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azurlane-tj/src/common/buildings/00_buildings.txt
2025-11-24 04:01:18 +00:00

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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 = <bindable localization> # 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
}
}