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# We shall decide based on base price of these stuff

#Coal cost $30
#Electricity cost $30
#Tools cost $40
#sulfur cost $50
#radioactive_ore cost $40 (Same as iron ore
#irradiated_material cost $50
#nuclear_fuel $50
#electricity $30


# Submerged Farm
## Cost shall equal that of land-based food-factories
# That is, about $3,100 cost and $6,300 gain.
# No need for "energy" secondary production methods


pm_submerged_farm_plankton = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/submerged_farm_plankton.jpg"
	pollution_generation = 20
	building_modifiers = {
		workforce_scaled = {

			# Input Goods							   
			building_input_steamers_add = 20 #1,400
			building_input_fertilizer_add = 30 #900	
			building_input_electricity_add = 10 #300				   
			building_input_steel_add = 5 #250				   
			building_input_irradiated_material_add = 5 #250
			## Total $3,100


			# input goods												   
			building_input_fertilizer_add = 20 #600			   
			building_input_steamers_add = 20	#1,400					   
			building_input_irradiated_material_add = 6 #300
			#cost: $2,300
			
			# output goods												   
			building_output_grain_add = 315
			# This gives some $6,300
		}

		level_scaled = {
			# earnings
			building_employment_farmers_add = 1500
			building_employment_machinists_add = 750
			building_employment_engineers_add = 600
			building_employment_laborers_add = 750
		}
	}
}

pm_submerged_farm_salmonade = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/submerged_farm_salmonade.jpg"
	pollution_generation = 20
	building_modifiers = {
		workforce_scaled = {
			# Input Goods							   
			building_input_steamers_add = 20 #1,400
			building_input_grain_add = 75 #1,500				   
			building_input_steel_add = 2 #100				   
			building_input_irradiated_material_add = 2 #100
			## Total $3,100

			# output goods												   
			building_output_meat_add = 210
			# This gives some $6,300			
		}

		level_scaled = {
			# earnings
			building_employment_farmers_add = 1500
			building_employment_machinists_add = 750
			building_employment_engineers_add = 600
			building_employment_laborers_add = 750
		}
	}
}

pm_submerged_farm_fish = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/submerged_farm_fish.jpg"
	pollution_generation = 20
	building_modifiers = {
		workforce_scaled = {
			# Input Goods							   
			building_input_steamers_add = 20 #1,400
			building_input_grain_add = 75 #1,500				   
			building_input_steel_add = 2 #100				   
			building_input_irradiated_material_add = 2 #100
			## Total $3,100

			# output goods												   
			building_output_fish_add = 315
			# This gives some $6,300		
		}

		level_scaled = {
			# earnings
			building_employment_farmers_add = 1500
			building_employment_machinists_add = 750
			building_employment_engineers_add = 600
			building_employment_laborers_add = 750
		}
	}
}


# Ocean Mining Operation
# Aim an income of about $5,400 to $6,000
# Aim a profit of about $2000 to $2,400 ($3,600 to $4,000 cost)
# Aim an employment of about 3,200

# Problem: I don't wanna use another cap to restraint it.
# Thus, I have to lower their profitability.

pm_ocean_mining_uranium = {
	texture = "gfx/interface/icons/goods_icons/radioactive_ore.dds"
	pollution_generation = 20
	building_modifiers = {
		workforce_scaled = {
			# input goods				   
			building_input_steamers_add = 30	#2,100				   
			building_input_steel_add = 10	#500				   
			building_input_irradiated_material_add = 6 #300	   
			building_input_nuclear_fuel_add = 6 #300
			building_input_explosives_add = 12 #600
			#cost: $3,800
			
			# output goods												   
			building_output_radioactive_ore_add = 200
			# This gives some $8,000	
		}

		level_scaled = {
			# earnings														
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2200
			building_employment_engineers_add = 800
		}
	}
}

pm_ocean_mining_iron = {
	texture = "gfx/interface/icons/goods_icons/iron.dds"
	pollution_generation = 20
	building_modifiers = {
		workforce_scaled = {
			# input goods				   
			building_input_steamers_add = 30	#2,100				   
			building_input_steel_add = 10	#500				   
			building_input_irradiated_material_add = 6 #300	   
			building_input_nuclear_fuel_add = 6 #300
			building_input_explosives_add = 12 #600
			#cost: $3,800
			
