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