﻿## Should be similar to Mega-Greenhouse

## Coffee
mega_greenhouse_building_coffee_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		vertical_farming
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 10 #300			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600

			# output goods												   
			building_output_coffee_add = 120
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 400								
			building_employment_laborers_add = 1000
		}
	}
}

augmented_workforce_building_coffee_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/labor_intensive_industry_labor_force_composition_placeholder.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 20 #600			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600
			building_input_programmables_add = 44 ##1,440

			# output goods												   
			building_output_coffee_add = 150
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2400
			building_employment_engineers_add = 200								
			building_employment_laborers_add = 1000
		}
	}
}

## Opium
mega_greenhouse_building_opium_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		vertical_farming
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 10 #300			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600

			# output goods												   
			building_output_opium_add = 120
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 400								
			building_employment_laborers_add = 1000
		}
	}
}

augmented_workforce_building_opium_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/labor_intensive_industry_labor_force_composition_placeholder.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 20 #600			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600
			building_input_programmables_add = 44 ##1,440

			# output goods												   
			building_output_opium_add = 150
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2400
			building_employment_engineers_add = 200								
			building_employment_laborers_add = 1000
		}
	}
}

## Tea
mega_greenhouse_building_tea_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		vertical_farming
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 10 #300			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600

			# output goods												   
			building_output_tea_add = 120
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 400								
			building_employment_laborers_add = 1000
		}
	}
}

augmented_workforce_building_tea_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/labor_intensive_industry_labor_force_composition_placeholder.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 20 #600			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600
			building_input_programmables_add = 44 ##1,440

			# output goods												   
			building_output_tea_add = 150
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2400
			building_employment_engineers_add = 200								
			building_employment_laborers_add = 1000
		}
	}
}

## Sugar
mega_greenhouse_building_sugar_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		vertical_farming
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 10 #300			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600

			# output goods												   
			building_output_sugar_add = 200
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 400								
			building_employment_laborers_add = 1000
		}
	}
}

augmented_workforce_building_sugar_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/labor_intensive_industry_labor_force_composition_placeholder.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 20 #600			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600
			building_input_programmables_add = 44 ##1,440

			# output goods												   
			building_output_sugar_add = 250
			# This gives some $7,500			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2400
			building_employment_engineers_add = 200								
			building_employment_laborers_add = 1000
		}
	}
}

## Fruit

## Sugar
mega_greenhouse_building_banana_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		vertical_farming
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 10 #300			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600

			# output goods												   
			building_output_fruit_add = 200
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 400								
			building_employment_laborers_add = 1000
		}
	}
}

augmented_workforce_building_banana_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/labor_intensive_industry_labor_force_composition_placeholder.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 20 #600			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600
			building_input_programmables_add = 44 ##1,440

			# output goods												   
			building_output_fruit_add = 250
			# This gives some $7,500			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2400
			building_employment_engineers_add = 200								
			building_employment_laborers_add = 1000
		}
	}
}


## Tobacco
mega_greenhouse_building_tobacco_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		vertical_farming
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 10 #300			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600

			# output goods												   
			building_output_tobacco_add = 150
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 400								
			building_employment_laborers_add = 1000
		}
	}
}

augmented_workforce_building_tobacco_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/labor_intensive_industry_labor_force_composition_placeholder.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 20 #600			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600
			building_input_programmables_add = 44 ##1,440

			# output goods												   
			building_output_tobacco_add = 185
			# This gives some $7400			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2400
			building_employment_engineers_add = 200								
			building_employment_laborers_add = 1000
		}
	}
}

## Silk
mega_greenhouse_building_silk_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		vertical_farming
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 10 #300			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600

			# output goods												   
			building_output_silk_add = 150
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 400								
			building_employment_laborers_add = 1000
		}
	}
}

augmented_workforce_building_silk_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/labor_intensive_industry_labor_force_composition_placeholder.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 20 #600			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600
			building_input_programmables_add = 44 ##1,440

			# output goods												   
			building_output_silk_add = 185
			# This gives some $7400			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2400
			building_employment_engineers_add = 200								
			building_employment_laborers_add = 1000
		}
	}
}

## Dye
mega_greenhouse_building_dye_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		vertical_farming
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 10 #300			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600

			# output goods												   
			building_output_dye_add = 150
			# This gives some $6,000			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 3000
			building_employment_machinists_add = 1000
			building_employment_engineers_add = 400								
			building_employment_laborers_add = 1000
		}
	}
}

augmented_workforce_building_dye_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/labor_intensive_industry_labor_force_composition_placeholder.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		human_ego_programming
	}

	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 40	#1200	
			building_input_electricity_add = 20 #600			   
			building_input_steel_add = 8	#400				   
			building_input_glass_add = 14	#560				   
			building_input_irradiated_material_add = 4 #200
			building_input_transportation_add = 20 #600
			building_input_programmables_add = 44 ##1,440

			# output goods												   
			building_output_dye_add = 185
			# This gives some $7400			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 2400
			building_employment_engineers_add = 200								
			building_employment_laborers_add = 1000
		}
	}
}


genetically_modified_cotton_building_cotton_plantation = {
	texture = "gfx/interface/icons/Mod_Nuclear_Production_Method_Icons/vertical_farm_base.jpg"
	pollution_generation = 10
	unlocking_technologies = {
		radiation_assisted_bio_engineering
	}
	building_modifiers = {
		workforce_scaled = {
			# input goods												   
			building_input_fertilizer_add = 20	#600	
			building_input_research_and_engineering_add = 10 #400

			# output goods												   
			building_output_fabric_add = 185
			# This gives some $3,700			
		}

		level_scaled = {
			# earnings				
			building_employment_farmers_add = 3000							
			building_employment_laborers_add = 1000
		}
	}
}
