# To ensure the game rule 'monument_effects' works properly, new monument buildings added should be given the optional base methods
# 	pm_monument_prestige_only
#	pm_monument_no_effects
# 
# 'monument_effects' additionally needs to be amended with flags disabling the new monument's Base method
# PM Groups for Monuments should have the 'is_hidden_when_unavailable' flag to ensure only one alternative is visible at any time (unless the player actually has an option they can switch to)

pmg_base_californian_water_exchange = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_californian_aqueduct
	}
}

pmg_base_midwest_aqueduct = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_midwest_aqueduct
	}
}

pmg_base_Industrial_Canal = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_Industrial_Canal
	}
}

pmg_base_Minning_Canal = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_Mining_Canal
	}
}

pmg_base_rainmaking_array = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_rainmaking_array
	}
}

pmg_base_moisture_control = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_moisture_control
	}
}


pmg_base_swamp_drain = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_swamp_drain
	}
}

pmg_base_great_dam = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_great_dam
	}
}

pmg_base_hydralic_fracturing = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_hydralic_fracturing
	}
}

pmg_base_mega_shipyard = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_mega_shipyard
	}
}



pmg_military_production_mega_shipyard = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_military_production_mega_shipyard_lv_0
		pm_military_production_mega_shipyard_lv_1
		pm_military_production_mega_shipyard_lv_2
		pm_military_production_mega_shipyard_lv_3
		pm_military_production_mega_shipyard_lv_4
		pm_military_production_mega_shipyard_lv_5
		pm_military_production_mega_shipyard_lv_6
	}
}

pmg_base_floating_city = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_floating_city
	}
}

pmg_base_sea_dykes = {
	texture = "gfx/interface/icons/generic_icons/mixed_icon_base.dds"
	production_methods = {
		pm_default_sea_dykes
	}
}