
# We shall decide based on base price of these stuff

#Coal cost $30
#Electricity cost $30
#Tools cost $40
#sulfur cost $50
#radioactive_ore cost $40 (Same as iron ore
#irradiated_material cost $50
#nuclear_fuel $50
#electricity $30



# Do vertical farms
# They are designed to be less efficient than traditional farms, but able to produce hell a lot.
# Profit: $1,600
# Employment: 3,600

pm_vertical_farm_all_wheat = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 25	#750					   
			building_input_steel_add = 5	#250				   
			building_input_glass_add = 10	#400				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 30 #900
			#cost: $2,500
			# You think it's low, huh? Don't worry, the second production 
			# method shall cost some $1,000 in addition.

			
			# output goods												   
			building_output_grain_add = 300
			# This gives some $6,000		
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2600
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 800
		}
	}
}

pm_vertical_farm_three_quarter_wheat = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 25	#750					   
			building_input_steel_add = 5	#250				   
			building_input_glass_add = 10	#400				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 30 #900
			#cost: $2,500
			# You think it's low, huh? Don't worry, the second production 
			# method shall cost some $1,000 in addition.
			
			# output goods												   
			building_output_grain_add = 225
			building_output_meat_add = 50
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2600
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 800
		}
	}
}

pm_vertical_farm_half_wheat = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 25	#750					   
			building_input_steel_add = 5	#250				   
			building_input_glass_add = 10	#400				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 30 #900
			#cost: $2,500
			# You think it's low, huh? Don't worry, the second production 
			# method shall cost some $1,000 in addition.
			
			# output goods												   
			building_output_grain_add = 150
			building_output_meat_add = 100
			# This gives some $6,000		
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2600
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 800
		}
	}
}

#### Synthetic Food Production
pm_synthetic_organic_rubber = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/synthetic_organic_rubber.jpg"
	pollution_generation = 10
	building_modifiers = {
		workforce_scaled = {
			# input goods	
			building_input_meat_add = 10 #300
			building_input_oil_add = 30 #1,200			   
			building_input_electricity_add = 10	#300		   
			building_input_irradiated_material_add = 10 #500
			#cost: $2,300
			
			# output goods												   
			building_output_rubber_add = 165
			# This gives some $6,600
		}

		level_scaled = {
			# earnings					
			building_employment_farmers_add = 1000
			building_employment_machinists_add = 1800
			building_employment_engineers_add = 1000									
			building_employment_laborers_add = 600
		}
	}
}

pm_synthetic_food_lab_grown_meat = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/synthetic_food_lab_grown_meat.jpg"
	pollution_generation = 10
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_grain_add = 100 #2,000				   
			building_input_electricity_add = 5	#150			   
			building_input_irradiated_material_add = 3 #150
			#cost: $2,300
			
			# output goods												   
			building_output_meat_add = 220
			# This gives some $6,600		
		}

		level_scaled = {
			# earnings					
			building_employment_farmers_add = 1000
			building_employment_machinists_add = 1800
			building_employment_engineers_add = 1000									
			building_employment_laborers_add = 600
		}
	}
}

pm_synthetic_food_corn_syrup = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/synthetic_food_corn_syrup.jpg"
	pollution_generation = 10
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_grain_add = 100 #2,000				   
			building_input_electricity_add = 5	#150			   
			building_input_irradiated_material_add = 3 #150
			#cost: $2,300
			
			# output goods												   
			building_output_sugar_add = 220
			# This gives some $6,600		
		}

		level_scaled = {
			# earnings					
			building_employment_farmers_add = 1000
			building_employment_machinists_add = 1800
			building_employment_engineers_add = 1000									
			building_employment_laborers_add = 600
		}
	}
}

pm_synthetic_food_industrial_alcohol = {
	texture = "gfx/interface/icons/goods_icons/liquor.dds"
	pollution_generation = 10

	building_modifiers = {
		workforce_scaled = {
			# input goods											   
			building_input_grain_add = 70 #1,400							   
			building_input_sugar_add = 10 #300		   
			building_input_electricity_add = 10	#300				   
			building_input_irradiated_material_add = 6 #300
			#cost: $2,300
			
			# output goods												   
			building_output_liquor_add = 220
			# This gives some $6,600		
		}

		level_scaled = {
			# earnings					
			building_employment_farmers_add = 1000
			building_employment_machinists_add = 1800
			building_employment_engineers_add = 1000									
			building_employment_laborers_add = 600
		}

	}
}


### Mega-Greenhouse
#### Synthetic Food Production
pm_mega_greenhouse_weed_greenhouse = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/mega_greenhouse_weed_greenhouse.dds"
	pollution_generation = 10

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 30	#900	
			building_input_electricity_add = 7 #210			   
			building_input_steel_add = 4	#200				   
			building_input_glass_add = 8	#320				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 30 #900
			#cost: $2,730
			# You think it's low, huh? Don't worry, the second production 
			# method shall cost some $1,000 in addition.

