###### Advanced methods for food industry

#Reference: Baking Powder method costs:
# 75*$20 (grain) + 40*$30 = $2,700
# gain: 100*$30 = $3,000

pm_airlift_fresh_groceries = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/airlift_fresh_groceries.jpg"
	
	unlocking_technologies = {
		# baking_powder
		advanced_nuclear_ramjet
	}

	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_grain_add = 80 #$1,600
			building_input_sugar_add = 15 #$450
			building_input_air_transportation_add = 24 #720
			# cost $2,770

			# output goods
			building_output_groceries_add = 162
			# Earn: $4,860
			# profit: $2,090
		}

		level_scaled = {
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 500
		}
	}
}


## Projected Earning $850
# max 1,500 laborer for food industry

pm_whiskey = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/half_life_whiskey.dds"
	pollution_generation = 5

	unlocking_technologies = {
		eco_friendly_nuclear_additives		
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_sugar_add = 5 #150
			building_input_irradiated_material_add = 6 #300
			building_input_grain_add = 25 #500
			#cost: $850
			
			# output goods
			building_output_liquor_add = 110
			building_output_groceries_add = -50
			#gain: $1,800
		}

		level_scaled = {
			building_employment_laborers_add = -1300
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 300
		}
	}
}

pm_rum = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/boston_molassacre_rum.dds"
	pollution_generation = 5

	unlocking_technologies = {
		eco_friendly_nuclear_additives			
	}
			
	
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_sugar_add = 10 #300
			building_input_irradiated_material_add = 15 #750
			building_input_grain_add = 10 #200
			#cost: $1,250
			
			# output goods
			building_output_liquor_add = 150
			building_output_groceries_add = -80
			#gain: $2,100
		}

		level_scaled = {
			building_employment_laborers_add = -1300
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 300
		}
	}
}


pm_wine = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/chicago_wine.dds"
	pollution_generation = 5

	unlocking_technologies = {
		eco_friendly_nuclear_additives		
	}

		
	unlocking_production_methods = {
		pm_airlift_fresh_groceries
	}				
	
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_sugar_add = 15 #450
			building_input_irradiated_material_add = 20 #1,000
			building_input_grain_add = 20 #400
			#cost: $1,850
			
			# output goods
			building_output_wine_add = 102
			building_output_groceries_add = -80
			#gain: $2,700
		}

		level_scaled = {
			building_employment_laborers_add = -1300
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 300
		}
	}
}

pm_nuka_cola = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuka_cola.png"
	pollution_generation = 5

	unlocking_technologies = {
		eco_friendly_nuclear_additives			
	}

	unlocking_production_methods = {
		pm_airlift_fresh_groceries
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_sugar_add = 35	#1,050
			building_input_irradiated_material_add = 20 #1,000
			building_input_nuclear_fuel_add = 8 	#400
			building_input_grain_add = 40 #800
			building_output_groceries_add = -80
			#cost: $5,650
			
			
			# output goods
			# Wine cost $50
			# Liquor cost $30
			building_output_liquor_add = 50
			building_output_wine_add = 100
			#gain: $6,500
			# profit: $850
		}

		level_scaled = {
			building_employment_laborers_add = -1300
			building_employment_machinists_add = 900	
			building_employment_shopkeepers_add = 200
			building_employment_engineers_add = 200

		}
	}
}

pm_instant_fission_liquor = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/moonshine_cake.jpg"
	pollution_generation = 5

	unlocking_technologies = {
		eco_friendly_nuclear_additives		
	}

	unlocking_production_methods = {
		pm_airlift_fresh_groceries
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_sugar_add = 10
			building_input_irradiated_material_add = 20
			building_input_grain_add = 45
			building_input_nuclear_fuel_add = 6
			building_output_groceries_add = -100

			#cost: $5,500
			
			
			# output goods
			# Wine cost $50
			# Liquor cost $30
			building_output_liquor_add = 120
			building_output_wine_add = 55
			#gain: $6,350
			# profit: $850
		}

		level_scaled = {
			building_employment_laborers_add = -1300
			building_employment_machinists_add = 900	
			building_employment_shopkeepers_add = 200
			building_employment_engineers_add = 200

		}
	}
}

pm_instant_fission_food = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/moonshine_cake.jpg"
	pollution_generation = 5

	unlocking_technologies = {
		eco_friendly_nuclear_additives		
	}

	unlocking_production_methods = {
		pm_airlift_fresh_groceries
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_sugar_add = 10
			building_input_irradiated_material_add = 20
			building_input_grain_add = 50
			building_input_nuclear_fuel_add = 4

