﻿
# 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


#Idea: Chemical processing should be quite rudimentary while electrical processing
#ain't much more advanced

#A bit better than sewing machines

### Range would be: 2000-3600, per 4,500 employees


pm_chemical_nuclear_processing = {
	texture = "gfx/interface/icons/production_method_icons/sewing_machines.dds"
	pollution_generation = 25
	
	unlocking_technologies = {
		# mechanized_workshops
		nuclear_material_process
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_radioactive_ore_add = 45
			building_input_coal_add = 20
			building_input_tools_add = 5
			#Total Cost $2,600

			# output goods
			building_output_irradiated_material_add = 92
			#Total Gain $4,600
			#Profit $2,000
		}

		
		level_scaled = {
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1250
			building_employment_engineers_add = 250
		}

		unscaled = {
			building_laborers_mortality_mult = 0.2
			building_machinists_mortality_mult = 0.15
			building_engineers_mortality_mult = 0.1
		}
	}
}

#Aim a cost of about 2,900
#and a gain of about 3,750

pm_electrical_nuclear_processing = {
	texture = "gfx/interface/icons/production_method_icons/electric_sewing_machines.dds"
	pollution_generation = 15
	
	unlocking_technologies = {
		nuclear_mechanized_economy
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_radioactive_ore_add = 70 #$2,800
			building_input_electricity_add = 30 #$900
			building_input_tools_add = 8 #$320
			building_input_research_and_engineering_add = 6 #240

			#Total cost $4,260
			
			# output goods

			building_output_irradiated_material_add = 160
			#Total Gain $8,000
			#Profit $3,740
		}

		level_scaled = {
			building_employment_laborers_add = 1600
			building_employment_machinists_add = 1600
			building_employment_engineers_add = 1200
		}

		unscaled = {
			building_laborers_mortality_mult = 0.10
			building_machinists_mortality_mult = 0.05
			building_engineers_mortality_mult = 0.05
		}
	}
}


############Nuclear Refinery
#Idea: Chemical processing should be quite rudimentary while electrical processing
#ain't much more advanced

#A bit better than sewing machines



pm_backyard_nuclear_refinement = {
	texture = "gfx/interface/icons/production_method_icons/vaccum_brine_electrolysis.dds"
	pollution_generation = 25
	
	unlocking_technologies = {
		# mechanized_workshops
		nuclear_fuel_refinement
	}
	
	building_modifiers = {

		workforce_scaled = {
			# input goods
			building_input_radioactive_ore_add = 56
			building_input_electricity_add = 10
			building_input_tools_add = 5
			#Total Cost $2,740

			# output goods
			building_output_nuclear_fuel_add = 95
			#Total Gain $4,750
			#Profit $2,000
		}

		
		level_scaled = {
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1250
			building_employment_engineers_add = 250
		}

		unscaled = {
			# Yes trying to extract nuclear fuel in backyard is FAR from safe.
			building_laborers_mortality_mult = 0.25
			building_machinists_mortality_mult = 0.15
			building_engineers_mortality_mult = 0.1
		}
	}
}

#Engine and nuclear_engines both cost $60.
#nuclear_fuel cost $50

pm_sophisticated_nuclear_refinement = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/sophisticated_nuclear_refinement.jpg"
	pollution_generation = 20
	
	unlocking_technologies = {
		sophisticated_nuclear_reactor
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_radioactive_ore_add = 62
			building_input_electricity_add = 12
			building_input_engines_add = 4
			building_input_tools_add = 4

			#Total cost $3,240
			
			# output goods

			building_output_nuclear_fuel_add = 125
			#Total Gain $6,250
			#Profit $3,010
		}

		level_scaled = {
			building_employment_laborers_add = 1600
			building_employment_machinists_add = 1600
			building_employment_engineers_add = 1200
		}

		unscaled = {
			building_laborers_mortality_mult = 0.10
			building_machinists_mortality_mult = 0.075
			building_engineers_mortality_mult = 0.04
		}
	}
}

# Aim for about 2200 profit

pm_advanced_nuclear_refinement = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/advanced_nuclear_refinement.jpg"
	pollution_generation = 30

	unlocking_technologies = {
		depleted_material_reprocess
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_radioactive_ore_add = 80
			building_input_electricity_add = 20
			building_input_nuclear_engines_add = 8
			building_input_tools_add = 5
			building_input_research_and_engineering_add = 6 #240

