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 = 20
		}
	}

	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
		only_display_if_exists = yes
		special_icon = GFX_facility_icon
		infrastructure_construction_effect = yes
		level_cap = {
			province_max = 1
			state_max = 1
			group_by = special_project_facility
		}
	}

	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 = 20
		}
	}

	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 = 8500
		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
		}
	}	
	
	rail_way = { #Costs slightly more because of Rt56 techs
		base_cost = 175
		per_level_extra_cost = 140
		disabled_in_dmz = yes
		icon_frame = 16
		infrastructure_construction_effect = yes
		level_cap = {
			province_max = 1
		}
	}

	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
		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
		allied_build = yes
		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
		allied_build = yes
		infrastructure_construction_effect = yes
		level_cap = {
			province_max = 10
		}
	}

	stronghold_network = {
		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
		infrastructure_construction_effect = yes
		level_cap = {
			shares_slots = yes
			state_max = 20
		}
	}

	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
		only_display_if_exists = yes
		special_icon = GFX_facility_icon
		infrastructure_construction_effect = yes
		level_cap = {
			province_max = 1
			state_max = 1
			group_by = special_project_facility
		}
		only_costal = yes
	}

	
	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 = 5.0 #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
		
		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 = { specialization_rockets }
		infrastructure_construction_effect = yes
		disabled_in_dmz = yes
		spawn_point = rocket_site_spawn
		level_cap = {
			state_max = 2
			shares_slots = yes
			exclusive_with = mega_gun_emplacement
		}
	}
	
	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
		}
	}

	naval_supply_hub = {
		show_on_map = 1
		base_cost = 12500
		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
		spawn_point = naval_base_spawn
		icon_frame = 29
		value = 1
		naval_headquarter = yes
		disabled_in_dmz = 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
		}
	}

	commercial_nuclear_reactor = {
		hide_if_missing_tech = yes
		missing_tech_loc = { # TODO_Manu / TODO_Thomas, this doesn't really make sense here since it's always hidden but it shows of usages
			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 = 3
				#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			
		}

		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
		#}
		infrastructure_construction_effect = yes
		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
		disabled_in_dmz = yes
		only_display_if_exists = yes
		special_icon = GFX_facility_icon
		infrastructure_construction_effect = yes
		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 = 1
		value = 5
		tags = { dam_building }
		spawn_point = dam_spawn
		damage_factor = -1
		is_buildable = no
		province_damage_modifiers = { flooded }
		#state_damage_modifier = { kurdish_agitation }
		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
		}
	}
	dam_mountain = {
		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 = { dam_building }
		spawn_point = dam_spawn
		damage_factor = -1
		is_buildable = no
		province_damage_modifiers = { flooded }
		#state_damage_modifier = { kurdish_agitation }
		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_kiel = {
		show_on_map = 1
		base_cost = 20000 # R56 waffle briefly had 40000 cost as an experiment doubled the cost, should work with dedicated decisions
		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
		#province_damage_modifiers = { flooded }
		state_damage_modifier = { kiel_canal_damaged_modifier }
		only_display_if_exists = yes
		special_icon = GFX_canal_icon
		level_cap = {
			province_max = 1
		}
		show_modifier = yes
		state_modifiers = {
			
		}
	}

	canal_panama = {
		show_on_map = 1
		base_cost = 20000 # R56 waffle briefly had 60000 cost as an experiment: more locks, more complex than the Kiel canal. Will add a decision to compensate. decision should check for the specific canal and not just "locks". As otherwise it would repair multiple canals at once. 
		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
	}
}
