buildings = { # show_on_map: # if it is provincial building, then show_on_map = X is amount per each province # if it is state building, then show_on_map = X is amount per state # # province_max: # if province_max is set, then building is provincial # ## Modifiers: ## country_modifiers - accept only country modifiers ## state_modifiers - accept only state modifiers ## enable_for_controllers - Country modifiers will apply only if the controller of province/state is in the list, or if the list is empty ## Example: # # building = { # country_modifiers = { # enable_for_controllers { GER ENG } # Here you can list countries which can accept the country modifiers of this building # modifiers = { # #Here you can add country modifiers # political_power_factor = 2.0 # } # } # # state_modifiers = { # #Here you can add state modifiers # local_building_slots_factor = 2 # } # # disable_grow_animation = yes # Disables the grow animation for the building, default = no # missing_tech_loc = # See script concept bindable localization # repair_speed_factor = 0.5 # Optional. Factor for how fast the building is repaired (default = 1.0) infrastructure = { base_cost = 6000 icon_frame = 3 infrastructure = yes value = 1 show_modifier = yes allied_build = yes infrastructure_construction_effect = yes level_cap = { state_max = 5 } country_modifiers = { modifiers = { max_fuel_building = 1.5 #k } } } arms_factory = { show_on_map = 6 base_cost = 7200 base_cost_conversion = 4000 military_production = 1 disabled_in_dmz = yes icon_frame = 2 value = 8 infrastructure_construction_effect = yes level_cap = { shares_slots = yes state_max = 40 } } industrial_complex = { show_on_map = 6 base_cost = 10800 base_cost_conversion = 9000 general_production = 1 icon_frame = 1 value = 5 infrastructure_construction_effect = yes level_cap = { shares_slots = yes state_max = 40 } } air_base = { show_on_map = 1 base_cost = 1250 icon_frame = 5 air_base = yes value = 1 damage_factor = 0.5 allied_build = yes infrastructure_construction_effect = yes level_cap = { state_max = 20 } } supply_node = { show_on_map = 1 base_cost = 5000 disabled_in_dmz = yes icon_frame = 15 centered = yes supply_node = yes damage_factor = 0.1 allied_build = yes always_shown = yes infrastructure_construction_effect = yes level_cap = { province_max = 1 } tags = { supply_building } } rail_way = { base_cost = 170 per_level_extra_cost = 130 disabled_in_dmz = yes icon_frame = 16 infrastructure_construction_effect = yes level_cap = { province_max = 1 } } naval_facility = { show_on_map = 1 base_cost = 12000 per_controlled_building_extra_cost = 5000 damage_factor = 0 # This building can't be damaged by regular strat bombing icon_frame = 18 value = 1 spawn_point = naval_base_spawn specialization = { specialization_naval } tags = { facility } disabled_in_dmz = yes need_supply = yes need_detection = yes detecting_intel_type = navy only_display_if_exists = yes special_icon = GFX_specialization_naval level_cap = { province_max = 1 state_max = 1 group_by = special_project_facility } only_costal = yes } naval_base = { show_on_map = 1 show_on_map_meshes = 3 always_shown = yes base_cost = 5000 per_level_extra_cost = 1000 spawn_point = naval_base_spawn only_costal = yes is_port = yes icon_frame = 6 value = 1 tags = { naval_buildings_tag } allied_build = yes infrastructure_construction_effect = yes level_cap = { province_max = 10 } } bunker = { show_on_map = 1 has_destroyed_mesh = yes base_cost = 500 per_level_extra_cost = 500 disabled_in_dmz = yes icon_frame = 7 land_fort = 1 value = 1 infrastructure_construction_effect = yes level_cap = { province_max = 10 } } coastal_bunker = { show_on_map = 1 has_destroyed_mesh = yes base_cost = 500 per_level_extra_cost = 500 disabled_in_dmz = yes only_costal = yes icon_frame = 8 naval_fort = 1 value = 1 infrastructure_construction_effect = yes level_cap = { province_max = 10 } } stronghold_network = { dlc_allowed = { has_dlc = Gotterdammerung } show_on_map = 1 has_destroyed_mesh = yes base_cost = 20000 disabled_in_dmz = yes icon_frame = 23 value = 1 infrastructure_construction_effect = yes level_cap = { state_max = 1 shares_slots = yes } hide_if_missing_tech = yes show_modifier = yes state_modifiers = { local_supplies_for_controller = 0.1 state_bunker_max_level_terrain_limit = 2 state_coastal_bunker_max_level_terrain_limit = 2 enemy_attrition = 0.1 state_production_speed_bunker_factor = 0.1 state_production_speed_coastal_bunker_factor = 0.1 } } dockyard = { show_on_map = 1 show_on_map_meshes = 3 base_cost = 6400 only_costal = yes