = {
				has_non_swapped_tradition = tr_expansion_colonization_fever
				has_swapped_tradition = tr_expansion_colonization_fever_machine
				has_swapped_tradition = tr_expansion_colonization_fever_hive
			}
			resources = {
				unity = 1
			}
		}
	}
	
	adjacency_bonus = {
		tile_building_resource_minerals_add = 1
		tile_building_resource_food_add = 1
		tile_building_resource_energy_add = 1
	}
	
	planet_modifier = {
		pop_government_ethic_attraction = 0.15
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }
		}	
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_pops_5"
			planet = {
				count_pops = {
					count > 4
					limit = {
						is_colony_pop = yes
					}
				}
			}
		}
	}
	
	upgrades = {
		building_capital_2
	}
	
	prerequisites = {
		"tech_planetary_government"
	}

	ai_replace = no
}

# Planetary Capital
building_capital_2 = {
	base_buildtime = 720
	is_listed = no
	
	cost = {
		minerals = 500
	}
	
	produced_resources = {
		energy = 6
		unity = 2
	}
	
	produced_resource_trigger = {
		modifier = {
			OR = {
				has_non_swapped_tradition = tr_expansion_colonization_fever
				has_swapped_tradition = tr_expansion_colonization_fever_machine
				has_swapped_tradition = tr_expansion_colonization_fever_hive
			}
			resources = {
				unity = 1
			}
		}
	}
	
	adjacency_bonus = {
		tile_building_resource_minerals_add = 2
		tile_building_resource_food_add = 2
		tile_building_resource_energy_add = 2
	}
	
	planet_modifier = {
		pop_government_ethic_attraction = 0.15
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_pops_10"
			planet = {
				count_pops = {
					count > 9
					limit = {
						is_colony_pop = yes
					}
				}
			}
		}
	}
	
	planet_unique = yes
	capital = yes
	level = 2
	
	upgrades = {
		building_capital_3
	}
	
	prerequisites = {
		"tech_colonial_centralization"
	}	
	
	ai_replace = no
}

# Empire Capital-Complex
building_capital_3 = {
	base_buildtime = 1080
	is_listed = no
	planet_unique = yes
	capital = yes
	empire_unique = yes
	level = 3
	
	cost = {
		minerals = 1000
	}
	
	produced_resources = {
		energy = 8
		unity = 3
	}
	
	produced_resource_trigger = {
		modifier = {
			OR = {
				has_non_swapped_tradition = tr_expansion_colonization_fever
				has_swapped_tradition = tr_expansion_colonization_fever_machine
				has_swapped_tradition = tr_expansion_colonization_fever_hive
			}
			resources = {
				unity = 1
			}
		}
	}
	
	adjacency_bonus = {
		tile_building_resource_minerals_add = 3
		tile_building_resource_food_add = 3
		tile_building_resource_energy_add = 3
	}
	
	planet_modifier = {
		pop_government_ethic_attraction = 0.15
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			is_capital = yes
			NOT = { is_planet_class = pc_habitat }
		}
	}

	destroy_if = {
		OR = {
			AND = {
				exists = owner
				owner = { has_authority = auth_machine_intelligence }
			}
			planet = { is_capital = no }
		}
	}
	
	prerequisites = {
		"tech_galactic_administration"
	}

	ai_replace = no
}

# Clone Vats are required to build Clone Armies
building_clone_vats = {
	base_buildtime = 360	
	planet_unique = yes
	
	cost = {
		minerals = 200
	}
	
	produced_resources = {
		society_research = 4
	}
	
	required_resources = {
		energy = 2
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}	

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_2"
			planet = {
				OR = {
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	prerequisites = {
		"tech_cloning"
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
		
		NOT = {
			planet = {
				owner = {
					any_owned_planet = {
						NOT = { is_same_value = from }
						has_building = building_clone_vats
					}				
				}
			}
		}
		
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}
	
	ai_weight = {
		weight = 10
		modifier = {
			weight = 0
			from = {
				owner = {
					NOT = {
						has_technology = tech_cloning
						OR = {
							has_ethic = ethic_militarist
							has_ethic = ethic_fanatic_militarist
						}
					}
				}
				NOT = { has_building = building_clone_vats }
			}
		}
	}
}