			# Total Cost $4,720

			# output goods
		
			building_output_nuclear_fuel_add = 170
			# Total Gain $8,500
			# Profit: $3,780
		}


		level_scaled = {
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2000
			building_employment_engineers_add = 1400
		}

		unscaled = {
			building_laborers_mortality_mult = 0.05
			building_machinists_mortality_mult = 0.025
			building_engineers_mortality_mult = 0.01
		}
	}
}

###############################Nuclear Bomb Factory

#Nuclear Bomb Factory:

#Again, this shall be profit level from around $2,000, $2,500, and $3,000
#Cost of Nuclear Fuel: $50
#Cost of explosive: $50
#Cost of Steel: $50

#Perhaps I should add random event when a nuclear bomb factory randomly explodes
#Decimating local population and cause great devastation.....Actually, maybe later.

pm_backyard_uncontrolled_fission = {
	texture = "gfx/interface/icons/production_method_icons/percussion_caps.dds"
	pollution_generation = 20

	unlocking_technologies = {
		depleted_material_reprocess
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_nuclear_fuel_add = 40
			building_input_steel_add = 10
			building_input_explosives_add = 10
			#Total Cost $3,500

			# output goods
			building_output_explosives_add = 110
			#Total Gain $5,500
			#Profit $2,000
		}

		
		level_scaled = {
			building_employment_laborers_add = 3000
			building_employment_machinists_add = 1250
			building_employment_engineers_add = 250
		}

		unscaled = {
			# You wanna build a nuke in your garage and get away?
			building_laborers_mortality_mult = 0.25
			building_machinists_mortality_mult = 0.2
			building_engineers_mortality_mult = 0.15
		}
	}
}

#Engine and nuclear_engines both cost $60.
#nuclear_fuel cost $50

pm_fission_explosive = {
	texture = "gfx/interface/icons/production_method_icons/explosive_shells.dds"
	pollution_generation = 25
	
	unlocking_technologies = {
		nuclear_dynamite_for_mining
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_electricity_add = 10
			building_input_nuclear_fuel_add = 60
			building_input_steel_add = 10
			building_input_tools_add = 10
			building_input_explosives_add = 5

			#Total cost $4,350
			
			# output goods

			building_output_explosives_add = 145
			#Total Gain $7,250
			#Profit $2,900
		}

		level_scaled = {
			building_employment_laborers_add = 1600
			building_employment_machinists_add = 1600
			building_employment_engineers_add = 1200
		}

		unscaled = {
			building_laborers_mortality_mult = 0.15
			building_machinists_mortality_mult = 0.125
			building_engineers_mortality_mult = 0.075
		}
	}
}

# Aim for about 3,800 profit

pm_fusion_explosive = {
	texture = "gfx/interface/icons/Mod_Nuclear_Tech_Icons/fusion_explosive.dds"
	pollution_generation = 15

	unlocking_technologies = {
		uncontrolled_fusion
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_electricity_add = 16
			building_input_nuclear_fuel_add = 70
			building_input_nuclear_engines_add = 12
			building_input_research_and_engineering_add = 6 #240
			building_input_explosives_add = 5
			

			# Total Cost $5,190


			# output goods
		
			building_output_explosives_add = 180
			# Total Gain $9,000
			#Profit $3,810
		}


		level_scaled = {
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2000
			building_employment_engineers_add = 1400
		}


		unscaled = {
			building_laborers_mortality_mult = 0.1
			building_machinists_mortality_mult = 0.05
			building_engineers_mortality_mult = 0.025
		}
	}
}



####################### Nuclear Engine

#Input:
# nuclear_fuel, $50
# engines, $60
# tools, $40
# steel, $50

#Aim for around $2,250 profit
pm_converted_nuclear_engine = {
	texture = "gfx/interface/icons/production_method_icons/steamworks.dds"
	pollution_generation = 15
	
	unlocking_technologies = {
		miniaturized_nuclear_reactor
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_engines_add = 60 #3,600
			building_input_steel_add = 4 #200
			building_input_nuclear_fuel_add = 10 #500
			#Total cost $4,300
			
