﻿
# Squad infantry cost: $240
# Mechanized Infantry cost: $410
pm_wasteland_trench_infantry = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/wasteland_trench_infantry.jpg"

	unlocking_technologies = {
		dirty_bombs
	}
	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 2
			building_input_small_arms_add = 2
			building_input_irradiated_material_add = 2
			# cost: $320
		}

		level_scaled = {
			building_employment_soldiers_add = 850
			building_employment_officers_add = 150
			building_training_rate_add = 50
		}

		throughput_scaled = {
			unit_offense_add = 50
			unit_defense_add = 80
		}

		unscaled = {
			unit_morale_loss_add = 6
			unit_provinces_captured_mult = -0.25
			unit_provinces_lost_mult = -0.40	

		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 8
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

# Additional
pm_cybernetics_enhanced_riflemen = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/wetwire_enhanced_riflemen.jpg"

	unlocking_technologies = {
		military_grade_implant
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 2
			building_input_small_arms_add = 2
			building_input_irradiated_material_add = 2	
			building_input_programmables_add = 3
			# cost: $410
		}

		level_scaled = {
			building_employment_soldiers_add = 850
			building_employment_officers_add = 150
			building_training_rate_add = 60
		}

		throughput_scaled = {
			unit_offense_add = 65
			unit_defense_add = 110
		}

		unscaled = {
			unit_morale_loss_add = 3

			unit_provinces_captured_mult = -0.25
			unit_provinces_lost_mult = -0.60	

		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 10
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_nuclear_powered_armor = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_powered_armor.jpg"
	unlocking_technologies = {
		powered_exoskeletons
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 1
			building_input_small_arms_add = 2
			building_input_radios_add = 1	
			building_input_nuclear_engines_add = 3	
			building_input_nuclear_fuel_add = 2
			# cost: $530
		}

		level_scaled = {
			building_employment_soldiers_add = 800
			building_employment_officers_add = 200
			building_training_rate_add = 40
		}

		throughput_scaled = {
			unit_offense_add = 110
			unit_defense_add = 75
		}

		unscaled = {
			unit_morale_loss_add = 6
			unit_provinces_captured_mult = 0.15
			unit_provinces_lost_mult = 0.20	
			unit_devastation_mult = 2.00
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 11
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_cybernetics_powered_armor = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/wetwire_powered_armor.jpg"
	unlocking_technologies = {
		military_grade_implant
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 1
			building_input_small_arms_add = 2
			building_input_programmables_add = 5	
			building_input_nuclear_engines_add = 3	
			building_input_nuclear_fuel_add = 3
			# cost: $600
		}

		level_scaled = {
			building_employment_soldiers_add = 800
			building_employment_officers_add = 200
			building_training_rate_add = 50
		}

		throughput_scaled = {
			unit_offense_add = 150
			unit_defense_add = 90

		}

		unscaled = {
			unit_morale_loss_add = 3
			unit_provinces_captured_mult = 0.20	
			unit_devastation_mult = 3.00
			building_soldiers_mortality_mult = 0.05
			building_officers_mortality_mult = 0.025
			# should add Battle Condition chance
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 14
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

# Siege artillery cost $280
pm_cobalt_irradiator_dirty_guns = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/cobalt_irradiator_dirty_guns.jpg"

	unlocking_technologies = {
		dirty_bombs
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 2
			building_input_ammunition_add = 2
			building_input_irradiated_material_add = 4
			# cost: $440
		}

		throughput_scaled = {
			unit_offense_add = 105
			unit_defense_add = 90
			# High early Offense, or cheap defense
		}

		unscaled = {
			unit_morale_damage_mult = 0.50
			unit_kill_rate_add = 3.60
			unit_provinces_captured_mult = -0.15
			unit_provinces_lost_mult = -0.10
			unit_devastation_mult = 10.00
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 10
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_improvised_dirty_bombs = {
	texture = "gfx/interface/icons/production_method_icons/chemical_weapons_specialists.dds"

	unlocking_technologies = {
		dirty_bombs
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_irradiated_material_add = 6
			building_input_tools_add = 1
			# cost: $340
		}

		throughput_scaled = {
			unit_offense_add = 60
			unit_defense_add = 80
			# Poor Men's Nuclear Weapons
		}

		unscaled = {
			building_soldiers_mortality_mult = 0.25
			building_laborers_mortality_mult = 0.25
			building_officers_mortality_mult = 0.10
	