# Grants additional fortification strength to planets
building_planetary_shield_generator = {
	icon = "building_shield_generator"
	base_buildtime = 360	
	planet_unique = yes
	
	cost = {
		minerals = 350
	}
	
	planet_modifier = {
		planet_fortification_strength = 1
	}

	produced_resources = {
		engineering_research = 2
		physics_research = 2
	}	
	
	potential = {
		planet = {
			NOT = { is_planet_class = pc_habitat }
		}
	}
	
	allow = {
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_2"
				planet = {
					OR = {
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_2"
				planet = {
					OR = {
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	
	prerequisites = {
		"tech_planetary_shield_generator"
	}

	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
		fromfrom = {
			has_technology = tech_planetary_shield_generator
		}
	}
	
	ai_weight = {
		weight = 0
	}
}

## Slave Processing Facility is required to build Slave Armies
## They also improve the output of Enslaved Pops on the planet
building_slave_processing = {
	base_buildtime = 360
	planet_unique = yes
	
	cost = {
		minerals = 250
	}
	
	produced_resources = {
		minerals = 2
		food = 2
	}
	
	required_resources = {
		energy = 3
	}
	
	planet_modifier = {
		slave_mineral_output = 0.10
		slave_food_output = 0.10
		country_unrest_unhappy_slave_effect_mult = -0.50
	}	
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requirement_slave_facility"
			planet = {
				any_pop = {
					is_enslaved = yes
				}
			}
		}
		if = {
			limit = {
				owner = {
					NOT = { has_authority = auth_machine_intelligence }
				}
			}
			custom_tooltip = {
				text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
		if = {
			limit = {
				owner = { has_authority = auth_machine_intelligence }
			}
			custom_tooltip = {
				text = "requires_building_machine_capital_1"
				planet = {
					OR = {
						has_building = "building_machine_capital_1"
						has_building = "building_machine_capital_2"
						has_building = "building_machine_capital_3"
					}
				}
			}
		}
	}
	

	prerequisites = {
		"tech_neural_implants"
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
		planet = {
			OR = {
				has_building = building_slave_processing
				count_pops = {
					limit = { is_enslaved = yes }
					count > 2
				}				
			}
		}	
	}
	
	ai_weight = {
		weight = 10
	}
}

###############################
### Planet Unique buildings ###
###############################

building_clinic = {
	base_buildtime = 360
	planet_unique = yes
	
	cost = {
		minerals = 150
	}

	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	required_resources = {
		energy = 1
	}
	
	produced_resources = {
		society_research = 2
		unity = 1
	}
	
	planet_modifier = {
		pop_growth_speed = 0.1
	}
	
	prerequisites = {
		"tech_frontier_health"
	}
	
	upgrades = {
		building_hospital
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
		
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
		is_robot_tile_or_planet = no
	}

	ai_weight = {
		factor = 10
	}
}


building_hospital = {
	base_buildtime = 180
	planet_unique = yes
	is_listed = no
	
	cost = {
		minerals = 200
	}

	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }

	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_2"
			planet = {
				OR = {
					has_building = "building_capital_2"
					has_building = "building_capital_3"
					has_building = "building_hab_capital"
				}
			}
		}
	}
	
	required_resources = {
		energy = 2
	}
	
	produced_resources = {
		society_research = 4
		unity = 2
	}
	
	planet_modifier = {
		pop_growth_speed = 0.2
	}
	
	prerequisites = {
		"tech_frontier_hospital"
	}
	
	ai_allow = {
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no
		is_robot_tile_or_planet = no
	}

	ai_weight = {
		factor = 10
	}
}

building_military_academy = {
	base_buildtime = 360
	planet_unique = yes
	
	cost = {
		minerals = 200
	}
	
	show_tech_unlock_if = { NOT = { has_authority = auth_machine_intelligence } }
	
	potential = {
		NOT = {
			owner = { has_authority = auth_machine_intelligence }
		}
		planet = {
			NOT = { is_planet_class = pc_habitat }	
		}
	}

	destroy_if = {
		exists = owner
		owner = { has_authority = auth_machine_intelligence }
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_1"
			planet = {
				OR = {
					has_building = "building_capital_1"
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	produced_resources = {
		engineering_research = 2
		society_research = 2
	}
	
	required_resources = {
		energy = 2
	}

	army_modifier = {
		army_damage_mult = 0.10
	}
	
	planet_modifier = {
		planet_army_build_speed_mult = 0.25
		planet_unrest_add = -10
	}
	
	prerequisites = {
		"tech_centralized_command"
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
		NOT = {
			planet = {
				owner = {
					any_owned_planet = {
						NOT = { is_same_value = from }
						has_building = building_military_academy
					}				
				}
			}
		}
		