			# output goods

			building_output_nuclear_engines_add = 105
			#Total Gain $6,300
			#Profit $2,000
		}

		level_scaled = {
			building_employment_laborers_add = 2000
			building_employment_machinists_add = 2000
			building_employment_engineers_add = 500
		}

		unscaled = {
			building_laborers_mortality_mult = 0.25
			building_machinists_mortality_mult = 0.125
			building_engineers_mortality_mult = 0.075
		}
	}
}


# Cost of lead: 40

#Aim for around $3,000 profit
pm_reinforced_nuclear_engine = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/armored_trains.dds"
	pollution_generation = 10

	unlocking_technologies = {
		nuclear_mechanized_economy
	}
	
	building_modifiers = {
		workforce_scaled = {

			# Finally! They know that they should use Lead
			# with ANYTHING nuclear-related. 
			# input goods
			building_input_engines_add = 65 #3,900
			building_input_nuclear_fuel_add = 20 #1,000
			building_input_steel_add = 20 #1,000
			building_input_lead_add = 2 #80
			# $5,980


			# output goods
		
			building_output_nuclear_engines_add = 145
			#Total Gain $8,700
			#Profit $2,720
		}


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


		unscaled = {
			building_laborers_mortality_mult = 0.04
			building_machinists_mortality_mult = 0.02
			building_engineers_mortality_mult = 0.01
		}
	}
}


pm_holographic_forged_nuclear_engines = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/holographic_forged_nuclear_engines.jpg"
	pollution_generation = 20

	unlocking_technologies = {
		ultrahigh_temperature_forging
	}
	
	building_modifiers = {
		workforce_scaled = {

			# Finally! They know that they should use Lead
			# with ANYTHING nuclear-related. 
			# input goods
			building_input_engines_add = 70 #4,200
			building_input_electricity_add = 15 #450
			building_input_nuclear_fuel_add = 18 #900
			building_input_steel_add = 20 #1,000
			building_input_research_and_engineering_add = 10 #400
			building_input_lead_add = 2 #80
			# $7,030


			# output goods
		
			building_output_nuclear_engines_add = 165
			#Total Gain $9,900
			#Profit $3,470
		}


		level_scaled = {
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2000
			building_employment_engineers_add = 1400
		}
	}
}

####### Nuclear Engines Secondary Production method (special material additives
pm_baseline_steel_no_additives = {
	texture = "gfx/interface/icons/production_method_icons/no_explosives.dds"
	pollution_generation = 0
}

pm_electric_arc_forging = {
	texture = "gfx/interface/icons/goods_icons/electricity.dds"
	pollution_generation = 0

	unlocking_technologies = {
		ultrahigh_temperature_forging
	}
	
	building_modifiers = {
		workforce_scaled = {
			
			building_input_electricity_add = 20
			# output goods
		
			building_output_nuclear_engines_add = 16
			#Total Gain $960
			#Profit $360
		}
	}
}

pm_irradiated_material_additives = {
	texture = "gfx/interface/icons/goods_icons/irradiated_material.dds"
	pollution_generation = 0

	unlocking_technologies = {
		ultrahigh_temperature_forging
	}
	
	building_modifiers = {
		workforce_scaled = {
			
			building_input_irradiated_material_add = 12
			# output goods
		
			building_output_nuclear_engines_add = 16
			#Total Gain $960
			#Profit $360
		}
	}
}

pm_glass_fiber_additives = {
	texture = "gfx/interface/icons/goods_icons/glass.dds"
	pollution_generation = 0

	unlocking_technologies = {
		ultrahigh_temperature_forging
	}
	
	building_modifiers = {
		workforce_scaled = {
			
			building_input_glass_add = 15
			# output goods
		
			building_output_nuclear_engines_add = 16
			#Total Gain $960
			#Profit $360
		}
	}
}

pm_macromolecule_polymer_additives = {
	texture = "gfx/interface/icons/goods_icons/oil.dds"
	pollution_generation = 0

	unlocking_technologies = {
		ultrahigh_temperature_forging
	}
	
	building_modifiers = {
		workforce_scaled = {
			building_input_oil_add = 15
			# output goods
		
			building_output_nuclear_engines_add = 16
			#Total Gain $960
			#Profit $360
		}
	}
}

pm_extra_steel_reinforcement_additives = {
	texture = "gfx/interface/icons/goods_icons/steel.dds"
	pollution_generation = 0

