################# # Nanotech # ################# building_rg_nanolab_1 = { base_buildtime = @b2_time icon = building_nanolab_1 category = research potential = { exists = owner OR = { #uses_district_set = rg_station owner = { has_tradition = tr_rg_nanotech_1 } } #owner = { has_tradition = tr_nanotech_adopt } } allow = { always = yes #owner = { has_tradition = tr_nanotech_adopt } } # destroy_trigger = { # exists = owner # OR = { # NOT = { owner = { has_tradition = tr_nanotech_adopt } } # has_modifier = slave_colony # has_modifier = resort_colony # } # } resources = { category = planet_buildings cost = { minerals = @b3_minerals nanites = @b2_rare_cost } upkeep = { energy = @b3_upkeep nanites = @b2_rare_upkeep } } # triggered_planet_modifier = { # potential = { # exists = owner # owner = { # is_machine_empire = yes # } # } # job_nanotech_research_unit_add = 3 # } triggered_planet_modifier = { potential = { always = yes # exists = owner # owner = { # is_individual_machine = yes # } } job_nanotech_researcher_add = 8 } # triggered_desc = { # trigger = { # exists = owner # owner = { # is_machine_empire = yes # } # } # text = job_nanotech_research_unit_effect_desc # } triggered_desc = { trigger = { always = yes #exists = owner #owner = { # is_individual_machine = yes #} } text = job_nanotech_researcher_effect_desc } upgrades = { "building_rg_nanolab_2" } } building_rg_nanolab_2 = { base_buildtime = @b3_time icon = building_nanolab_2 can_build = no category = research potential = { exists = owner OR = { #uses_district_set = rg_station owner = { has_tradition = tr_rg_nanotech_1 } } # owner = { has_tradition = tr_nanotech_1 } } allow = { has_upgraded_capital = yes } # destroy_trigger = { # exists = owner # OR = { # NOT = { owner = { has_tradition = tr_nanotech_1 } } # has_modifier = slave_colony # has_modifier = resort_colony # } # } resources = { category = planet_buildings cost = { minerals = @b4_minerals nanites = @b3_rare_cost } upkeep = { energy = @b4_upkeep nanites = @b3_rare_upkeep } } # triggered_planet_modifier = { # potential = { # exists = owner # owner = { # is_machine_empire = yes # } # } # job_nanotech_research_unit_add = 6 # } triggered_planet_modifier = { potential = { always = yes # exists = owner # owner = { # is_individual_machine = yes # } } job_nanotech_researcher_add = 15 } # triggered_desc = { # trigger = { # exists = owner # owner = { # is_machine_empire = yes # } # } # text = job_nanotech_research_unit_effect_desc # } triggered_desc = { trigger = { always = yes # exists = owner # owner = { # is_individual_machine = yes # } } text = job_nanotech_researcher_effect_desc } } building_rg_nanotech_cauldron = { base_buildtime = @b2_time icon = building_nanotech_cauldron category = manufacturing potential = { exists = owner OR = { #uses_district_set = rg_station owner = { has_tradition = tr_rg_nanotech_1 } } # NOT = { has_modifier = resort_colony } # NOT = { has_modifier = slave_colony } } allow = { always = yes } # destroy_trigger = { # exists = owner # OR = { # NOT = { owner = { has_tradition = tr_nanotech_2 } } # has_modifier = slave_colony # has_modifier = resort_colony # } # } resources = { category = planet_buildings cost = { minerals = 1000 } produces = { trigger = { owner = { NOT = { has_deficit = minerals } } } alloys = 60 consumer_goods = 40 } upkeep = { nanites = 25 } } } building_rg_nanite_transmuter = { base_buildtime = @b3_time icon = building_nanite_transmuter category = manufacturing potential = { exists = owner OR = { #uses_district_set = rg_station owner = { has_tradition = tr_rg_nanotech_1 } } # owner = { has_tradition = tr_nanotech_2 } # NOT = { has_modifier = resort_colony } # NOT = { has_modifier = slave_colony } } allow = { has_upgraded_capital = yes } resources = { category = planet_buildings cost = { minerals = 1000 } produces = { trigger = { owner = { NOT = { has_deficit = minerals } } } nanites = 40 rare_crystals = 2 volatile_motes = 2 exotic_gases = 2 } upkeep = { minerals = 50 } } ai_resource_production = { rare_crystals = @b3_rare_upkeep volatile_motes = @b3_rare_upkeep exotic_gases = @b3_rare_upkeep trigger = { always = yes } } }