			unit_morale_damage_mult = 0.40
			unit_kill_rate_add = 2.50
			unit_provinces_captured_mult = -0.15
			unit_provinces_lost_mult = -0.10
			unit_devastation_mult = 8.00
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 6
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_nuclear_bombardment_artillery = {
	texture = "gfx/interface/icons/Mod_Nuclear_Tech_Icons/nuclear_bombardment_artillery.jpg"

	unlocking_technologies = {
		nuclear_artillery
	}


	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 2
			building_input_ammunition_add = 2
			building_input_nuclear_fuel_add = 2	
			building_input_explosives_add = 8
			# cost: $740
		}

		throughput_scaled = {
			unit_offense_add = 200
			unit_defense_add = 150
		}

		unscaled = {
			unit_morale_damage_mult = 1.00
			unit_kill_rate_add = 5.00
			unit_provinces_captured_mult = -0.10
			unit_provinces_lost_mult = -0.15
			unit_devastation_mult = 12.00
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 16
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_nuclear_artillery_with_ballistic_computers = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_artillery_with_ballistic_computers.png"

	unlocking_technologies = {
		ballistic_computers
	}


	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 2
			building_input_ammunition_add = 2
			building_input_nuclear_fuel_add = 2	
			building_input_explosives_add = 8
			building_input_radios_add = 4
			# cost: $1,060
		}

		throughput_scaled = {
			unit_offense_add = 270
			unit_defense_add = 210
		}

		unscaled = {
			unit_morale_damage_mult = 1.20
			unit_kill_rate_add = 7.50
			unit_provinces_captured_mult = -0.10
			unit_provinces_lost_mult = -0.15
			unit_devastation_mult = 16.00
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 18
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}



pm_nuclear_jet_recon = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/jet_recon.jpg"
	unlocking_technologies = {
		advanced_nuclear_ramjet
	}
	disallowing_laws = {
		law_peasant_levies
	}


	building_modifiers = {
		workforce_scaled = {
			building_input_nuclear_jet_add = 2
			building_input_nuclear_fuel_add = 2
			# Cost: $240
		}

		throughput_scaled = {
			unit_offense_add = 40
			unit_defense_add = 25
		}

		unscaled = {
			unit_morale_damage_mult = 0.20
			unit_provinces_captured_mult = 0.40	
			unit_devastation_mult = 1.00
			# should add Battle Condition chance
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_nuclear_sapper = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_sapper.jpg"
	unlocking_technologies = {
		dirty_bombs
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_explosives_add = 4
			building_input_nuclear_engines_add = 1	
			building_input_nuclear_fuel_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 40
			unit_defense_add = 30
		}

		unscaled = {
			unit_morale_damage_mult = 0.40		
			unit_kill_rate_add = 0.60
			unit_provinces_captured_mult = -0.05
			unit_provinces_lost_mult = -0.10
			unit_devastation_mult = 2.00
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 6
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_cybernetics_enhanced_tunneler = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_sapper.jpg"
	unlocking_technologies = {
		military_grade_implant
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_explosives_add = 4
			building_input_nuclear_engines_add = 1	
			building_input_nuclear_fuel_add = 1
			building_input_programmables_add = 2
		}

		throughput_scaled = {
			unit_offense_add = 60
			unit_defense_add = 60
		}

		unscaled = {
			building_soldiers_mortality_mult = 0.05
			unit_morale_damage_mult = 0.75		
			unit_kill_rate_add = 0.80
			unit_provinces_captured_mult = -0.05
			unit_provinces_lost_mult = -0.10
			unit_devastation_mult = 3.00
		}
	}
	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 8
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}


#### Conscription
pm_wasteland_trench_infantry_conscription = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/wasteland_trench_infantry.jpg"
	unlocking_technologies = {
		dirty_bombs
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 2
			building_input_small_arms_add = 2
			building_input_irradiated_material_add = 2
			# cost: $320
		}

		level_scaled = {
			building_employment_soldiers_add = 850
			building_employment_officers_add = 150
			building_training_rate_add = 50
		}

		throughput_scaled = {
			unit_offense_add = 50
			unit_defense_add = 80
		}

		unscaled = {
			unit_morale_loss_add = 8
			unit_provinces_captured_mult = -0.25
			unit_provinces_lost_mult = -0.40	

