﻿# parent_group = parent_group_key		If set, this group is considered a child of the specified group. Default no parent.
# always_possible = yes/no				If yes, building types in this group are always permitted regardless of resources in state. Default no.
# economy_of_scale = yes/no				If yes, any non-subsistence buildings in or underneath this group will get an economy of scale throughput modifier for each level > 1. Default no.
# is_subsistence = yes/no				If yes, buildings of types in this group are considered subsistence buildings that follow special rules. Default no.
# default_building = building_type_key	Specifies the default building type that will be built unless the state specifies a different one. No default.
# lens = lens_key						If specified, determines the lens buildings in this group will be sorted under. No default.
# auto_place_buildings = yes/no
# capped_by_resources = yes/no
# discoverable_resource = yes/no
# depletable_resource = yes/no
# can_use_slaves = yes/no				Default no, setting yes enables slavery for all contained buildings and groups
# ignores_hiring_rate = yes/no			Default no, setting yes causes all contained buildings and groups to hire as much as they want
# land_usage = urban/rural				Which type of state resource the building uses. urban = Urbanization, rural = Arable Land. Default no state resource usage.
#										If unspecified, will return first non-default land usage type found in parent building group tree.
# cash_reserves_max = number			Maximum amount of £ (per level) that buildings in this group can store into their cash reserves. If unspecified or set to 0, it will use the value from the parent group. Default 0
# inheritable_construction =  yes/no	If yes, a construction of this building group will survive a state changing hands or a split state merging
# stateregion_max_level = yes/no		If yes, any building types in this group with the has_max_level property will consider its level restrictions on state-region rather than state level	
# urbanization = number					The amount of urbanization buildings in this group provides per level
# should_auto_expand = trigger			Under which condition buildings in this group should auto-expand if auto-expand is toggled on (trigger on more specific group or building type overrides)




### New Resources:

bg_uranium_mining = {
	parent_group = bg_mining
	
	default_building = building_uranium_mine

	can_use_slaves = yes
}

bg_rad_fungus_colony = {
	category = rural

	capped_by_resources = yes
	
	economy_of_scale = yes
	
	can_use_slaves = yes

	is_government_funded = yes
	
	default_building = building_rad_fungus_colony
	
	lens = mine
	
	cash_reserves_max = 25000
	
	urbanization = 5
	infrastructure_usage_per_level = 2
	
	should_auto_expand = { 
		default_auto_expand_rule = yes
	}
}


bg_rad_fungus_farm = {
	category = rural

	capped_by_resources = yes
	
	economy_of_scale = yes
	
	can_use_slaves = yes
	
	default_building = building_rad_fungus_cave_farm
	
	lens = mine
	
	cash_reserves_max = 25000
	
	urbanization = 5
	infrastructure_usage_per_level = 2
	
	should_auto_expand = { 
		default_auto_expand_rule = yes
	}
}

bg_ancient_arsenal_scavenge = {
	category = rural

	capped_by_resources = yes
	
	economy_of_scale = yes
	
	can_use_slaves = yes
	
	default_building = building_ancient_arsenal_scavenge
	
	lens = mine
	
	cash_reserves_max = 25000
	
	urbanization = 5
	infrastructure_usage_per_level = 2
	
	should_auto_expand = { 
		default_auto_expand_rule = yes
	}
}

## Advanced Industries:
bg_labor_intensive_advanced_industry = {
	parent_group = bg_manufacturing

	lens = light_industry
	
	urbanization = 20
	infrastructure_usage_per_level = 2
	can_use_slaves = yes

}

## Private Research
bg_research_contractor = {
	parent_group = bg_urban_facilities
}

## Terraforming Station

bg_nonprofit_terraform_station = {
	parent_group = bg_government

	category = development

	always_possible = yes
	
	lens = infrastructure

	stateregion_max_level = yes
	is_government_funded = yes
	
	urbanization = 100
}

bg_for_profit_terraform_station = {
	parent_group = bg_government

	category = development

	always_possible = yes
	
	lens = infrastructure

	stateregion_max_level = yes
	is_government_funded = no
	subsidized = yes
	
	cash_reserves_max = 25000
	
	urbanization = 100
}

### Slave Soldiers hell yeah
bg_army = {
	parent_group = bg_military
	can_use_slaves = yes
}

bg_conscription = {
	parent_group = bg_army
	urbanization = 0
	
	fired_pops_become_radical = no
	can_use_slaves = yes
}

### Strategic Strikes
bg_strategic_weapons = {
	parent_group = bg_government
}

### Cloning Vat
bg_cloning_vat= {
	parent_group = bg_government
}