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}
	
	ai_weight = {
		weight = 10
		modifier = {
			weight = 0
			from = { 
				sector_controlled = yes 
				NOT = { has_building = building_military_academy }
			}
		}	
	}
}



building_paradise_dome = {
	base_buildtime = 360
	planet_unique = yes
	
	cost = {
		minerals = 200
	}
	
	required_resources = {
		energy = 2
	}
	
	produced_resources = {
		food = 4
		unity = 2
	}
	
	planet_modifier = {
		pop_citizen_happiness = 0.05
	}
	
	potential = {
		owner = {
			has_non_swapped_tradition = tr_harmony_utopian_dream
		}
	}

	destroy_if = {
		exists = owner
		owner = {
			OR = {
				has_authority = auth_machine_intelligence
				NOT = { has_non_swapped_tradition = tr_harmony_utopian_dream }
			}
		}
	}
	
	allow = {
		custom_tooltip = {
			text = "requires_building_capital_1_or_hab"
			planet = {
				OR = {
					has_building = "building_hab_capital"
					has_building = "building_capital_1"
					has_building = "building_capital_2"
					has_building = "building_capital_3"
				}
			}
		}
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
		
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no	
	}

	ai_weight = {
		factor = 10
	}
}

building_visitor_center = {
	base_buildtime = 270
	planet_unique = yes
	
	cost = {
		minerals = 150
	}
	
	potential = {
		owner = {
			has_non_swapped_tradition = tr_diplomacy_alien_tourism
		}		
	}
	
	destroy_if = {
		exists = owner
		owner = {
			OR = {
				has_authority = auth_machine_intelligence
				NOT = { has_non_swapped_tradition = tr_diplomacy_alien_tourism }
			}
		}
	}
	
	produced_resources = {
		energy = 2
		unity = 2
	}
	
	planet_modifier = {
		planet_migration_xeno_pull = 0.50
		pop_environment_tolerance = 0.05
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
		
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no			
	}

	ai_weight = {
		factor = 10
	}
}

building_hive_synapse = {
	base_buildtime = 360
	planet_unique = yes
	
	cost = {
		minerals = 250
	}
	
	potential = {
		owner = {
			has_swapped_tradition = tr_synchronicity_hive_mind_synapse
		}
	}
	
	destroy_if = {
		exists = owner
		owner = { NOT = { has_swapped_tradition = tr_synchronicity_hive_mind_synapse } }
	}
	
	produced_resources = {
		energy = 2
		unity = 2
	}
	
	planet_modifier = {
		pop_resource_output = 0.05
	}
	
	ai_allow = {
		NOR = {
			has_resource = {
				type = sr_betharian
				amount > 0
			}	
			has_resource = {
				type = sr_alien_pets
				amount > 0
			}				
		}
		
		# If planet only has slaves/robots, keep it to mining and farming...
		is_slave_tile_or_planet = no			
	}

	ai_weight = {
		factor = 10
	}
}

building_symbol_purity = {
	base_buildtime = 240
	planet_unique = yes
	
	cost = {
		minerals = 150
	}
	
	potential = {
		owner = {
			has_swapped_tradition = tr_purity_symbol_purity
		}
	}
	
	destroy_if = {
		exists = owner
		owner = {
			OR = {
				NOT = { has_swapped_tradition = tr_purity_symbol_purity }
				has_authority = auth_machine_intelligence
			}
		}
	}
	
	produced_resources = {
		unity = 4
	}
	
	planet_modifier = {
		pop_government_ethic_attraction = 0.20
	}
	
	allow = {
		AND = {
			custom_tooltip = {
				fail_text = "requires_building_capital_1"
				planet = {
					OR = {
						has_building = "building_capital_1"
						has_building = "building_capital_2"
						has_building = "building_capital_3"
					}
				}
			}
		}
	}

	ai_weight = {
		factor = 10
	}
}
