﻿# MANUFACTURING INDUSTRIES


building_submerged_farm = {
	building_group = bg_light_industry
	texture = "gfx/interface/icons/Mod_Nuclear_Building_Icons/submerged_farm.dds"
	city_type = port
	levels_per_mesh = 5

	has_max_level = yes
	# Max 80 Levels
	
	unlocking_technologies = {
		#ironclad_tech
		permanant_ocean_structures
	}

	production_method_groups = {
		pmg_base_submerged_farm
			#Input: Steamer, Fertilizer (wheat if producing meat/fish), irradiated material, electricity
			# Output: wheat (plankton farm), meat (10-feet Salmon Farm), fish (Trout Farm)

		pmg_agricultural_automation

		pmg_ownership_advanced_nuclear_industry #No Merchant Guild, all available at beginning.
	}

	required_construction = construction_cost_high
	
	terrain_manipulator = urban_port
	
	possible = {
		error_check = {
			severity = fail
			is_coastal = yes
		}
	}	
}

building_ocean_mining_operation = {
	building_group = bg_labor_intensive_advanced_industry
	texture = "gfx/interface/icons/Mod_Nuclear_Building_Icons/ocean_mining_operation.dds"
	city_type = port
	levels_per_mesh = 5
	required_construction = construction_cost_high

	has_max_level = yes
	# Max 80 Levels

	unlocking_technologies = {
		#ironclad_tech
		seabed_cracking_device
	}

	production_method_groups = {
		pmg_base_ocean_mining_operation
			#Input: Steamer, steel, electricity, irradiated material.
			# Output: Uranium, iron, Lead, oil, or Sulfur

		pmg_seabed_cracking_method
			#Method 1: Mechanical Cracking. Use nuclear engine and nuclear fuel, production + 20%
			#Method 2: Thermonuclear Dynamite. 
			#Use nuclear engine, nuclear fuel, hell load of explosives, production +25%
		pmg_ocean_mining_operation_automation

		pmg_ownership_advanced_nuclear_industry #No Merchant Guild, all available at beginning.
	}
	
	possible = {
		error_check = {
			severity = fail
			is_coastal = yes
		}
	}	
}