			# output goods												   
			building_output_opium_add = 120
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2600
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 800
		}
	}
}

pm_mega_greenhouse_coffee = {
	texture = "gfx/interface/icons/goods_icons/coffee.dds"
	pollution_generation = 10

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 30	#900	
			building_input_electricity_add = 7 #210			   
			building_input_steel_add = 4	#200				   
			building_input_glass_add = 8	#320				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 30 #900
			#cost: $2,730
			# You think it's low, huh? Don't worry, the second production 
			# method shall cost some $1,000 in addition.
			
			# output goods												   
			building_output_coffee_add = 120
			# This gives some $6,000		
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2600
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 800
		}
	}
}

pm_mega_greenhouse_tea = {
	texture = "gfx/interface/icons/goods_icons/tea.dds"
	pollution_generation = 10

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 30	#900	
			building_input_electricity_add = 7 #210			   
			building_input_steel_add = 4	#200				   
			building_input_glass_add = 8	#320				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 30 #900
			#cost: $2,730
			# You think it's low, huh? Don't worry, the second production 
			# method shall cost some $1,000 in addition.			
			
			# output goods												   
			building_output_tea_add = 120
			# This gives some $6,000			
		}
		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2600
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 800
		}
	}
}

pm_mega_greenhouse_berries = {
	texture = "gfx/interface/icons/goods_icons/fruit.dds"
	pollution_generation = 10

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 30	#900	
			building_input_electricity_add = 7 #210			   
			building_input_steel_add = 4	#200				   
			building_input_glass_add = 8	#320				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600
			building_input_air_transportation_add = 10 #300
			#cost: $2,730
			# You think it's low, huh? Don't worry, the second production 
			# method shall cost some $1,000 in addition.			
			
			# output goods												   
			building_output_fruit_add = 200
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2600
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 800
		}
	}
}

pm_mega_greenhouse_orchard = {
	texture = "gfx/interface/icons/goods_icons/wine.dds"
	pollution_generation = 10

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 30	#900	
			building_input_electricity_add = 7 #210			   
			building_input_steel_add = 4	#200				   
			building_input_glass_add = 8	#320				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 30 #900
			#cost: $2,730
			# You think it's low, huh? Don't worry, the second production 
			# method shall cost some $1,000 in addition.		
			
			# output goods												   
			building_output_wine_add = 120
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2600
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 800
		}

	}
}

pm_mega_greenhouse_tobacco = {
	texture = "gfx/interface/icons/goods_icons/tobacco.dds"
	pollution_generation = 10

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 30	#900	
			building_input_electricity_add = 7 #210			   
			building_input_steel_add = 4	#200				   
			building_input_glass_add = 8	#320				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 30 #900
			#cost: $2,730
			# You think it's low, huh? Don't worry, the second production 
			# method shall cost some $1,000 in addition.		
			
			# output goods												   
			building_output_tobacco_add = 150
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2600
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 800
		}

	}
}





#### Energy for these factories
### About 800

pm_reinforced_green_house = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/reinforced_green_house.jpg"
	pollution_generation = 10

	building_modifiers = {

		# This is expected to counter the over-powered production
		# with cost of about $810

		workforce_scaled = {
					   
			building_input_steel_add = 5 # $250			   
			building_input_glass_add = 14 # $560
			
		}
	}
}

pm_man_made_sun = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/man_made_sun.jpg"
	pollution_generation = 10

	building_modifiers = {

		# This is expected to counter the over-powered production
		# with cost of about $810
		workforce_scaled = {
					   
			building_input_nuclear_engines_add = 2 # $120		   
			building_input_nuclear_fuel_add = 14 # $700
			
		}
	}
}

pm_agriculture_use_light_bulb = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/agriculture_use_light_bulb.jpg"
	pollution_generation = 10

	# Just use hell load of electricity to replace sunlight.

	building_modifiers = {
		# This is expected to counter the over-powered production
		# with cost of about $810
		workforce_scaled = {
			building_input_electricity_add = 27 #$810 cost
		}
	}
}



