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
		per_level_extra_cost = 500
		icon_frame = 30
		infrastructure = yes
		value = 2
		
		show_modifier = yes
		allied_build = yes
		level_cap = {
			state_max = 20
		}
		country_modifiers = {
			modifiers = {
				max_fuel_building = 1.5 #k
			}
		}
	}

	arms_factory = {
		show_on_map = 6
		base_cost = 15000
		base_cost_conversion = 12000
		icon_frame = 2
		value = 4 
		infrastructure_construction_effect = yes
		
		military_production = 1
		show_modifier = yes
				
		level_cap = {
			shares_slots = yes
			state_max = 50
		}
	}

	industrial_complex = {
		show_on_map = 6
		base_cost = 18000
		base_cost_conversion = 12000
		icon_frame = 1
		value = 6
		infrastructure_construction_effect = yes
		
		general_production = 1
		
		level_cap = {
			shares_slots = yes
			state_max = 50
		}
	}
	
	dockyard = {
		show_on_map = 1
		show_on_map_meshes = 3
		base_cost = 10000
		only_costal = yes
		icon_frame = 4
		only_costal = yes
		value = 4
		infrastructure_construction_effect = yes
		
		naval_production = 1
		
		level_cap = {
			shares_slots = yes
			state_max = 25
		}
	}
	#naval_facility = {
	#	show_on_map = 1
	#	base_cost = 12000
	#	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
	#}

	air_base = {
		show_on_map = 1
		base_cost = 3000
		icon_frame = 5
		air_base = yes
		value = 1
		allied_build = yes
		
		level_cap = {
			state_max = 25
		}
	}
	
	supply_node = {
		show_on_map = 1
		base_cost = 20000
		disabled_in_dmz = yes
		icon_frame = 31
		centered = yes
		supply_node = yes
		damage_factor = 0.1
		allied_build = yes
		always_shown = yes
		
		level_cap = {
			province_max = 1
		}
	}	
	
	rail_way = {
		base_cost = 2000
		per_level_extra_cost = 250
		disabled_in_dmz = yes
		icon_frame = 3
		
		level_cap = {
			province_max = 12
		}
	}

	naval_base = {
		show_on_map = 1
		show_on_map_meshes = 3
		always_shown = yes
		spawn_point = naval_base_spawn 
		base_cost = 5000
		only_costal = yes
		is_port = yes
		icon_frame = 6
		value = 1
		allied_build = yes
		
		level_cap = {
			province_max = 25
		}
	}

	bunker = {
		show_on_map = 1
		has_destroyed_mesh = yes
		base_cost = 750
		per_level_extra_cost = 750
		disabled_in_dmz = yes
		icon_frame = 7
		land_fort = 1
		value = 1
		
		level_cap = {
			province_max = 25
		}
	}

	coastal_bunker = {
		show_on_map = 1
		has_destroyed_mesh = yes
		base_cost = 750
		per_level_extra_cost = 500
		disabled_in_dmz = yes
		only_costal = yes
		icon_frame = 8
		naval_fort = 1
		value = 1
		
		level_cap = {
			province_max = 25
		}
	}

	
	anti_air_building = {
		show_on_map = 3
		base_cost = 5000
		icon_frame = 9
		anti_air = yes
		disabled_in_dmz = yes
		air_defence = 1
		damage_factor = 0.1
		value = 2
		
		level_cap = {
			state_max = 10 # This is the max unlock level
		}
	}

	synthetic_refinery_oil = {
		show_on_map = 0
		base_cost = 25000
		icon_frame = 10
		local_resources_oil = 1
		refinery = yes
		value = 6
		infrastructure_construction_effect = yes
		
		show_modifier = yes
		
		country_modifiers = {
			modifiers = {
			fuel_gain_from_states = 1.0 
			}
		}

		level_cap = {
			shares_slots = yes
			state_max = 10
		}
	}
	
	synthetic_refinery_rubber = {
		show_on_map = 0
		base_cost = 20000
		icon_frame = 28
		local_resources_rubber = 1
		refinery = yes
		value = 4
		infrastructure_construction_effect = yes
		
		level_cap = {
			shares_slots = yes
			state_max = 10
		}
	}
	
	fuel_silo_industrial = {
		show_on_map = 0
		base_cost = 15000
		icon_frame = 26
		value = 5
		infrastructure_construction_effect = yes
		fuel_silo = yes
		