		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

# Additional
pm_cybernetics_enhanced_riflemen_conscription = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/wetwire_enhanced_riflemen.jpg"
	unlocking_technologies = {
		military_grade_implant
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 2
			building_input_small_arms_add = 2
			building_input_irradiated_material_add = 2	
			building_input_programmables_add = 3
			# cost: $410
		}

		level_scaled = {
			building_employment_soldiers_add = 850
			building_employment_officers_add = 150
			building_training_rate_add = 60
		}

		throughput_scaled = {
			unit_offense_add = 65
			unit_defense_add = 110
		}

		unscaled = {
			unit_morale_loss_add = 4

			unit_provinces_captured_mult = -0.25
			unit_provinces_lost_mult = -0.60	

		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_nuclear_powered_armor_conscription = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_powered_armor.jpg"
	unlocking_technologies = {
		powered_exoskeletons
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 1
			building_input_small_arms_add = 2
			building_input_radios_add = 1	
			building_input_nuclear_engines_add = 3	
			building_input_nuclear_fuel_add = 2
			# cost: $530
		}

		level_scaled = {
			building_employment_soldiers_add = 800
			building_employment_officers_add = 200
			building_training_rate_add = 40
		}

		throughput_scaled = {
			unit_offense_add = 110
			unit_defense_add = 75
		}

		unscaled = {
			unit_morale_loss_add = 8
			unit_provinces_captured_mult = 0.15
			unit_provinces_lost_mult = 0.20	
			unit_devastation_mult = 2.00
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_cybernetics_powered_armor_conscription = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/wetwire_powered_armor.jpg"
	unlocking_technologies = {
		military_grade_implant
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_ammunition_add = 1
			building_input_small_arms_add = 2
			building_input_programmables_add = 5	
			building_input_nuclear_engines_add = 3	
			building_input_nuclear_fuel_add = 3
			# cost: $600
		}

		level_scaled = {
			building_employment_soldiers_add = 800
			building_employment_officers_add = 200
			building_training_rate_add = 50
		}

		throughput_scaled = {
			unit_offense_add = 150
			unit_defense_add = 90

		}

		unscaled = {
			unit_morale_loss_add = 4
			unit_provinces_captured_mult = 0.20	
			unit_devastation_mult = 3.00
			building_soldiers_mortality_mult = 0.05
			building_officers_mortality_mult = 0.025
			# should add Battle Condition chance
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

# Siege artillery cost $280
pm_cobalt_irradiator_dirty_guns_conscription = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/cobalt_irradiator_dirty_guns.jpg"

	unlocking_technologies = {
		dirty_bombs
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 2
			building_input_ammunition_add = 2
			building_input_irradiated_material_add = 4
			# cost: $440
		}

		throughput_scaled = {
			unit_offense_add = 105
			unit_defense_add = 90
			# High early Offense, or cheap defense
		}

		unscaled = {
			unit_morale_damage_mult = 0.50
			unit_kill_rate_add = 3.60
			unit_provinces_captured_mult = -0.15
			unit_provinces_lost_mult = -0.10
			unit_devastation_mult = 10.00
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_improvised_dirty_bombs_conscription = {
	texture = "gfx/interface/icons/production_method_icons/chemical_weapons_specialists.dds"

	unlocking_technologies = {
		dirty_bombs
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_irradiated_material_add = 6
			building_input_tools_add = 1
			# cost: $340
		}

		throughput_scaled = {
			unit_offense_add = 60
			unit_defense_add = 80
			# Poor Men's Nuclear Weapons
		}

		unscaled = {
			building_soldiers_mortality_mult = 0.25
			building_laborers_mortality_mult = 0.25
			building_officers_mortality_mult = 0.10
	
			unit_morale_damage_mult = 0.40
			unit_kill_rate_add = 2.50
			unit_provinces_captured_mult = -0.15
			unit_provinces_lost_mult = -0.10
			unit_devastation_mult = 8.00
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_nuclear_bombardment_artillery_conscription = {
	texture = "gfx/interface/icons/Mod_Nuclear_Tech_Icons/nuclear_bombardment_artillery.jpg"

	unlocking_technologies = {
		nuclear_artillery
	}

	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 2
			building_input_ammunition_add = 2
			building_input_nuclear_fuel_add = 2	
			building_input_explosives_add = 8
			# cost: $740
		}