############## Labor Intensive Alternatives

pm_skilled_labor_force = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/labor_intensive_industry_labor_force_composition_placeholder.jpg"
	pollution_generation = 0
}

pm_programmable_irrigation = {
	texture = "gfx/interface/icons/production_method_icons/automatic_irrigation.dds"
	pollution_generation = 0

	unlocking_technologies = {
		extreme_condition_processors
	}

	## Decrease up to 400 mechanist and 1,000 farmers
	building_modifiers = {
		workforce_scaled = {
			# input goods
			## programmables should be $30
		
			building_input_programmables_add = 20 #600
			building_input_electricity_add = 5 #150

			# Cost $750

		}

		level_scaled = {
			building_employment_farmers_add = -500
			building_employment_machinists_add = -1000
			building_employment_engineers_add = -200
		}
	}
}

pm_algorithmic_growth_planning = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/algorithmic_growth_planning.dds"
	pollution_generation = 0

	unlocking_technologies = {
		extreme_condition_processors
	}

	## Decrease up to 400 mechanist and 1,000 farmers
	building_modifiers = {
		workforce_scaled = {
			# input goods
			## programmables should be $30
		
			building_input_radios_add = 6 #480
			building_input_electricity_add = 8 #240

			# Cost $720

		}

		level_scaled = {
			building_employment_farmers_add = -500
			building_employment_machinists_add = -1000
			building_employment_engineers_add = -200
		}
	}
}

#### Water Alternatives

pm_default_water_source = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_water_source_base.jpg"
	pollution_generation = 0
}

pm_transported_water = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_water_source_transportation_1.jpg"
	pollution_generation = 0

	building_modifiers = {

		# This is expected to counter the over-powered production
		# with cost of about $1,100
		workforce_scaled = {
					   
			building_input_fertilizer_add = -10	#900		
			building_input_transportation_add = 10 #600
			
		}
	}
}

pm_interstate_water_pipe = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_water_source_transportation_2.jpg"
	pollution_generation = 0

	building_modifiers = {

		# This is expected to counter the over-powered production
		# with cost of about $1,100
		workforce_scaled = {
					   
			building_input_fertilizer_add = -16	#900		
			building_input_transportation_add = 16 #600
			
		}
	}
}

pm_standardized_fertilizer_distribution = {
	texture = "gfx/interface/icons/goods_icons/fertilizer.dds"
	pollution_generation = 0

	building_modifiers = {

		# This is expected to counter the over-powered production
		# with cost of about $1,100
		workforce_scaled = {
					   
			building_input_fertilizer_add = 10	#900		
			building_input_transportation_add = -10 #600
			
		}
	}
}

######## Alternatives: wetwire implants

pm_no_wetwire_usage = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_no_augmentation.dds"
	pollution_generation = 0

}

# Let basic augmentation give about 20% more production, that is, about $1,200
pm_basic_augmentation_assorted_drinks = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_basic_augmentation.dds"
	pollution_generation = 0

	unlocking_technologies = {
		cybernetics_circuitry
	}

	building_modifiers = {
		workforce_scaled = {
			building_output_tea_add = 12 #total $1,200
			building_output_coffee_add = 12

			building_input_programmables_add = 15
			building_input_electricity_add = 10 #total $900
		}
	}
}

pm_basic_augmentation_food = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_basic_augmentation.dds"
	pollution_generation = 0

	unlocking_technologies = {
		cybernetics_circuitry
	}

	building_modifiers = {
		workforce_scaled = {
			building_output_grain_add = 45 #total $900
			building_output_meat_add = 10 #total $300

			building_input_programmables_add = 15
			building_input_electricity_add = 10 #total $900
		}
	}
}

pm_basic_augmentation_weed = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_basic_augmentation.dds"
	pollution_generation = 0

	unlocking_technologies = {
		cybernetics_circuitry
	}

	building_modifiers = {
		workforce_scaled = {
			building_output_opium_add = 24

			building_input_programmables_add = 15
			building_input_electricity_add = 10 #total $900
		}
	}
}

# Let extensive augmentation give about 25% more production, that is, about $1,500
pm_extensive_augmentation_assorted_drinks = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_extensive_augmentation.dds"
	pollution_generation = 0

	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			building_output_tea_add = 15 #total $1,500
			building_output_coffee_add = 15

			building_input_programmables_add = 24
			building_input_electricity_add = 5 #total $1050
		}
	}
}

pm_extensive_augmentation_food = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_extensive_augmentation.dds"
	pollution_generation = 0

	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			building_output_grain_add = 60 #total $1200
			building_output_meat_add = 10 #total $300

			building_input_programmables_add = 24
			building_input_electricity_add = 5 #total $1050
		}
	}
}

pm_extensive_augmentation_weed = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/food_factory_extensive_augmentation.dds"
	pollution_generation = 0

	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			building_output_opium_add = 30

			building_input_programmables_add = 24
			building_input_electricity_add = 5 #total $1050
		}
	}
}