	unlocking_technologies = {
		ultrahigh_temperature_forging
	}
	
	building_modifiers = {
		workforce_scaled = {
			building_input_steel_add = 12
			# output goods
		
			building_output_nuclear_engines_add = 16
			#Total Gain $960
			#Profit $360
		}
	}
}

pm_electronic_reactor_regulator_additives = {
	texture = "gfx/interface/icons/goods_icons/radios.dds"
	pollution_generation = 0

	unlocking_technologies = {
		extreme_condition_processors		
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_radios_add = 5 #400
			building_input_programmables_add = 20 #600
			building_input_research_and_engineering_add = 9 #360				

			building_output_nuclear_engines_add = 30 #1,800		
		}

		level_scaled = {
			building_employment_engineers_add = -400
		}
	}
}

############### Nuclear Ramjet Base Production Method

#Cost:
# nuclear_engine: $60
# steel: $50
# glass (USed as plastic here): $40
# tools: $40
# Electricity: $30

#Aim for around $2,200 profit
pm_basic_nuclear_jet = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/basic_nuclear_jet.jpg"
	pollution_generation = 15

	unlocking_technologies = {
		nuclear_mechanized_economy
	}
	
	building_modifiers = {
		workforce_scaled = {

			# Finally! They know that they should use Lead
			# with ANYTHING nuclear-related. 
			# input goods

			# Aim: profit $2,200
			
			building_input_nuclear_engines_add = 60
			building_input_glass_add = 4
			building_input_steel_add = 20
			building_input_tools_add = 6
			# $5,000

			# output goods
		
			building_output_nuclear_jet_add = 90
			#Total Gain $6,300
			#Profit $1,300
		}


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


	}
}

#Aim for around $3,000 profit
pm_electro_mechanic_nuclear_jet = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/electro_mechanic_nuclear_jet.jpg"
	pollution_generation = 10

	unlocking_technologies = {
		advanced_nuclear_ramjet
	}
	
	building_modifiers = {
		workforce_scaled = {

			building_input_nuclear_engines_add = 70
			building_input_glass_add = 10
			building_input_steel_add = 20
			building_input_tools_add = 10
			building_input_electricity_add = 20
			building_input_research_and_engineering_add = 15
			# $7,220


			# output goods
		
			building_output_nuclear_jet_add = 152
			#Total Gain $10,640
			#Profit $3,420
		}


		level_scaled = {
			building_employment_laborers_add = 1000
			building_employment_machinists_add = 2000
			building_employment_engineers_add = 1400
		}

		unscaled = {
			building_laborers_mortality_mult = 0.02
			building_machinists_mortality_mult = 0.01
		}
	}
}



############### Nuclear Ramjet Assisting System Production Method

pm_defualt_assist_system_nuclear_jet = {
	
	texture = "gfx/interface/icons/production_method_icons/no_explosives.dds"
}


pm_oil_assist_ramjet_nuclear_jet = {
	texture = "gfx/interface/icons/production_method_icons/tanker_cars.dds"

	unlocking_technologies = {
		advanced_nuclear_ramjet			
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_oil_add = 15
			

			building_output_nuclear_jet_add = 14
			# Cost: $600
			# Gain: $980
			# Profit: $380
			
			
		}

		level_scaled = {
			building_employment_laborers_add = -200
			building_employment_machinists_add = 160
			building_employment_engineers_add = 40
		}
	}
}

pm_electric_controlled_ramjet_nuclear_jet = {	
	texture = "gfx/interface/icons/production_method_icons/power_plant.dds"


	unlocking_technologies = {
		advanced_nuclear_ramjet			
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_electricity_add = 20

			building_output_nuclear_jet_add = 14
			# Cost: $600
			# Gain: $980
			# Profit: $380
			
			
		}

		level_scaled = {
			building_employment_laborers_add = -200
			building_employment_machinists_add = 160
			building_employment_engineers_add = 40
		}
	}
}


pm_steel_reinforced_ramjet_nuclear_jet = {
	texture = "gfx/interface/icons/production_method_icons/tanker_cars.dds"

	unlocking_technologies = {
		advanced_nuclear_ramjet			
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_steel_add = 10
			building_input_irradiated_material_add = 2 #$600
			

			building_output_nuclear_jet_add = 14
			# Cost: $600
			# Gain: $980
			# Profit: $380
			