			#cost: $2,500
			
			
			# output goods
			# Wine cost $50
			# Liquor cost $30
	
			building_output_groceries_add = 40
			building_output_liquor_add = 30
			building_output_wine_add = 25

			#gain: $3,350
			# profit: $850
		}

		level_scaled = {
			building_employment_laborers_add = -1300
			building_employment_machinists_add = 900	
			building_employment_shopkeepers_add = 200
			building_employment_engineers_add = 200

		}
	}
}

############Textile Mills
pm_shining_silk = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/shining_silk.dds"
	pollution_generation = 5

	unlocking_technologies = {
		eco_friendly_nuclear_additives
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_rubber_add = 5
			building_input_silk_add = 10
			building_input_irradiated_material_add = 10
			building_input_research_and_engineering_add = 5
			building_input_fabric_add = -20
			#cost: 10*$40 (rubber) + 10*40 (silk) +18*$50 (irradiated material) -20*20 = $900
			
			# output goods
			building_output_clothes_add = -30
			building_output_luxury_clothes_add = 50
			#gain: 50*$60 (luxury_clothes) - 30*$30 (clothes) = $2,100
		}
		
		level_scaled = {
			building_employment_machinists_add = -400
			building_employment_shopkeepers_add = 200
			building_employment_engineers_add = 200
		}						
	}
}

################ Furniture
pm_depleted_uranium_lathe = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/depleted_uranium_lathe.jpg"
	
	pollution_generation = 10
	
	unlocking_technologies = {
		nuclear_mechanized_economy
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_wood_add = 30
			building_input_fabric_add = 20
			building_input_tools_add = 15
			building_input_electricity_add = 20	
			building_input_irradiated_material_add = 10

			#cost: $2,700
			
			# output goods
			building_output_furniture_add = 155
			# gain: $4,650 # Profit 1950
		}

		level_scaled = {
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 1000
		}
	}
}


pm_cobalt_steel_furniture = {	
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/cobalt_steel_furniture.jpg"
		
	unlocking_technologies = {
		# mechanized_workshops
		commercial_level_nuclear_additives
	}

	unlocking_production_methods = {
		pm_lathe
		pm_mechanized_workshops
		pm_depleted_uranium_lathe
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_hardwood_add = 5 #200
			building_input_nuclear_engines_add = 2 #120
			building_input_steel_add = 15 #750
			building_input_tools_add = 20
			building_input_irradiated_material_add = 10
			building_input_wood_add = -20
			building_output_furniture_add = -40
			
			#cost: $3,170			

			# output goods

			building_output_luxury_furniture_add = 75
			# gain: $4,500
		}
		
		level_scaled = {
			building_employment_machinists_add = 500
			building_employment_engineers_add = 300
			building_employment_shopkeepers_add = 200
		}						
	}
}

################# Glassworks
# level 4 of glasswork
# Cost: 3,320
# Gain: 150*40(glass) = 6,000
# Profit: 2,600
pm_radiant_plastics = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/radiant_plastics.jpg"
	pollution_generation = 15
	
	unlocking_technologies = {
		microfission_cells
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_oil_add = 20
			building_input_irradiated_material_add = 16
			building_input_research_and_engineering_add = 4
			building_input_nuclear_engines_add = 5
			building_input_lead_add = 30
			# Total 3,340
			
			# output goods
			building_output_glass_add = 150
			# Total 6,000
		}

		level_scaled = {
			building_employment_laborers_add = 2500
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 900
		}
	}
}

pm_extra_glass_additives = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/extra_glass_additives.jpg"
	
	unlocking_technologies = {
		microfission_cells
	}
	
	unlocking_production_methods = {
		pm_leaded_glass
		pm_crystal_glass
		pm_houseware_plastics
		pm_radiant_plastics
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_dye_add = 5
			building_input_irradiated_material_add = 18
			building_input_research_and_engineering_add = 5
			building_input_electricity_add = 10
			#cost: $1,800

			# output goods
			building_output_glass_add = 55
		}
		
		level_scaled = {
			building_employment_machinists_add = 400
			building_employment_engineers_add = 200
			building_employment_shopkeepers_add = 400
		}					
	}														
}


pm_glowing_blue_porcelain = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/glowing_blue_porcelain.jpg"
	
	unlocking_technologies = {
		microfission_cells
	}
	
	unlocking_production_methods = {
		pm_leaded_glass
		pm_crystal_glass
		pm_houseware_plastics
		pm_radiant_plastics
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_dye_add = 20	
			building_input_irradiated_material_add = 14
			building_input_research_and_engineering_add = 5
			building_input_electricity_add = 10
			#cost: $1,850	