		throughput_scaled = {
			unit_offense_add = 200
			unit_defense_add = 150
		}

		unscaled = {
			unit_morale_damage_mult = 1.00
			unit_kill_rate_add = 5.00
			unit_provinces_captured_mult = -0.10
			unit_provinces_lost_mult = -0.15
			unit_devastation_mult = 12.00
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}


pm_nuclear_artillery_with_ballistic_computers_conscription = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_artillery_with_ballistic_computers.png"

	unlocking_technologies = {
		ballistic_computers
	}


	disallowing_laws = {
		law_peasant_levies
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_artillery_add = 2
			building_input_ammunition_add = 2
			building_input_nuclear_fuel_add = 2	
			building_input_explosives_add = 8
			building_input_radios_add = 4
			# cost: $1,060
		}

		throughput_scaled = {
			unit_offense_add = 270
			unit_defense_add = 210
		}

		unscaled = {
			unit_morale_damage_mult = 1.20
			unit_kill_rate_add = 7.50
			unit_provinces_captured_mult = -0.10
			unit_provinces_lost_mult = -0.15
			unit_devastation_mult = 16.00
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_army_power_projection_add = 18
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}


pm_nuclear_sapper_conscription = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_sapper.jpg"
	unlocking_technologies = {
		dirty_bombs
	}

	disallowing_laws = {
		law_peasant_levies
		law_mass_conscription
	}	

	building_modifiers = {
		workforce_scaled = {
			building_input_explosives_add = 4
			building_input_nuclear_engines_add = 1	
			building_input_nuclear_fuel_add = 1
		}

		throughput_scaled = {
			unit_offense_add = 40
			unit_defense_add = 30
		}

		unscaled = {
			unit_morale_damage_mult = 0.40		
			unit_kill_rate_add = 0.60
			unit_provinces_captured_mult = -0.05
			unit_provinces_lost_mult = -0.10
			unit_devastation_mult = 2.00
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_cybernetics_enhanced_tunneler_conscription = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_sapper.jpg"
	unlocking_technologies = {
		military_grade_implant
	}

	disallowing_laws = {
		law_peasant_levies
		law_mass_conscription
	}

	building_modifiers = {
		workforce_scaled = {
			building_input_explosives_add = 4
			building_input_nuclear_engines_add = 1	
			building_input_nuclear_fuel_add = 1
			building_input_programmables_add = 2
		}

		throughput_scaled = {
			unit_offense_add = 60
			unit_defense_add = 60
		}

		unscaled = {
			building_soldiers_mortality_mult = 0.05
			unit_morale_damage_mult = 0.75		
			unit_kill_rate_add = 0.80
			unit_provinces_captured_mult = -0.05
			unit_provinces_lost_mult = -0.10
			unit_devastation_mult = 3.00
		}
	}
	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}



### Unmanned Part

pm_logistic_robot = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/logistic_robot.dds"

	unlocking_technologies = {
		cybernetics_circuitry
	}

	disallowing_laws = {
		law_peasant_levies
	}


	building_modifiers = {
		workforce_scaled = {
			building_input_programmables_add = 2
			building_input_nuclear_fuel_add = 1
			building_input_tools_add = 1
			# cost: $150
		}

		level_scaled = {
			building_employment_soldiers_add = -250
			building_employment_laborers_add = 250
			building_training_rate_add = 20
		}

		unscaled = {
			building_laborers_mortality_mult = 0.10
			unit_recovery_rate_add = 0.25
			unit_morale_protection_mult = 0.25
			unit_morale_loss_mult = -0.30
			unit_devastation_mult = 0.6
		}
	}
}

pm_android_line_infantry = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/android_line_infantry.dds"

	unlocking_technologies = {
		cybernetics_circuitry
	}

	disallowing_laws = {
		law_peasant_levies
	}


	building_modifiers = {
		workforce_scaled = {
			building_input_programmables_add = 3
			building_input_nuclear_fuel_add = 2
			building_input_tools_add = 1
			# cost: $230
		}

		level_scaled = {
			building_employment_soldiers_add = -500
			building_employment_laborers_add = 500
			building_training_rate_add = 40
		}

		unscaled = {
			building_laborers_mortality_mult = 0.10
			unit_recovery_rate_add = 0.50
			unit_morale_protection_mult = 0.50
			unit_morale_loss_mult = -0.60
			unit_devastation_mult = 1.2
		}
	}
}

