### In this mod, the vanilla radios were re-purposed as "Electronic Processors"
### Therefore, it won't be produced until late game.
### Thus, several vanilla PMs will be changed

## Electrics Factory


pm_radios = {
	texture = "gfx/interface/icons/production_method_icons/radios.dds"
	unlocking_technologies = {
		radio
	}	
	building_modifiers = {
		workforce_scaled = {
			building_input_electricity_add = 40
			building_output_telephones_add = 40
		}
		
		level_scaled = {
			building_employment_engineers_add = 500
		}
	}
}


pm_advanced_telephones = {
	texture = "gfx/interface/icons/production_method_icons/radios.dds"
	unlocking_technologies = {
		commercial_level_nuclear_additives
	}	

	building_modifiers = {
		workforce_scaled = {
			# radio cost $80
			# telephone cost $70

			#vanilla: profit $250
			# profit $700 for base

			# input goods
			building_input_rubber_add = -10
			building_input_electricity_add = 40	
			building_input_nuclear_engines_add = 10
			building_input_irradiated_material_add = 20


			building_output_telephones_add = 90
			# gain: $6,300
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = -1000
			building_employment_machinists_add = 600
			building_employment_engineers_add = 400
		}
	}
}

pm_telephone_with_integrated_processor = {
	texture = "gfx/interface/icons/production_method_icons/radios.dds"
	unlocking_technologies = {
		commercial_level_nuclear_additives
	}	

	building_modifiers = {
		workforce_scaled = {
			# radio cost $80
			# telephone cost $70

			# input goods
			building_input_rubber_add = -10
			building_input_electricity_add = 40	
			building_input_nuclear_engines_add = 10
			building_input_irradiated_material_add = 20
			building_input_programmables_add = 30

			building_output_telephones_add = 90
			# gain: $6,300
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = -1000
		}
	}
}

## Military Re-work