			# output goods												   
			building_output_iron_add = 200
			# This gives some $8,000			
		}

		level_scaled = {
			# earnings														
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2200
			building_employment_engineers_add = 800
		}
	}
}

pm_ocean_mining_sulfur = {
	texture = "gfx/interface/icons/goods_icons/sulfur.dds"
	pollution_generation = 20
	building_modifiers = {
		workforce_scaled = {
			# input goods				   
			building_input_steamers_add = 30	#2,100				   
			building_input_steel_add = 10	#500				   
			building_input_irradiated_material_add = 6 #300	   
			building_input_nuclear_fuel_add = 6 #300
			building_input_explosives_add = 12 #600
			#cost: $3,800

			# output goods												   
			building_output_sulfur_add = 160
			# This gives some $8,000		
		}

		level_scaled = {
			# earnings														
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2200
			building_employment_engineers_add = 800
		}
	}
}
pm_ocean_mining_oil = {
	texture = "gfx/interface/icons/goods_icons/oil.dds"
	pollution_generation = 20
	building_modifiers = {
		workforce_scaled = {
			# input goods				   
			building_input_steamers_add = 30	#2,100				   
			building_input_steel_add = 10	#500				   
			building_input_irradiated_material_add = 6 #300	   
			building_input_nuclear_fuel_add = 6 #300
			building_input_explosives_add = 12 #600
			#cost: $3,800

			# output goods												   
			building_output_oil_add = 200
			# This gives some $8,000			
		}

		level_scaled = {
			# earnings														
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2200
			building_employment_engineers_add = 800
		}
	}
}
pm_ocean_mining_lead = {
	texture = "gfx/interface/icons/goods_icons/lead.dds"
	pollution_generation = 20
	building_modifiers = {
		workforce_scaled = {
			# input goods				   
			building_input_steamers_add = 30	#2,100				   
			building_input_steel_add = 10	#500				   
			building_input_irradiated_material_add = 6 #300	   
			building_input_nuclear_fuel_add = 6 #300
			building_input_explosives_add = 12 #600
			#cost: $3,800
			
			# output goods												   
			building_output_lead_add = 200
			# This gives some $8,000				
		}

		level_scaled = {
			# earnings														
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2200
			building_employment_engineers_add = 800
		}
	}
}

#### Cracking Method

pm_mechanical_cracking = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/mechanical_cracking.jpg"
	pollution_generation = 20

	building_modifiers = {
		#Expected to have no output
		# Cost about $1,100 to counter over-powered production.

		workforce_scaled = {
					   
			building_input_steamers_add = 6 # $420			   
			building_input_nuclear_engines_add = 2 # $120   
			building_input_nuclear_fuel_add = 4 # $200
			# total cost: $740
			
		}
	}
}

pm_unmanned_drill = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/unmanned_drill.jpg"
	pollution_generation = 10

	# White Nuclear Sun over plains of Midwest, producing affordable and (mostly) clean food for all American.

	building_modifiers = {
		workforce_scaled = {
					   
			building_input_steamers_add = 6 # $420		   
			building_input_radios_add = 4 # $320
			
		}
	}
}

pm_thermonuclear_seabed_dynamite = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/fusion_explosive.dds"
	pollution_generation = 30

	# What could possibly go wrong when you use fusion dynamite to reveal new mine veins?

	building_modifiers = {
		workforce_scaled = {
					   
			building_input_explosives_add = 14 #
			building_input_nuclear_fuel_add = 1
			# total cost: $750
		}

	}
}

pm_ocean_mining_labor_intensive = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/ocean_mining_labor_intensive.jpg"
	pollution_generation = 0

	# Use Labor. Use Slaves. Use a lot of 'em

	building_modifiers = {
		workforce_scaled = {
					   
			building_input_tools_add = 10 #Cost $400
		}

		level_scaled = {
			# earnings														
			building_employment_laborers_add = 5000
			building_employment_machinists_add = -2000
			building_employment_engineers_add = -400
		}

		unscaled = {
			building_laborers_mortality_mult = 0.3	
			building_slaves_mortality_mult = 0.3
		}
	}
}



######################### Ocean Mining Automation
pm_programmed_dynamites = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_dynamite.jpg"
	
	pollution_generation = 10
	
	unlocking_technologies = {
		extreme_condition_processors
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			## programmables should be $30
		
			building_input_programmables_add = 25 #750
			building_input_explosives_add = 6 #300

			# Cost $1,050

		}

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

pm_automated_submarine_freighters = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/automated_submarine_freighters.dds"
	
	pollution_generation = 10
	
	unlocking_technologies = {
		extreme_condition_processors
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			## remember always that radios are now "electronic device and radios"
		
			building_input_radios_add = 9 #720
			building_input_steamers_add = 4 # $280

			# Cost $1,000

		}

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


################## Reference: Output of normal power plant