		show_modifier = yes
		
		country_modifiers = {
			modifiers = {
				max_fuel_building = 50.0 #k
			}
		}
		
		level_cap = {
			shares_slots = yes
			state_max = 50
		}
	}

	fuel_silo_modern = {
		is_buildable = no
		show_on_map = 0
		base_cost = 20000
		icon_frame = 27
		value = 6
		infrastructure_construction_effect = yes
		fuel_silo = yes
		
		show_modifier = yes
		
		country_modifiers = {
			modifiers = {
				max_fuel_building = 100.0 #k
			}
		}
		
		level_cap = {
			shares_slots = yes
			state_max = 50
		}
	}
	mega_gun_emplacement = {
		dlc_allowed = { has_dlc = Gotterdammerung }
		is_buildable = no
		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 = {
		is_buildable = no
		show_on_map = 1
		base_cost = 12000
		icon_frame = 12
		rocket_production = 0
		rocket_launch_capacity = 1
		value = 2
		infrastructure_construction_effect = yes
		disabled_in_dmz = yes
		spawn_point = rocket_site_spawn
		
		level_cap = {
			state_max = 5
			shares_slots = yes
			exclusive_with = mega_gun_emplacement
		}
	}

	farm = {
		show_on_map = 0
		base_cost = 6000
		icon_frame = 19
		value = 3
		infrastructure_construction_effect = yes
		
		show_modifier = yes
		
		country_modifiers = {
			modifiers = {
			weekly_manpower = 5 
			}
		}
		
		level_cap = {
			shares_slots = yes
			state_max = 25
		}
	}
	
	coal_mine = {
		show_on_map = 0
		base_cost = 8000
		icon_frame = 14
		local_resources_coal = 4
		value = 3
		infrastructure_construction_effect = yes
		#available = { has_coal_desposits = yes } # TODO: This does not work.
		
		country_modifiers = {
			modifiers = {
			fuel_gain_from_states = 0.1 
			}
		}
		
		level_cap = {
			shares_slots = yes
			state_max = 8
		}
	}
	
	cotton_farm = {
		show_on_map = 0
		base_cost = 6000
		icon_frame = 15
		local_resources_cotton = 6
		value = 2
		infrastructure_construction_effect = yes
		
		level_cap = {
			shares_slots = yes
			state_max = 20
		}
	}
	
	fabric_weavery = {
		show_on_map = 0
		base_cost = 12000
		icon_frame = 25
		local_resources_fabric = 8
		value = 2
		infrastructure_construction_effect = yes
		country_modifiers = {
			modifiers = {
			country_resource_cost_cotton = 4
			}
		}
		level_cap = {
			shares_slots = yes
			state_max = 20
		}
	}
	
	steel_mill = {
		show_on_map = 0
		base_cost = 20000
		icon_frame = 16
		local_resources_steel = 5
		value = 4
		infrastructure_construction_effect = yes
		country_modifiers = {
			modifiers = {
			    country_resource_cost_iron = 16
			    country_resource_cost_coal = 8	
            }
		}
		level_cap = {
			shares_slots = yes
			state_max = 10
		}
	}
	
	logging_camp = {
		show_on_map = 0
		base_cost = 9000
		icon_frame = 17
		local_resources_wood = 5
		value = 3
		infrastructure_construction_effect = yes
		
		level_cap = {
			shares_slots = yes
			state_max = 20
		}
	}
	
	machine_parts_factory = {
		show_on_map = 0
		base_cost = 18000
		icon_frame = 18
		local_resources_machine_parts = 8
		value = 5
		infrastructure_construction_effect = yes
		country_modifiers = {
			modifiers = {
				country_resource_cost_iron = 3
				country_resource_cost_coal = 2
			}	
		}
		level_cap = {
			shares_slots = yes
			state_max = 50
		}
	}
	
	#electronics_factory = {
	#	show_on_map = 0
	#	base_cost = 25000
	#	icon_frame = 21
	#	local_resources_eletronics = 15
	#	country_resource_cost_silicates = 3
	#	country_resource_cost_plastics = 3
	#	country_resource_cost_rare_earth_metals = 1
	#	max_level = 5
	#	shares_slots = yes
	#	value = 5
	#	infrastructure_construction_effect = yes
	#}
	
	#plastics_refinery = {
	#	show_on_map = 0
	#	base_cost = 22000
	#	icon_frame = 22
	#	country_resource_cost_oil = 3
	#	local_resources_plastics = 12
	#	max_level = 5
	#	shares_slots = yes
	#	value = 5
	#	infrastructure_construction_effect = yes
	#}
	
