00 Alloys Budget
00 Alloys Budget
economic_categories ##
## It is possible to have multiple entries with the same category and resource ##
#################
## Expenditure ##
#################
alloys_expenditure_buffer = { # Buffer, will not be spent
resource = alloys
type = expenditure
category = buffer
potential = {
always = no
}
weight = {
weight = 0.0
}
}
alloys_expenditure_ships = {
resource = alloys
type = expenditure
category = ships
potential = {
always = yes
}
weight = {
weight = 0.6
modifier = {
factor = 5
used_naval_capacity_percent < 1.0
OR = {
any_neighbor_country = {
has_ascension_perk = ap_become_the_crisis
}
any_country = {
is_crisis_faction = yes
}
}
}
}
}
alloys_expenditure_ship_upgrades = {
resource = alloys
type = expenditure
category = ship_upgrades
potential = {
is_at_war = no
any_owned_fleet = {
controller = { is_same_value = root }
can_be_upgraded = yes
}
}
weight = {
weight = 0.2
alloys_expenditure_planets = {
resource = alloys
type = expenditure
category = planets
potential = {
always = yes
}
weight = {
weight = 0.1
}
desired_max = {
base = 5000
}
}
alloys_expenditure_starbases = {
resource = alloys
type = expenditure
category = starbases
potential = {
NOT = {
is_country_type = fallen_empire
}
}
weight = {
weight = 0.4
modifier = {
factor = 1.5
used_starbase_capacity_percent < 1
any_owned_starbase = {
can_be_upgraded = yes
}
}
modifier = {
factor = 1.5
OR = {
any_owned_starbase = {
NOT = { has_starbase_size = starbase_outpost }
can_be_upgraded = yes
}
any_owned_nonprimary_starbase = {
can_be_upgraded = yes
}
}
}
}
desired_max = {
base = 500
modifier = {
add = 5000
has_ascension_perk = ap_cosmogenesis
}
}
}
alloys_expenditure_starbases_fallen_empires = {
resource = alloys
type = expenditure
category = starbases
potential = {
is_country_type = fallen_empire
}
weight = {
weight = 0.2
}
}
alloys_expenditure_starbases_expand = {
resource = alloys
type = expenditure
category = starbases
potential = {
has_ai_expansion_plan = yes
highest_threat < 50
NOT = {
is_country_type = fallen_empire
is_country_type = awakened_fallen_empire
ai_colonize_plans > 0
}
has_resource = { type = influence amount > 75 }
}
weight = {
weight = 0.2
}
desired_min = {
base = 150
}
}
alloys_expenditure_colonies_expand = {
resource = alloys
type = expenditure
category = colonies
potential = {
OR = {
is_at_war = no
mid_game_years_passed > 0
}
ai_colonize_plans > 0
OR = {
AND = {
is_lithoid_empire = no
has_resource = { type = food amount > 400 }
has_monthly_income = {
resource = food
value > 0
}
}
AND = {
is_lithoid_empire = yes
has_resource = { type = minerals amount > 400 }
has_monthly_income = {
resource = minerals
value > 0
}
}
AND = {
is_robot_empire = yes
has_resource = { type = energy amount > 400 }
has_monthly_income = {
resource = energy
value > 0
}
}
}
}
weight = {
weight = 0.5
}
desired_min = {
base = 0
modifier = {
add = @colony_cost_base
is_guided_sapience_empire = no
is_virtual_empire = no
}
modifier = {
add = @colony_cost_low
is_guided_sapience_empire = no
is_virtual_empire = yes
}
modifier = {
add = @colony_cost_mid
is_guided_sapience_empire = yes
is_virtual_empire = no
}
modifier = {
add = @colony_cost_base
is_guided_sapience_empire = yes
is_virtual_empire = yes
}
modifier = {
mult = 0.5
has_origin = origin_tree_of_life
}
}
desired_max = {
base = 0
modifier = {
add = @colony_cost_base_max
is_guided_sapience_empire = no
is_virtual_empire = no
}
modifier = {
add = @colony_cost_low_max
is_guided_sapience_empire = no
is_virtual_empire = yes
}
modifier = {
add = @colony_cost_mid_max
is_guided_sapience_empire = yes
is_virtual_empire = no
}
modifier = {
add = @colony_cost_base_max
is_guided_sapience_empire = yes
is_virtual_empire = yes
}
modifier = {
mult = 0.5
has_origin = origin_tree_of_life
}
}
}
alloys_expenditure_megastructures = {
resource = alloys
type = expenditure
category = megastructures
potential = {
is_country_type = default
OR = {
is_at_war = no
used_naval_capacity_percent > 0.95
}
can_build_megastructures = yes
}
weight = {
weight = 0.4
desired_max = {
base = 20000 # current max alloy cost for a stage
}
}
alloys_expenditure_habitats = {
resource = alloys
type = expenditure
category = megastructures_habitat
potential = { ai_should_build_habitats = yes }
weight = {
weight = 0.2
modifier = {
factor = 2.5
is_void_dweller_empire = yes
}
modifier = {
factor = 2
is_void_dweller_empire = yes
count_owned_planet = {
limit = { is_planet_class = pc_habitat }
count < 4
}
}
modifier = {
factor = 2
is_void_dweller_empire = yes
count_owned_planet = {
limit = { is_planet_class = pc_habitat }
count < 6
}
}
modifier = {
factor = 5
mid_game_years_passed > 0
num_owned_planets < 12
}
modifier = {
factor = 0.5
has_trait = trait_aquatic
}
modifier = { #Build fortress habitats
factor = 2
used_naval_capacity_percent > 0.95
used_starbase_capacity_percent >= 1
}
modifier = {
factor = 0.5
is_at_war = yes
}
}
desired_min = {
base = 1000
}
desired_max = {
base = 1500
}
}
alloys_expenditure_decisions = {
resource = alloys
type = expenditure
category = decisions
potential = {
OR = {
has_technology = tech_habitat_2
has_technology = tech_mega_engineering
}
any_owned_planet = {
AND = {
is_planet_class = pc_shattered_ring_habitable
num_uncleared_blockers < 1
root = { has_technology = tech_mega_engineering }
}
}
# only consider these kinds of decisions when "wealthy"
has_resource = {
type = alloys
amount > 5000
}
}
weight = {
weight = 0.20
}
# based on habitat / restore ring
desired_max = {
base = 2000
modifier = {
add = 8000
has_technology = tech_mega_engineering
any_owned_planet = {
is_planet_class = pc_shattered_ring_habitable
num_uncleared_blockers < 1
}
}
}
}
############
## Upkeep ##
############
alloys_upkeep_buffer = { # Buffer, will not be spent
resource = alloys
type = upkeep
category = buffer
potential = {
always = yes
}
weight = {
weight = 0.3
}
}
alloys_upkeep_ships = {
resource = alloys
type = upkeep
category = ships
potential = {
always = yes
}
weight = {
weight = 0.5
modifier = {
factor = 1.5
OR = {
is_at_war = yes
resource_income_compare = {
resource = alloys
value > 800
}
}
}
}
}
alloys_upkeep_planets = {
resource = alloys
type = upkeep
category = planets
potential = {
always = yes
}
weight = {
weight = 0.2
}
}