namespace = rg_maid
country_event = {
	id = rg_maid.1
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		if = {
			limit = {
				NOT = {
					exist = event_target:rg_maid_species
				}
			}
			create_species = {
				name = 纳米构造体
				class = RG_MACHINE
				portrait = "rg_machine_maid"
				traits = {
					trait = trait_machine_unit
					trait = rg_machine_maid_trait
					trait = trait_robot_mass_produced
				}
				can_be_modified = yes
				namelist = root.species
				effect = {
					save_event_target_as = rg_maid_species
				}
			}
		}
		capital_scope = {
			while = {
				count = 5
				create_pop = {
					species = event_target:rg_maid_species
				}
			}
		}
	}
}

# country_event = {
# 	id = rg_maid.2
# 	hide_window = yes
# 	is_triggered_only = yes
# 	immediate = {
# 		every_playable_country = {
# 			limit = {
# 				any_owned_species = {
# 					has_trait = rg_machine_maid_trait
# 				}
# 			}
# 			triggered_planet_modifier = {
# 				potential = {
# 					can_assemble_budding_pop = yes
# 				}
# 				planet_pop_assembly_organic_add = @plantoid_budding_rate
# 				mult = value:budding_multiplier
# 			}
# 		}
# 		capital_scope = {
# 			while = {
# 				count = 5
# 				create_pop = {
# 					species = event_target:rg_maid_species
# 				}
# 			}
# 		}
# 	}
# }

# planet_event = { #Braiiiins
# 	id = rg_maid.3
# 	is_triggered_only = yes
# 	hide_window = yes
# 
# 	trigger = {
# 		fromfrom = { 
# 			is_organic_species = yes
# 			NOT = { has_trait = trait_zombie }
# 		}
# 		owner = { has_valid_civic = civic_permanent_employment }
# 		has_building = building_posthumous_employment_center
# 	}
# 
# 	immediate = {
# 		fromfrom = {
# 			make_pop_zombie = yes
# 		}
# 	}
# 	after = {
# 		fromfrom = {
# 			clear_pop_category = yes #To make sure that the zombie pop does not spawn as a non worker strata
# 		}
# 	}
# }