# modified: common/districts/rg_station_districts.txt # modified: common/zones/rg_zones.txt #
203 lines
4.1 KiB
Plaintext
203 lines
4.1 KiB
Plaintext
# Planet District Zones
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# zone_test_01 = {
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# potential = { # Trigger that defines whether the zone can potentially be built on the Planet. Scope = Planet
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# always = yes
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# }
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#
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# unlock = { # Trigger that defines whether the zone is unlocked for building on the planet. Scope = Planet
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# always = yes
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# }
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#
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# resources = { # Cost of building. Scope = Planet
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# category = planet_districts
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# cost = {
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# minerals = 50
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# }
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# }
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#
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# max_buildings = 3 # Number of slots for buildings.
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#
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# planet_modifier = { # Planet modifier from the zone
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# }
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#
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# triggered_planet_modifier = { # Triggered planet modifier from the zone. Scope = Planet
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# potential = {
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# always = yes
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# }
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# }
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#
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# triggered_planet_pop_group_modifier = { # Triggered modifier applied to pop groups on planet.
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# potential = { # Modifier values are divided in proportion to size between pop groups for which the trigger is true.
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# always = yes # Scope = Pop group
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# }
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# }
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#
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# district_planet_modifier = { # Planet modifier from the zone. Modifier value is multiplied by the District Level
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# }
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#
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# triggered_district_planet_modifier = { # Triggered planet modifier from the zone. Modifier value is multiplied by the District Level. Scope = Planet
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# potential = {
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# always = yes
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# }
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# }
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#
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# include = { } # Buildings listed here can be constructed in this zone.
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#
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# exclude = { } # Buildings listed here cannot be constructed in this zone.
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#
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# included_building_sets = {
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# # Buildings belonging to any building set listed here can be constructed in this zone.
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# }
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#
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# excluded_building_sets = {
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# # Buildings belonging to any building set listed here cannot be constructed in this zone.
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# }
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#
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# triggered_desc = { # Triggered description of the zone's effect. Scope = Planet
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# trigger = {
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# exists = owner
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# }
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# text = job_clerk_effect_desc
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# }
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# }
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zone_rg_city_housing = {
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icon = GFX_colony_type_urban
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base_buildtime = 120
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potential = { # planet scope
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always = yes
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}
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unlock = { # planet scope
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always = yes
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}
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resources = {
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category = planet_zones
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cost = {
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}
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}
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include = {
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all
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}
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included_building_sets = {
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}
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triggered_district_planet_modifier = {
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potential = {
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exists = owner
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}
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planet_housing_add = 3000
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planet_crime_add = -10
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planet_amenities_add = 1000
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}
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planet_modifier = {
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zone_building_slots_add = 3
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}
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}
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zone_rg_city_foundry = {
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icon = GFX_resource_energy_large
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base_buildtime = 120
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potential = { # planet scope
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always = yes
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}
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unlock = { # planet scope
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always = yes
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}
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resources = {
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category = planet_zones
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cost = {
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}
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}
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include = {
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all
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}
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included_building_sets = {
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}
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inline_script = {
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script = jobs/zone_technicians_add
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AMOUNT = 1000
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}
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inline_script = {
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script = jobs/zone_miner_add
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AMOUNT = 1000
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}
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inline_script = {
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script = jobs/zone_farmers_add
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AMOUNT = 1000
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}
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planet_modifier = {
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zone_building_slots_add = 3
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}
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}
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zone_rg_city_alloys = {
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icon = GFX_resource_energy_large
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base_buildtime = 120
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potential = { # planet scope
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always = yes
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}
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unlock = { # planet scope
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always = yes
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}
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resources = {
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category = planet_zones
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cost = {
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}
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}
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include = {
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all
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}
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included_building_sets = {
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}
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inline_script = {
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script = jobs/zone_factory_add
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AMOUNT = 500
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}
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inline_script = {
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script = jobs/zone_foundry_add
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AMOUNT = 500
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}
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planet_modifier = {
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zone_building_slots_add = 3
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}
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}
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zone_rg_city_science = {
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icon = GFX_colony_type_research
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base_buildtime = 120
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potential = { # planet scope
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always = yes
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}
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unlock = { # planet scope
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always = yes
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}
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resources = {
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category = planet_zones
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cost = {
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}
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}
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include = {
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all
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}
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included_building_sets = {
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}
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inline_script = {
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script = jobs/zone_researchers_add
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AMOUNT = 1000
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}
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planet_modifier = {
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zone_building_slots_add = 3
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}
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}
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