naval_production = 1 icon_frame = 4 only_costal = yes value = 5 tags = { naval_buildings_tag } infrastructure_construction_effect = yes level_cap = { shares_slots = yes state_max = 50 } } anti_air_building = { show_on_map = 3 base_cost = 2500 icon_frame = 9 anti_air = yes disabled_in_dmz = yes air_defence = 1 damage_factor = 0.1 value = 1 infrastructure_construction_effect = yes level_cap = { state_max = 5 } } synthetic_refinery = { show_on_map = 1 base_cost = 14500 icon_frame = 10 #local_resources_oil = 1 # May use local_resources_ + any resource name local_resources_rubber = 1 # May use local_resources_ + any resource name refinery = yes value = 5 infrastructure_construction_effect = yes show_modifier = yes country_modifiers = { modifiers = { fuel_gain_from_states = 2.0 #per hour } } level_cap = { shares_slots = yes state_max = 3 } } fuel_silo = { show_on_map = 1 base_cost = 5000 icon_frame = 14 value = 5 infrastructure_construction_effect = yes fuel_silo = yes per_level_extra_cost = -500 show_modifier = yes country_modifiers = { modifiers = { max_fuel_building = 100.0 #k } } level_cap = { shares_slots = yes } } radar_station = { show_on_map = 1 base_cost = 3375 icon_frame = 11 radar = yes damage_factor = 0.5 value = 4 centered = yes allied_build = yes infrastructure_construction_effect = yes level_cap = { state_max = 6 # This is the max unlock level } } mega_gun_emplacement = { dlc_allowed = { has_dlc = Gotterdammerung } hide_if_missing_tech = yes show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing icon_frame = 24 value = 1 disabled_in_dmz = yes infrastructure_construction_effect = yes gun_emplacement = yes spawn_point = rocket_site_spawn level_cap = { state_max = 1 shares_slots = yes exclusive_with = rocket_site } #Building utilizes equipment "explosive_ammo_equipment" as ammunition for the air mission barrage } rocket_site = { show_on_map = 1 base_cost = 6400 icon_frame = 12 rocket_production = 0 rocket_launch_capacity = 1 value = 1 tags = {} infrastructure_construction_effect = yes disabled_in_dmz = yes spawn_point = rocket_site_spawn level_cap = { state_max = 3 shares_slots = yes exclusive_with = mega_gun_emplacement } } naval_supply_hub = { show_on_map = 1 base_cost = 7500 icon_frame = 28 disabled_in_dmz = yes naval_supply_hub = yes infrastructure_construction_effect = yes only_costal = yes tags = { naval_buildings_tag } building_prerequisite = { building_dependency = { building = naval_base level = 8 } } level_cap = { province_max = 1 } } naval_headquarters = { dlc_allowed = { has_dlc = "No Compromise, No Surrender" } show_on_map = 1 base_cost = 10000 per_controlled_building_extra_cost = 5000 icon_frame = 29 value = 1 naval_headquarter = yes disabled_in_dmz = yes infrastructure_construction_effect = yes only_costal = yes tags = { naval_buildings_tag } building_prerequisite = { building_dependency = { building = naval_base level = 8 } } level_cap = { province_max = 1 } modules = { naval_leader_module } } nuclear_reactor = { hide_if_missing_tech = yes missing_tech_loc = { localization_key = SP_BUILDING_MISSING_PROJECT PROJECT = sp_nuclear_reactor } spawn_point = nuclear_reactor_spawn show_on_map = 1 base_cost = 30000 icon_frame = 13 nuclear_reactor = yes value = 10 tags = { specialization_nuclear } infrastructure_construction_effect = yes country_modifiers = { modifiers = { nuclear_production_factor = 3 sp_nuclear_bomb_speed_factor = 0.05 sp_thermo_nuclear_bomb_speed_factor = 0.05 thermonuclear_production_factor = 2 } } level_cap = { state_max = 1 shares_slots = yes group_by = reactors } } nuclear_reactor_heavy_water = { hide_if_missing_tech = yes missing_tech_loc = { localization_key = SP_BUILDING_MISSING_PROJECT PROJECT = sp_nuclear_reactor } spawn_point = nuclear_reactor_spawn show_on_map = 1 base_cost = 25000 icon_frame = 13 nuclear_reactor = yes value = 10 infrastructure_construction_effect = yes country_modifiers = { modifiers = { nuclear_production_factor = 2 sp_nuclear_bomb_speed_factor = 0.03 sp_thermo_nuclear_bomb_speed_factor = 0.03 thermonuclear_production_factor = 1 } } level_cap = { state_max = 1 shares_slots = yes group_by = reactors } } commercial_nuclear_reactor = { dlc_allowed = { has_dlc = Gotterdammerung } hide_if_missing_tech = yes missing_tech_loc = { localization_key = SP_BUILDING_MISSING_PROJECT PROJECT = sp_commercial_nuclear_reactor } spawn_point = nuclear_reactor_spawn show_on_map = 1 base_cost = 35000 icon_frame = 27 #nuclear_reactor = yes value = 10 infrastructure_construction_effect = yes country_modifiers = { modifiers = { nuclear_production_factor = 3 thermonuclear_production_factor = 2 #consumer_goods_factor = -0.05 } } state_modifiers = { state_production_speed_buildings_factor = 0.15 local_building_slots_factor = 0.15 state_resources_factor = 0.1 local_factory_energy_consumption = -0.25 } level_cap = { state_max = 1 shares_slots = yes group_by = reactors } } nuclear_facility = { show_on_map = 1 base_cost = 15000 per_controlled_building_extra_cost = 5000 damage_factor = 0 # This building can't be damaged by regular strat bombing icon_frame = 20 value = 1 spawn_point = special_project_facility_spawn specialization = { specialization_nuclear } need_supply = yes need_detection = yes tags = { facility } disabled_in_dmz = yes only_display_if_exists = yes special_icon = GFX_specialization_nuclear #state_damage_modifier = { conscription_exemptions_granted } #construction_speed_factor = { # trigger = { # OR = { # state = 56 # state = 59 # state = 64 # } # } # factor = 10 #} level_cap = { province_max = 1 state_max = 1 group_by = special_project_facility } } air_facility = { show_on_map = 1 base_cost = 12000 per_controlled_building_extra_cost = 5000 damage_factor = 0 # This building can't be damaged by regular strat bombing icon_frame = 17 value = 1 spawn_point = special_project_facility_spawn specialization = { specialization_air} tags = { facility } need_supply = yes need_detection = yes detecting_intel_type = airforce disabled_in_dmz = yes only_display_if_exists = yes special_icon = GFX_specialization_air level_cap = { province_max = 1 state_max = 1 group_by = special_project_facility } } land_facility = { show_on_map = 1 base_cost = 12000 per_controlled_building_extra_cost = 5000 damage_factor = 0 # This building can't be damaged by regular strat bombing icon_frame = 19 value = 1 spawn_point = special_project_facility_spawn specialization = { specialization_land } tags = { facility } disabled_in_dmz = yes need_supply = yes need_detection = yes detecting_intel_type = army only_display_if_exists = yes special_icon = GFX_specialization_land level_cap = { province_max = 1 state_max = 1 group_by = special_project_facility } } dam = { show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing icon_frame = 26 value = 5 tags = { dam_building } spawn_point = dam_spawn damage_factor = -1 is_buildable = no need_detection = yes detecting_intel_type = civilian province_damage_modifiers = { flooded } #state_damage_modifier = { kurdish_agitation } only_display_if_exists = yes special_icon = GFX_dam_icon_small level_cap = { province_max = 1 } show_modifier = yes state_modifiers = { state_production_speed_buildings_factor = 0.15 local_building_slots_factor = 0.15 state_resources_factor = 0.1 local_factory_energy_consumption = -0.65 } } dam_mountain = { show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing icon_frame = 26 value = 5 tags = { dam_building } spawn_point = dam_spawn damage_factor = -1 is_buildable = no need_detection = yes detecting_intel_type = civilian province_damage_modifiers = { flooded } only_display_if_exists = yes special_icon = GFX_dam_icon_small level_cap = { province_max = 1 } show_modifier = yes state_modifiers = { state_production_speed_buildings_factor = 0.15 local_building_slots_factor = 0.15 state_resources_factor = 0.1 local_factory_energy_consumption = -0.65 } } canal_kiel = { show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing icon_frame = 25 value = 5 tags = { locks_building } spawn_point = locks_spawn damage_factor = -1 is_buildable = no always_shown = yes state_damage_modifier = { kiel_canal_damaged_modifier } only_display_if_exists = yes special_icon = GFX_canal_icon_small level_cap = { province_max = 1 } show_modifier = yes state_modifiers = { } } canal_panama = { show_on_map = 1 base_cost = 20000 damage_factor = 0 # This building can't be damaged by regular strat bombing icon_frame = 1 value = 5 tags = { locks_building } spawn_point = locks_spawn damage_factor = -1 is_buildable = no always_shown = yes state_damage_modifier = { panama_canal_damaged_modifier } only_display_if_exists = yes special_icon = GFX_canal_icon_small level_cap = { province_max = 1 } show_modifier = yes state_modifiers = { } } } spawn_points = { nuclear_reactor_spawn = { type = state max = 1 } special_project_facility_spawn = { type = province max = 1 } rocket_site_spawn = { type = state max = 1 } naval_base_spawn = { type = province max = 1 only_costal = yes } dam_spawn = { type = province max = 1 disable_auto_nudging = yes } locks_spawn = { type = province max = 1 disable_auto_nudging = yes } }