pm_unmanned_killer_regiment = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/unmanned_killer_regiment.dds"

	unlocking_technologies = {
		human_ego_programming
	}

	disallowing_laws = {
		law_peasant_levies
	}


	building_modifiers = {
		workforce_scaled = {
			building_input_programmables_add = 5
			building_input_nuclear_fuel_add = 3
			building_input_tools_add = 1
			# cost: $340
		}

		level_scaled = {
			building_employment_soldiers_add = -750
			building_employment_laborers_add = 750
			building_training_rate_add = 60
		}

		unscaled = {
			building_laborers_mortality_mult = 0.10
			unit_recovery_rate_add = 0.75
			unit_morale_protection_mult = 0.75
			unit_morale_loss_mult = -0.90
			unit_devastation_mult = 1.8
		}
	}
}






##### Navy Stuff
#Battleship cost:
#$600
pm_nuclear_powered_battlecruiser = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_powered_battlecruiser.jpg"

	pollution_generation = 5

	unlocking_technologies = {
		atomic_powered_battlecruiser
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_ironclads_add = 8
			building_input_ammunition_add = 4
			building_input_nuclear_engines_add = 4
			building_input_nuclear_fuel_add = 6
			# cost: $1,240
		}

		level_scaled = {
			building_employment_soldiers_add = 750
			building_employment_officers_add = 250
		}

		throughput_scaled = {
			unit_offense_add = 160
			unit_defense_add = 160
		}
	
		unscaled = {
			unit_morale_loss_add = 4
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_navy_power_projection_add = 72
			country_max_declared_interests_add = 0.25
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment
	}
}

pm_nuclear_torpedo_raider_jets = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_torpedo_raider_jets.jpg"

	pollution_generation = 5

	unlocking_technologies = {
		general_aviation
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_nuclear_jet_add = 5
			building_input_nuclear_fuel_add = 2
			building_input_explosives_add = 5

			# cost: 350+100+250 = 700
		}

		level_scaled = {
			building_training_rate_add = 25
		}

		throughput_scaled = {
			unit_offense_add = 160
			unit_defense_add = 40
		}

		unscaled = {
			unit_kill_rate_add = 1.00
			unit_convoy_raiding_mult = 0.3
			unit_convoy_defense_mult = 0.3
			unit_convoy_raiding_interception_mult = 0.3
			unit_morale_damage_mult = 0.25
		}
	}

	country_modifiers = {
		workforce_scaled = {
			country_navy_power_projection_add = 25
			country_max_declared_interests_add = 0.025
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

pm_nuclear_turbojet_hydrofoil = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/nuclear_turbojet_hydrofoil.jpg"

	pollution_generation = 5

	unlocking_technologies = {
		general_aviation
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods
			building_input_nuclear_jet_add = 2
			building_input_ironclads_add = 3
			building_input_nuclear_fuel_add = 2
			building_input_nuclear_engines_add = 4
		}

		level_scaled = {
			building_training_rate_add = 25
		}

		throughput_scaled = {
			unit_offense_add = 40
			unit_defense_add = 160
		}

		unscaled = {
			unit_recovery_rate_add = 0.60
			unit_convoy_raiding_mult = 0.3
			unit_convoy_defense_mult = 0.3
			unit_convoy_raiding_interception_mult = 0.3
			unit_morale_damage_mult = 0.25
		}

	}

	country_modifiers = {
		workforce_scaled = {
			country_navy_power_projection_add = 25
			country_max_declared_interests_add = 0.025
		}
	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}

#### Ballistic Computers

pm_ballistic_supercomputer = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/ballistic_supercomputer.jpg"
	unlocking_technologies = {
		ballistic_computers
	}
	building_modifiers = {
		workforce_scaled = {	
			building_input_radios_add = 10
			# Total $800
		}


		level_scaled = {

			building_employment_soldiers_add = -100
			building_employment_officers_add = 50
			building_employment_engineers_add = 50
			building_training_rate_add = 10
		}

		throughput_scaled = {
			unit_offense_add = 30
			unit_defense_add = 30
			unit_offense_mult = 0.25
			unit_defense_mult = 0.25
		}

		unscaled = {
			unit_morale_loss_mult = -0.4
			unit_morale_damage_mult = 0.8
		}

	}

	timed_modifiers = {
		pm_offense_defense_readjustment_minor
	}
}