############################## ### Building Pricing Model ### ############################## # -- State Buildings: # Civilian Industry (industrial_complex) - $7.50 # Military Industry (arms_factory) - $7.50 # Dockyard (dockyard) - $7.50 # Offices (offices) - $12 # Infrastructure (infrastructure) - $3.50 # Agriculture District (agriculture_district) - $3.75 # Air Base (air_base) - $2.50 # Sam Site (anti_air_building) - $3.25 # Renewable Energy Infrastructure (renewable_energy_infra) - $8.50 # Fuel Silo (fuel_silo) - $3.00 # Radar Station (radar_station) - $1.75 # Network Infrastructure (internet_station) - $3.00 # Missile Launch Site (rocket_site) - $6.00 # Nuclear Reactor (nuclear_reactor) - $9.00 # Fossil Fuel Powerplant (fossil_powerplant) - $3.25 # Microchip Plant (microchip_plant) - $10.50 # Composite Plant (composite_plant) - $8.50 # Synthetic Refinery (synthetic_refinery) - $6.00 # Reinforced Electrical Grid (energy_infrastructure) - $6.50 # High Capacity Electrical Grid (industrial_infrastructure) - $6.50 # Rail Terminal (rail_terminal) - $2.50 # Building Slots Minimum: $1.00 per slot # -- Provincial Bulidings # Naval Base (naval_base) - $0.50 per level # Land Fort (bunker) - $0.50 per level # Coastal Bunker (coastal_bunker) - $0.50 per level # Supply Hub (supply_node) - $2.50 # Railways (rail_way) - $0.01 per province # Enrichment Facility (enrichment_facility) - $15.50 # Research Facilities (land_facility / naval_facility / air_facility / nuclear_facility) - $15.00 buildings = { # show_on_map: # if #provincial = yes, then show_on_map = X is amount per each province # if provincial = no, then show_on_map = X is amount per state # 0 Civilian Industry industrial_complex = { show_on_map = 6 base_cost = 33150 base_cost_conversion = 24000 general_production = 1 icon_frame = 1 level_cap = { shares_slots = yes state_max = 50 } damage_factor = 1 value = 1 infrastructure_construction_effect = yes } # 1 Military Industry arms_factory = { show_on_map = 6 base_cost = 42000 base_cost_conversion = 32500 military_production = 1 icon_frame = 2 damage_factor = 1 value = 1 disabled_in_dmz = yes infrastructure_construction_effect = yes level_cap = { shares_slots = yes state_max = 35 } } # 2 Infrastructure infrastructure = { base_cost = 10000 per_level_extra_cost = 4500 icon_frame = 3 infrastructure = yes damage_factor = 1 value = 1 show_modifier = yes level_cap = { state_max = 6 } country_modifiers = { modifiers = { max_fuel_building = 2.5 #k } } } # 3 Network Infrastructure internet_station = { show_on_map = 1 base_cost = 5000 per_level_extra_cost = 1450 icon_frame = 32 damage_factor = 1 value = 1 infrastructure_construction_effect = yes level_cap = { state_max = 11 } state_modifiers = { state_productivity_growth_modifier = 0.05 } } # 4 Naval Yard dockyard = { show_on_map = 1 show_on_map_meshes = 3 base_cost = 45000 only_costal = yes naval_production = 1 icon_frame = 4 damage_factor = 1 value = 1 infrastructure_construction_effect = yes level_cap = { shares_slots = yes state_max = 20 } } # 5 Air Base air_base = { show_on_map = 1 base_cost = 6000 icon_frame = 5 air_base = yes damage_factor = 1 value = 1 allied_build = yes infrastructure_construction_effect = yes level_cap = { state_max = 10 } } # 6 Radar Station radar_station = { show_on_map = 1 base_cost = 6000 icon_frame = 11 radar = yes damage_factor = 1 value = 1 allied_build = yes infrastructure_construction_effect = yes level_cap = { state_max = 6 } } # 7 SAM-Site anti_air_building = { show_on_map = 1 base_cost = 6000 icon_frame = 9 anti_air = yes disabled_in_dmz = yes air_defence = 1 damage_factor = 1 value = 1 allied_build = yes infrastructure_construction_effect = yes level_cap = { state_max = 5 } } # 8 Nuclear Reactor nuclear_reactor = { show_on_map = 1 base_cost = 50000 icon_frame = 27 damage_factor = 1 value = 1 infrastructure_construction_effect = yes tags = { nuclear } country_modifiers = { modifiers = { nuclear_energy_gain = 4 #in gigawatts nuclear_fuel_consumption = 40 #weekly consumption } } level_cap = { shares_slots = no state_max = 20 } } synthetic_refinery = { show_on_map = 1 base_cost = 32000 icon_frame = 38 #local_resources_oil = 1 # May use local_resources_ + any resource name local_resources_rubber = 3 # 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 = 2 } } # 9 Renewable Energy Infrastructure (renewable building) renewable_energy_infra = { show_on_map = 1 