			
		}

		level_scaled = {
			building_employment_laborers_add = -200
			building_employment_machinists_add = 160
			building_employment_engineers_add = 40
		}
	}
}

pm_afterburner_ramjet_nuclear_jet = {
	texture = "gfx/interface/icons/production_method_icons/tanker_cars.dds"

	unlocking_technologies = {
		advanced_nuclear_ramjet			
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_nuclear_fuel_add = 6
			building_input_nuclear_engines_add = 5 #$300			

			building_output_nuclear_jet_add = 14
			# Cost: $600
			# Gain: $1,400
			# Profit: $380			
		}

		level_scaled = {
			building_employment_laborers_add = -200
			building_employment_machinists_add = 160
			building_employment_engineers_add = 40
		}
	}
}

pm_electronic_control_systems_nuclear_jet = {
	texture = "gfx/interface/icons/production_method_icons/tanker_cars.dds"

	unlocking_technologies = {
		extreme_condition_processors		
	}
	
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_radios_add = 8 #640
			building_input_programmables_add = 14 #420
			building_input_research_and_engineering_add = 16 #640		

			building_output_nuclear_jet_add = 30 #2,100
			# Cost: $1200
			# Gain: $2100
			# Profit: $400			
		}

		level_scaled = {
			building_employment_laborers_add = -200
		}
	}
}

############### Unique ownership methods
############ Idea: same code for 'em all
############ Merchant guild unlocked only by most rudimentary production methods
############ While other ownership are unlocked by others.

pm_merchant_guilds_nuclear_industries = {
	texture = "gfx/interface/icons/production_method_icons/merchant_guilds.dds"

	unlocking_production_methods = {
		pm_chemical_nuclear_processing #Nuclear processing factory
		pm_backyard_nuclear_refinement #Nuclear fuel refinement
		pm_backyard_uncontrolled_fission #Nuclear bomb factory
		pm_converted_nuclear_engine #Nuclear fuel refinement
		pm_backyard_pile_nuclear_reactor #Nuclear Reactor
	}

	disallowing_laws = {
		law_command_economy
		law_cooperative_ownership
	}

	building_modifiers = {
		level_scaled = {
			building_employment_shopkeepers_add = 500
		}
		unscaled = {
			building_shopkeepers_shares_add = 10
		}
	}
}


pm_privately_owned_nuclear_industries = {
	texture = "gfx/interface/icons/production_method_icons/privately_owned.dds"

	unlocking_production_methods = {
		pm_electrical_nuclear_processing
		pm_sophisticated_nuclear_refinement #Use electricity, tools, and engine
		pm_advanced_nuclear_refinement
		pm_fission_explosive  #Use explosive, steel, and electricity
		pm_fusion_explosive  #Use explosive, electricity, and nuclear engine
		pm_reinforced_nuclear_engine  #Use additional steel and lead
		pm_holographic_forged_nuclear_engines
		pm_basic_nuclear_jet #No additional stuff. Unlock with "Nuclear Ramjet" Tech
		pm_electro_mechanic_nuclear_jet  #Uses more tools and electricity. Unlock with "Improved Nuclear Ramjet"
		pm_specialized_generating_nuclear_reactor #Advanced method for nuclear reactor	
	}

	disallowing_laws = {
		law_command_economy
		law_cooperative_ownership
	}

	building_modifiers = {
		level_scaled = {
			building_employment_capitalists_add = 100
		}
		unscaled = {
			building_capitalists_shares_add = 10
		}
	}
}

pm_publicly_traded_nuclear_industries = {
	texture = "gfx/interface/icons/production_method_icons/publicly_traded.dds"

	unlocking_production_methods = {
		pm_electrical_nuclear_processing
		pm_sophisticated_nuclear_refinement #Use electricity, tools, and engine
		pm_advanced_nuclear_refinement
		pm_fission_explosive  #Use explosive, steel, and electricity
		pm_fusion_explosive  #Use explosive, electricity, and nuclear engine
		pm_reinforced_nuclear_engine  #Use additional steel and lead
		pm_holographic_forged_nuclear_engines
		pm_basic_nuclear_jet #No additional stuff. Unlock with "Nuclear Ramjet" Tech
		pm_electro_mechanic_nuclear_jet  #Uses more tools and electricity. Unlock with "Improved Nuclear Ramjet"
		pm_specialized_generating_nuclear_reactor #Advanced method for nuclear reactor	
		