			# output goods
			building_output_glass_add = -40
			building_output_porcelain_add = 60
			#profit: $2,600
		}
		
		level_scaled = {
			building_employment_machinists_add = 400
			building_employment_engineers_add = 200
			building_employment_shopkeepers_add = 400
		}					
	}														
}

#### Cheaper Automatic Bottling Works

pm_programmable_bottle_blowers = {
	texture = "gfx/interface/icons/production_method_icons/automated_bottle_blowers.dds"
	pollution_generation = 5
	
	unlocking_technologies = {
		industrial_system_engineering
	}
	
	building_modifiers = {
		workforce_scaled = {
			building_input_radios_add = 4 #320
			building_input_programmables_add = 16 #480
			building_input_research_and_engineering_add = 2 #80

			building_output_glass_add = 12 #480 

		}

		level_scaled = {
			building_employment_laborers_add = -2500
			building_employment_machinists_add = -100
			building_employment_engineers_add = -300
		}
	}
}


################### Tooling Workshop
# Steel tool: cost 2,750. Gain 4,200. Profit $1,450

pm_duranium_steel_tools = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/duranium_steel_tools.jpg"
	unlocking_technologies = {
		# mechanical_tools
		duranium_steel
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_wood_add = 15 #300
			building_input_steel_add = 32 #1,600
			building_input_irradiated_material_add = 18 #900
			building_input_research_and_engineering_add = 5 #80
			building_input_electricity_add = 10 #300
			# cost: $3,300
			
			# output goods
			building_output_tools_add = 140
			# get $5,600
		}

		level_scaled = {
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 500
		}
	}
}

pm_automated_machines = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/automated_machines.jpg"
	pollution_generation = 15
	
	unlocking_technologies = {
		electronic_processors
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_wood_add = 10 #200
			building_input_steel_add = 26 #1,300
			building_input_irradiated_material_add = 14 #700
			building_input_research_and_engineering_add = 10 #400
			building_input_electricity_add = 4 #120
			building_input_programmables_add = 50 #1500
			# cost: $4,220
			
			# output goods
			building_output_tools_add = 175
			# get $7,000
		}

		level_scaled = {
			building_employment_laborers_add = 1500
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 600
		}
	}
}

pm_electronic_controller_tools = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/automated_machines.jpg"
	pollution_generation = 15
	
	unlocking_technologies = {
		electronic_processors
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_wood_add = 10 #200
			building_input_steel_add = 26 #1,300
			building_input_irradiated_material_add = 14 #700
			building_input_research_and_engineering_add = 10 #400
			building_input_electricity_add = 6 #180
			building_input_radios_add = 18 #1440
			# cost: $4,220
			
			# output goods
			building_output_tools_add = 175
			# get $7,000
		}

		level_scaled = {
			building_employment_laborers_add = 1500
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 600
		}
	}
}

### Living Furtilizer

pm_living_fertilizer = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/living_fertilizer.jpg"
	pollution_generation = 25

	unlocking_technologies = {
		# nitrogen_fixation
		radiation_assisted_bio_engineering
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_sulfur_add = 20
			building_input_nuclear_fuel_add = 10
			building_input_irradiated_material_add = 15
			building_input_coal_add = 10	
			building_input_iron_add = 15
			building_input_research_and_engineering_add = 5 #200
			# cost: $4,350

			# output goods
			building_output_fertilizer_add = 220
		
			# gain: $6,600
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2000
			building_employment_engineers_add = 1500
		}

	}
}

pm_automated_process_for_fertilizer = {
	texture = "gfx/interface/icons/goods_icons/fertilizer.dds"
	pollution_generation = 10

	unlocking_technologies = {
		extreme_condition_processors
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_programmables_add = 16 #480
			building_input_radios_add = 6 #480
			building_input_sulfur_add = 6 #300
			building_input_coal_add = 10 #300
			building_input_irradiated_material_add = 6 #300
			# cost: $1,820

			# output goods
			building_output_fertilizer_add = 60
		
			# gain: $2,400
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = -1000
			building_employment_machinists_add = -600
			building_employment_engineers_add = -300
		}

