﻿latin_port = {
	graphical_culture = "latin"
	city_type = port
	center_building_entity = "latin_port_centerpiece_02_entity"
	center_modifiers = {
		building_shipyards = "s"
		building_port = "d"
		building_fishing_wharf = "f"
	}
	modifier_key_prefix = "latin_port_01"
	modifier_key_suffix = "entity"
	center_building_size = { 1 1 }

	rich_building_meshes = {
		"latin_urban_city_residential_rich_01_mesh"
		"latin_urban_city_residential_rich_02_mesh"
		"latin_urban_city_residential_rich_03_mesh"	
	}
	rich_building_offsets = {
		position = 0.0	#in grid-space units. 1.0 means the mesh can be placed anywhere inside its allotted cell
		rotation = 0.0	#in degrees
	}
	mid_building_meshes = {
		"latin_urban_city_residential_mid_01_mesh"
		"latin_urban_city_residential_mid_02_mesh"
		"latin_urban_city_residential_mid_03_mesh"
	}
	mid_building_offsets = {
		position = 0.2
		rotation = 6.25
	}
	poor_building_meshes = {
		"latin_urban_city_residential_poor_01_mesh"
		"latin_urban_city_residential_poor_02_mesh"
		"latin_urban_city_residential_poor_03_mesh"
	}
	poor_building_offsets = {
		position = 0.2
		rotation = 20.0
	}
	building_offsets = {	#offsets for regular buildings
		position = 0.0
		rotation = 0.0
	}
	
	building_fishing_wharf = {}
	building_whaling_station = {}
	building_port = {}
	building_naval_base = {"latin_port_navalbase_01_mesh"}
	building_shipyards = {}

	## Mod Added
	building_submerged_farm = {"african_city_tradecenter_01_mesh"}
	building_ocean_mining_operation = {"mininghub_centerpiece_01_mesh"}
	## Terraforming Projects

	## Great Shipyard
	building_sea_dyke_system = {"european_city_trade_center_01_mesh"}

			## Mod Added
	building_generic_floating_city = {"generic_manufactory_01_mesh"}
	building_second_new_york = {"generic_manufactory_01_mesh"}
	building_Generic_Great_Shipyard = {"generic_manufactory_01_mesh"}
	building_Arsenal_de_Brest = {"generic_manufactory_01_mesh"}
	building_AG_Vulcan = {"generic_manufactory_01_mesh"}
	building_vickers_armstrong_shipyard = {"generic_manufactory_01_mesh"}
	building_greater_boston_naval_yard = {"generic_manufactory_01_mesh"}

	## Strategic Strike Stuff
	building_strategic_strike_squadron =  {"european_city_barracks_01_mesh"}
}