	}

	unlocking_technologies = {
		mutual_funds
	}

	disallowing_laws = {
		law_command_economy
		law_cooperative_ownership
	}

	building_modifiers = {
		level_scaled = {
			building_employment_capitalists_add = 150
		}
		unscaled = {
			building_capitalists_shares_add = 10
		}
	}
}

pm_government_run_nuclear_industries = {
	texture = "gfx/interface/icons/production_method_icons/government_run.dds"

	unlocking_production_methods = {
		pm_electrical_nuclear_processing
		pm_sophisticated_nuclear_refinement #Use electricity, tools, and engine
		pm_advanced_nuclear_refinement
		pm_fission_explosive  #Use explosive, steel, and electricity
		pm_fusion_explosive  #Use explosive, electricity, and nuclear engine
		pm_reinforced_nuclear_engine  #Use additional steel and lead
		pm_holographic_forged_nuclear_engines
		pm_basic_nuclear_jet #No additional stuff. Unlock with "Nuclear Ramjet" Tech
		pm_electro_mechanic_nuclear_jet  #Uses more tools and electricity. Unlock with "Improved Nuclear Ramjet"		
		pm_specialized_generating_nuclear_reactor #Advanced method for nuclear reactor	
	}
	
	unlocking_laws = {
		law_command_economy
	}
	
	building_modifiers = {
		level_scaled = {
			building_employment_bureaucrats_add = 150
		}
		unscaled = {
			building_government_shares_add = 1
		}
	}
}

pm_worker_cooperative_nuclear_industries = {
	texture = "gfx/interface/icons/production_method_icons/worker_cooperative.dds"

	unlocking_production_methods = {
		pm_electrical_nuclear_processing
		pm_sophisticated_nuclear_refinement #Use electricity, tools, and engine
		pm_advanced_nuclear_refinement
		pm_fission_explosive  #Use explosive, steel, and electricity
		pm_fusion_explosive  #Use explosive, electricity, and nuclear engine
		pm_reinforced_nuclear_engine  #Use additional steel and lead
		pm_holographic_forged_nuclear_engines
		pm_basic_nuclear_jet #No additional stuff. Unlock with "Nuclear Ramjet" Tech
		pm_electro_mechanic_nuclear_jet  #Uses more tools and electricity. Unlock with "Improved Nuclear Ramjet"		
		pm_specialized_generating_nuclear_reactor #Advanced method for nuclear reactor	
	}

	unlocking_laws = {
		law_cooperative_ownership
	}

	building_modifiers = {
		level_scaled = {
			building_employment_shopkeepers_add = 250
		}
		unscaled = {
			building_workforce_shares_add = 1
		}
	}
}





###############References

#Value copied from sewing machines (level 3, texitile mile)
#Input cost: 50*20 (fabric) + 20*40 (dye) + 5*40 (tools) = 2,000
#Output cost: 90*30(clothes) = 2,700
# profit/Wage: $700


#Values copied from level 4(electric sew mill) from textile mill
#Input cost: 60*20(fabric) + 25*40(dye) + 10*40 (tools) + 10*30(electricity)
# = 2,900
#Output value: 125*30 = 3,750
#Profit/wage: $850


#######################Reference: Cost of Furniture

# level 2 of furniture industry.
#Cost: 35*20(wood) + 15*20(clothes) + 5*40 (tools) = 1,200
#Production: 65*30 = 1,950
#Profit: $750

#Level 3 of mechanized workshops for furniture industry
#Cost: 40*20 (wood) + 20*20 (fabric) + 10*40 (tools) + 15*40 (oil) = 2,200
#Production: 110*30(furniture) = 3,300
#Profit: 1,100


#######################Reference: Cost of glass, normal and plastic

# level 2 of glasswork
# Cost: 15*20(wood) + 15*40 = 900
# Gain: 45*40(glass) = 1,800
# Profit: 900

# level 4 of glasswork
# Cost: 50*40(wood) + 35*40(lead = 3,400
# Gain: 150*40(glass) = 6,000
# Profit: 2,600