	}
}

pm_glowing_dyes = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/glowing_dyes.jpg"
	
	pollution_generation = 10

	unlocking_technologies = {
		commercial_level_nuclear_additives
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_oil_add = 20
			building_input_research_and_engineering_add = 5 #200
			building_input_fertilizer_add = 30
			building_input_irradiated_material_add = 10
			# cost: $2,400

			# output goods
			building_output_dye_add = 155
			# gain: $6,200
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 2000
		}
	}
}


pm_Halifax_worm_silk = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/Halifax_worm_silk.dds"

	pollution_generation = 10

	unlocking_technologies = {
		# art_silk
		radiation_assisted_bio_engineering
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_wood_add = 20
			building_input_irradiated_material_add = 10
			building_input_research_and_engineering_add = 5 #200
			building_input_nuclear_engines_add = 2
			building_output_dye_add = -25	
			# cost: $2,220


			# output goods
			building_output_silk_add = 60
			# gain: $2,400
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = -800
			building_employment_machinists_add = 300
			building_employment_engineers_add = 500
		}
	}
}

pm_New_England_duranium_steel = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/New_England_duranium_steel.dds"
	
	pollution_generation = 25
	
	unlocking_technologies = {
		duranium_steel
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_iron_add = 100
			building_input_coal_add = 40
			building_input_research_and_engineering_add = 5 #200 
			building_input_electricity_add = 50	
			building_input_irradiated_material_add = 12	
			# cost: $7,500
			
			# output goods
			building_output_steel_add = 210
			# gain: $10,500
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 2000
			building_employment_machinists_add = 1750
			building_employment_engineers_add = 1150
		}
	}
}

pm_automated_duranium_foundry = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/automated_duranium_foundry.dds"
	
	pollution_generation = 25
	
	unlocking_technologies = {
		industrial_system_engineering
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_iron_add = 100
			building_input_coal_add = 40
			building_input_research_and_engineering_add = 5 #200 
			building_input_electricity_add = 50	
			building_input_irradiated_material_add = 12
			building_input_radios_add = 9 #720	
			# cost: $8,220
			
			# output goods
			building_output_steel_add = 215
			# gain: $10,750
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 1250
			building_employment_engineers_add = 1000
		}
	}
}


### Advanced engine production
pm_instant_holographic_forging = {
	texture = "gfx/interface/icons/Mod_Nuclear_Tech_Icons/ultrahigh_temperature_forging.jpg"
	
	pollution_generation = 25
	
	unlocking_technologies = {
		ultrahigh_temperature_forging
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_nuclear_engines_add = 5 #300
			building_input_research_and_engineering_add = 5 #200 
			building_input_steel_add = 50 #2,500
			building_input_irradiated_material_add = 12 #600
			building_input_nuclear_fuel_add = 12 #600
			# cost: $4,200
			
			# output goods
			building_output_engines_add = 125
			# gain: $7,500
		}

		level_scaled = {
			building_employment_laborers_add = 1500
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 1500
		}
	}
}


pm_atomic_powered_vessel = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/mod_nuclear_terraform_mega_shipyard.dds"
	
	pollution_generation = 25
	
	unlocking_technologies = {
		atomic_powered_vessels
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_steel_add = 36
			building_input_electricity_add = 10
			building_input_nuclear_engines_add = 12
			building_input_research_and_engineering_add = 2 #80 
			building_input_irradiated_material_add = 10
			# $3,460
			
			# output goods
			building_output_steamers_add = 100
			# gain: $7,000
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 2000
			building_employment_machinists_add = 1750
			building_employment_engineers_add = 750
		}
	}
}

pm_automated_shipyard = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/atomic_powered_vessel.jpg"
	
	pollution_generation = 25
	
	unlocking_technologies = {
		industrial_system_engineering
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_programmables_add = 16 #480
			building_input_radios_add = 6 #480

			building_input_steel_add = 36
			building_input_electricity_add = 14
			building_input_nuclear_engines_add = 15
			building_input_research_and_engineering_add = 12 #480 
			building_input_irradiated_material_add = 10
			# $5,120
			