	#ceramic_buners = {
	#	show_on_map = 0
	#	base_cost = 18000
	#	icon_frame = 23
	#	local_resources_ceramics = 8
	#	country_resource_cost_coal = 1
	#	#country_resource_cost_silicates = 3
	#	max_level = 5
	#	shares_slots = yes
	#	value = 5
	#	infrastructure_construction_effect = yes
	#}
	
	#generator_factory = {
	#	show_on_map = 0
	#	base_cost = 30000
	#	icon_frame = 24
	#	local_resources_portable_power = 4
	#	country_resource_cost_rare_earth_metals = 2
	#	max_level = 5
	#	shares_slots = yes
	#	value = 5
	#	infrastructure_construction_effect = yes
	#}
	
	machine_parts_factory_inactive = {
		show_on_map = 0
		base_cost = 18000
		icon_frame = 18
		value = 4
		infrastructure_construction_effect = yes
		is_buildable = no
		
		level_cap = {
			shares_slots = yes
			state_max = 20
		}
	}
	
	steel_mill_inactive = {
		show_on_map = 0
		base_cost = 1500000
		icon_frame = 16
		value = 3
		infrastructure_construction_effect = yes
		is_buildable = no
		
		level_cap = {
			shares_slots = yes
			state_max = 20
		}
	}
	
	fabric_weavery_inactive = {
		show_on_map = 0
		base_cost = 1500000
		icon_frame = 20
		value = 2
		infrastructure_construction_effect = yes
		is_buildable = no
		
		level_cap = {
			shares_slots = yes
			state_max = 20
		}
	}

	#nuclear_facility = {
	#	show_on_map = 1
	#	base_cost = 15000
	#	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
	#	#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
	#	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
	#	}
	#}
	#
	#land_facility = {
	#	show_on_map = 1
	#	base_cost = 12000
	#	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
	#	}
	#}
	
	#ceramic_buners_inactive = {
	#	show_on_map = 0
	#	base_cost = 1500000
	#	icon_frame = 18
	#	max_level = 20
	#	shares_slots = yes
	#	value = 2
	#	infrastructure_construction_effect = yes
	#}
	
	#electronics_factory_inactive = {
	#	show_on_map = 0
	#	base_cost = 1500000
	#	icon_frame = 18
	#	max_level = 20
	#	shares_slots = yes
	#	value = 3
	#	infrastructure_construction_effect = yes
	#}

	#plastics_refinery_inactive = {
	#	show_on_map = 0
	#	base_cost = 1500000
	#	icon_frame = 18
	#	max_level = 20
	#	shares_slots = yes
	#	value = 3
	#	infrastructure_construction_effect = yes
	#}
	
	#infrastructure_inactive = {
	#	show_on_map = 0
	#	base_cost = 1500000
	#	icon_frame = 18
	#	infrastructure = no
	#	max_level = 20
	#	shares_slots = yes
	#	value = 2
	#	infrastructure_construction_effect = no
	#
	#	army_speed_factor_for_controller = -0.075
	#	local_supplies = -0.05
	#	local_supplies_for_controller = -0.05
	#	supply_consumption_factor = 0.05
	#	
	#	show_modifier = yes
	#	max_fuel_building = -0.25
	#}

	#arms_factory_inactive = {
	#	show_on_map = 0
	#	base_cost = 1500000
	#	base_cost_conversion = 1500000
	#	icon_frame = 18
	#	max_level = 50
	#	shares_slots = yes
	#	value = 4 
	#	infrastructure_construction_effect = yes
	#	
	#	military_production = 0
	#}

	#industrial_complex_inactive = {
	#	show_on_map = 0
	#	base_cost = 1500000
	#	base_cost_conversion = 1500000
	#	icon_frame = 18
	#	max_level = 50
	#	shares_slots = yes
	#	value = 6
	#	infrastructure_construction_effect = yes
	#	
	#	general_production = 0
	#}
	
	trench = {
		show_on_map = 0
		base_cost = 1500
		per_level_extra_cost = 250
		disabled_in_dmz = yes
		icon_frame = 20
		land_fort = 1
		value = 1
			
		level_cap = {
			province_max = 5
		}
	}	
	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
		}
	}
	canal_kiel = {
		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
		#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 = {
			
		}
	}
}

spawn_points = {

	special_project_facility_spawn = {
		type = province
		max = 1
		disable_auto_nudging = yes
	}

	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
	}
}