base_cost = 50000 icon_frame = 10 damage_factor = 1 value = 1 infrastructure_construction_effect = yes country_modifiers = { modifiers = { renewable_energy_gain = 0.5 #in gigawatts } } level_cap = { shares_slots = no state_max = 20 } } # 10 - Strategic Resource Reserve fuel_silo = { show_on_map = 1 base_cost = 4000 icon_frame = 14 damage_factor = 1 value = 1 infrastructure_construction_effect = yes fuel_silo = yes show_modifier = yes country_modifiers = { modifiers = { max_fuel_building = 200.0 #k resource_storage_max_capacity = 500 } } level_cap = { shares_slots = no state_max = 5 } } # 11 - Office Sector offices = { #base_cost = 9000 base_cost = 40000 icon_frame = 35 damage_factor = 1 value = 1 infrastructure_construction_effect = yes level_cap = { shares_slots = yes state_max = 50 } } # 12 - Naval Base naval_base = { show_on_map = 1 show_on_map_meshes = 3 always_shown = yes base_cost = 6000 spawn_point = naval_base_spawn only_costal = yes is_port = yes icon_frame = 6 value = 1 infrastructure_construction_effect = yes level_cap = { province_max = 10 } } # 13 Land Fort bunker = { show_on_map = 1 has_destroyed_mesh = yes base_cost = 3000 per_level_extra_cost = 500 disabled_in_dmz = yes icon_frame = 7 land_fort = 1 value = 1 allied_build = yes infrastructure_construction_effect = yes level_cap = { province_max = 7 } } # 14 Coastal Fort coastal_bunker = { show_on_map = 1 has_destroyed_mesh = yes base_cost = 3000 per_level_extra_cost = 500 disabled_in_dmz = yes only_costal = yes icon_frame = 8 naval_fort = 1 value = 1 allied_build = yes infrastructure_construction_effect = yes level_cap = { province_max = 7 } } # 15 Supply Hub supply_node = { show_on_map = 1 base_cost = 20000 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 } } # 16 Railways rail_way = { base_cost = 1000 per_level_extra_cost = 3750 disabled_in_dmz = yes icon_frame = 16 allied_build = yes infrastructure_construction_effect = yes level_cap = { province_max = 1 } } # 17 Fossil Fuel Powerplant fossil_powerplant = { show_on_map = 1 base_cost = 9500 icon_frame = 34 centered = yes # Represents the Consumption of Fossil Fuels per Powerplant # NOTE: This is an hourly rate so the building actually consumes (20*24) = 480 fuel a day country_modifiers = { modifiers = { fossil_energy_gain = 2 #in gigawatts //this remains in place till I remove it please fossil_fuel_consumption = 20 } } damage_factor = 1 value = 1 infrastructure_construction_effect = yes level_cap = { shares_slots = no state_max = 20 } } # 18 - Agriculture District agriculture_district = { base_cost = 15000 per_level_extra_cost = 1250 icon_frame = 33 damage_factor = 1 value = 1 infrastructure_construction_effect = yes # Represents the Ethanol/Agri Fuel Gain country_modifiers = { modifiers = { # NOTE: This is an hourly rate so the building actually produces (8*24) = 192 Fuel a Day fuel_gain_from_states = 8 } } state_modifiers = { # Represents the Grain Silos/Other Agro-Industrial Base local_supplies = 0.015 } level_cap = { shares_slots = yes state_max = 10 } } # 19 - Naval Facilities naval_facility = { show_on_map = 1 base_cost = 45000 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 only_display_if_exists = yes special_icon = GFX_facility_icon level_cap = { province_max = 1 state_max = 1 group_by = special_project_facility } only_costal = yes } # 20 - Land Facility land_facility = { show_on_map = 1 base_cost = 45000 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 only_display_if_exists = yes special_icon = GFX_facility_icon level_cap = { province_max = 1 state_max = 1 group_by = special_project_facility } } # 21 - Air Facility air_facility = { show_on_map = 1 base_cost = 45000 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 disabled_in_dmz = yes only_display_if_exists = yes special_icon = GFX_facility_icon level_cap = { province_max = 1 state_max = 1 group_by = special_project_facility } } # 22 - Nuclear Facility # Rework this into "Civilian R&D" nuclear_facility = { show_on_map = 1 base_cost = 45000 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_facility_icon level_cap = { province_max = 1 state_max = 1 group_by = special_project_facility } } # 23 - Missile Launch Sites rocket_site = { show_on_map = 1 base_cost = 6400 icon_frame = 12 rocket_production = 0 rocket_launch_capacity = 2 value = 1 tags = { } infrastructure_construction_effect = yes disabled_in_dmz = yes spawn_point = rocket_site_spawn level_cap = { state_max = 10 shares_slots = no exclusive_with = mega_gun_emplacement } } # 24 - Dam # damage_factor will require you to be targeted via a raid target dam = { 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 = { dam_building } spawn_point = dam_spawn is_buildable = no province_damage_modifiers = { flooded } only_display_if_exists = yes special_icon = GFX_dam_icon 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 } } microchip_plant = { show_on_map = 0 base_cost = 45000 per_level_extra_cost = 4000 icon_frame = 36 local_resources_microchips = 20 level_cap = { shares_slots = yes state_max = 5 } country_modifiers = { modifiers = { country_resource_cost_tungsten = 3 country_resource_cost_chromium = 2 } } damage_factor = 1 value = 1 infrastructure_construction_effect = yes } composite_plant = { show_on_map = 0 base_cost = 45000 per_level_extra_cost = 4000 icon_frame = 37 local_resources_composites = 20 level_cap = { shares_slots = yes state_max = 5 } country_modifiers = { modifiers = { country_resource_cost_rubber = 1 country_resource_cost_chromium = 1 country_resource_cost_oil = 1 } } damage_factor = 1 value = 1 infrastructure_construction_effect = yes } dam_mountain = { 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 = { dam_building } spawn_point = dam_spawn is_buildable = no province_damage_modifiers = { flooded } only_display_if_exists = yes special_icon = GFX_dam_icon 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 } } canal_locks = { 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 = { locks_building } spawn_point = locks_spawn is_buildable = no #province_damage_modifiers = { flooded } state_damage_modifier = { canal_damaged_modifier } only_display_if_exists = yes special_icon = GFX_canal_icon level_cap = { province_max = 1 } show_modifier = yes } # TEMP 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 is_buildable = no disabled_in_dmz = yes infrastructure_construction_effect = yes gun_emplacement = yes spawn_point = rocket_site_spawn level_cap = { state_max = 1 shares_slots = no exclusive_with = rocket_site } } stronghold_network = { show_on_map = 1 has_destroyed_mesh = yes base_cost = 45000 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 = 0.15 state_bunker_max_level_terrain_limit = 2 state_coastal_bunker_max_level_terrain_limit = 2 enemy_attrition = 0.15 state_production_speed_bunker_factor = 0.1 state_production_speed_coastal_bunker_factor = 0.1 } } naval_supply_hub = { show_on_map = 1 base_cost = 12500 icon_frame = 28 disabled_in_dmz = yes naval_supply_hub = yes allied_build = 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 spawn_point = naval_base_spawn icon_frame = 29 value = 1 naval_headquarter = yes disabled_in_dmz = yes allied_build = yes infrastructure_construction_effect = yes only_costal = yes is_port = yes tags = { naval_buildings_tag } building_prerequisite = { building_dependency = { building = naval_base level = 8 } } level_cap = { state_max = 1 province_max = 1 shares_slots = yes } modules = { naval_leader_module } } energy_infrastructure = { base_cost = 33000 icon_frame = 30 value = 1 show_modifier = yes infrastructure_construction_effect = yes level_cap = { state_max = 1 shares_slots = yes group_by = infrastructure_keystone } state_modifiers = { state_renewable_energy_generation_modifier = 0.10 state_fossil_fuel_energy_generation_modifier = 0.10 state_nuclear_energy_generation_modifier = 0.10 } } industrial_infrastructure = { base_cost = 36000 icon_frame = 31 value = 1 show_modifier = yes infrastructure_construction_effect = yes level_cap = { state_max = 1 shares_slots = yes group_by = infrastructure_keystone } state_modifiers = { local_resource_gain_efficiency_per_infrastructure = 0.15 } } rail_terminal = { show_on_map = 0 base_cost = 4000 per_level_extra_cost = 2500 icon_frame = 22 damage_factor = 1 value = 1 infrastructure_construction_effect = yes show_modifier = yes level_cap = { state_max = 5 } state_modifiers = { state_productivity_growth_modifier = 0.025 local_supplies = 0.05 local_building_slots_factor = 0.05 } } enrichment_facility = { hide_if_missing_tech = yes show_on_map = 0 icon_frame = 13 damage_factor = 1 base_cost = 45000 value = 1 show_modifier = yes level_cap = { state_max = 1 } country_modifiers = { modifiers = { nuclear_reactor_fuel_production = 350 } } } } 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 } }