			# output goods
			building_output_steamers_add = 110
			# gain: $7,700
		}

		level_scaled = {
			# employment
			building_employment_laborers_add = 600
			building_employment_machinists_add = 1600
			building_employment_engineers_add = 600
		}
	}
}


pm_military_shipbuilding_steam = {
	texture = "gfx/interface/icons/production_method_icons/military_shipbuilding_steam.dds"
	
	unlocking_production_methods = {
		pm_metal_shipbuilding
		pm_arc_welding_shipbuilding
		pm_atomic_powered_vessel
		pm_automated_shipyard
	}
	
	building_modifiers = {
		workforce_scaled = {
			# output goods
			building_output_steamers_add = -50
			building_output_ironclads_add = 50
		}
	}
}

pm_military_shipbuilding_steam_2 = {
	texture = "gfx/interface/icons/production_method_icons/military_shipbuilding_steam_2.dds"
	
	unlocking_production_methods = {
		pm_metal_shipbuilding
		pm_arc_welding_shipbuilding
		pm_atomic_powered_vessel
		pm_automated_shipyard
	}
	
	building_modifiers = {
		workforce_scaled = {
			# output goods
			building_output_steamers_add = -30
			building_output_ironclads_add = 30
		}
	}
}			

pm_military_shipbuilding_steam_3 = {
	texture = "gfx/interface/icons/production_method_icons/military_shipbuilding_steam_2.dds"
	
	unlocking_production_methods = {
		pm_metal_shipbuilding
		pm_arc_welding_shipbuilding
		pm_atomic_powered_vessel
		pm_automated_shipyard
	}
	
	building_modifiers = {
		workforce_scaled = {
			# output goods
			building_output_steamers_add = -60
			building_output_ironclads_add = 60
		}
	}
}


pm_military_shipbuilding_steam_4 = {
	texture = "gfx/interface/icons/production_method_icons/military_shipbuilding_steam_2.dds"
	
	unlocking_production_methods = {
		pm_arc_welding_shipbuilding
		pm_atomic_powered_vessel
		pm_automated_shipyard
	}
	
	building_modifiers = {
		workforce_scaled = {
			# output goods
			building_output_steamers_add = -80
			building_output_ironclads_add = 80
		}
	}
}


pm_military_shipbuilding_steam_5 = {
	texture = "gfx/interface/icons/production_method_icons/military_shipbuilding_steam_2.dds"
	
	unlocking_production_methods = {
		pm_atomic_powered_vessel
		pm_automated_shipyard
	}
	
	building_modifiers = {
		workforce_scaled = {
			# output goods
			building_output_steamers_add = -100
			building_output_ironclads_add = 100
		}
	}
}



#
pm_depleted_uranium_rifle = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/depleted_uranium_rifle.jpg"
	pollution_generation = 15
	
	unlocking_technologies = {
		dirty_bombs
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_steel_add = 30
			building_input_hardwood_add = 10
			building_input_tools_add = 10
			building_input_oil_add = 10	
			building_input_irradiated_material_add = 10
			# cost: $3,200
			
			# output goods
			building_output_small_arms_add = 90
			# gain: $5,600
		}


		level_scaled = {
			# employment
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2000
			building_employment_engineers_add = 1500
		}
	}
}

# reference:
# breech loader cost 28*50 + 25*60 = $2,900
# gain: 40*70 = $2,800
pm_nuclear_powered_auto_ordanance = {
	texture = "gfx/interface/icons/production_method_icons/artillery_production.dds"
	pollution_generation = 10
	
	unlocking_technologies = {
		nuclear_artillery
	}
	
	unlocking_production_methods = {
		pm_repeaters
		pm_bolt_action_rifles
		pm_depleted_uranium_rifle
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_output_small_arms_add = -30	
			building_input_nuclear_engines_add = 5
			building_input_steel_add = 4
			building_input_explosives_add = 30	
			building_input_irradiated_material_add = 4	
			building_input_nuclear_fuel_add = 2
			# cost:

			# output goods
			building_output_artillery_add = 60
			# gain: $4,200
		}

		level_scaled = {
			building_employment_laborers_add = -1000
			building_employment_machinists_add = 900
			building_employment_engineers_add = 600
		}
	}
}

pm_dirty_bomb_shells = {
	texture = "gfx/interface/icons/production_method_icons/explosive_shells.dds"
	
	unlocking_technologies = {
		dirty_bombs
	}
	
	pollution_generation = 20
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_explosives_add = 55
			building_input_lead_add = 10			
			building_input_irradiated_material_add = 14
			building_input_nuclear_fuel_add = 2
			# cost: $3,400
			
			# output goods
			building_output_ammunition_add = 120
			# gain: $6,000
		}

		level_scaled = {
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 1500
			building_employment_engineers_add = 1000
		}
	}
}