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# Do not change tags in here without changing every other reference to them.

# If adding new buildings, make sure they are uniquely named.


#
# Order in here matters for selection priority if icons are overlapping,
# so leave bases on top

#
# cost = x #==> extra construction cost (added to goods cost estimations)
# time = x #==> number of days to build.
#
# Audax Validator EnableCommentMetadata

############# LATE GAME FACTORIES

aeroplane_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
electric_gear = 600
steel = 600
cement = 600
}
time = 244
visibility = yes
onmap = no

production_type = aeroplane_factory
pop_build_factory = yes
advanced_factory = yes
}

barrel_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
electric_gear = 500
steel = 500
cement = 500
}

time = 244
visibility = yes
onmap = no

production_type = barrel_factory
pop_build_factory = yes
advanced_factory = yes
}

automobile_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
electric_gear = 200
steel = 400
cement = 400
}
time = 182
visibility = yes
onmap = no

production_type = automobile_factory
pop_build_factory = yes
#advanced_factory = yes
}

radio_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
electric_gear = 200
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = radio_factory
pop_build_factory = yes
advanced_factory = yes
}

telephone_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
electric_gear = 200
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no
production_type = telephone_factory
pop_build_factory = yes
#advanced_factory = yes
}

############# STRATEGIC FACTORIES

electric_gear_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 300
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = electric_gear_factory
pop_build_factory = yes
#strategic_factory = yes
}

machine_parts_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = machine_parts_factory
pop_build_factory = yes
strategic_factory = yes
}

synthetic_oil_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 300
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = synthetic_oil_factory
pop_build_factory = yes
strategic_factory = yes
}

fuel_refinery = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = fuel_refinery
pop_build_factory = yes
strategic_factory = yes
}

synthetic_sulphur_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 300
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = synthetic_sulphur_factory
pop_build_factory = yes
strategic_factory = yes
}

############# NAVAL FACTORIES

steamer_shipyard = {
type = factory

steam = yes
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 400
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = steamer_shipyard
pop_build_factory = yes
}

clipper_shipyard = {
type = factory

sail = yes

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = clipper_shipyard
pop_build_factory = yes
}

############# LUXURY GOODS FACTORIES

luxury_clothes_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = luxury_clothes_factory
pop_build_factory = yes
}

luxury_furniture_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = luxury_furniture_factory
pop_build_factory = yes
}

############# MEDIUM FACTORIES

steel_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
iron = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = steel_factory
pop_build_factory = yes
}

artillery_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = artillery_factory
pop_build_factory = yes
}

small_arms_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 140
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = small_arms_factory
pop_build_factory = yes
}

############# COMMON FACTORIES

furniture_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 140
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = furniture_factory
pop_build_factory = yes
}

paper_mill = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 140
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = paper_mill
pop_build_factory = yes
}

regular_clothes_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 140
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = regular_clothes_factory
pop_build_factory = yes
}

explosives_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 140
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = explosives_factory
pop_build_factory = yes
}

############# CHEAP FACTORIES

ammunition_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 100
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = ammunition_factory
pop_build_factory = yes
}

canned_food_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 80
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = canned_food_factory
pop_build_factory = yes
}

dye_factory = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 80
steel = 200 #was iron
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = dye_factory
pop_build_factory = yes
strategic_factory = yes #Wasn't strategic
}

liquor_distillery = {
type = factory

on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 80
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

default_enabled = yes
production_type = liquor_distillery
pop_build_factory = yes
}

winery = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 80
steel = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = winery
pop_build_factory = yes
}

############# BASIC FACTORIES

lumber_mill = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 20
iron = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = lumber_mill
pop_build_factory = yes
}

fabric_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 20
iron = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = fabric_factory
pop_build_factory = yes
}

cement_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 20
iron = 200
lumber = 200
}
time = 182
visibility = yes
onmap = no

production_type = cement_factory
pop_build_factory = yes
}

glass_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 40
iron = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

default_enabled = yes
production_type = glass_factory
pop_build_factory = yes
}

fertilizer_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 99
goods_cost =
{
machine_parts = 200
iron = 200
cement = 300
}
time = 182
visibility = yes
onmap = no

production_type = fertilizer_factory
pop_build_factory = yes
}

############# Military Buildings and Infrastructure

fort = {
type = fort
goods_cost =
{
steel = 100
lumber = 100
cement = 100
explosives = 50
small_arms = 50
artillery = 40
ammunition = 10
}
time = 1080
visibility = yes
onmap = yes
max_level = 6
province = yes
fort_level = 1
}

naval_base = {
type = naval_base
cost = 15000
goods_cost =
{
lumber = 100
cement = 100
steel = 100
machine_parts = 1
}
time = 1080
naval_capacity = 1
capital = yes
onmap = yes
port = yes
visibility = yes
max_level = 6
# Audax Validator "." Ignore_NEXT
colonial_points = { 30 60 90 140 150 160 } #points at levels 1-6 - previous 30
50 70 90 110 130
province = yes
one_per_state = yes
colonial_range = 25
local_ship_build = -0.10
}

railroad = {
type = infrastructure
goods_cost =
{
lumber = 150
cement = 150
steel = 150
}
time = 365 #Original
visibility = yes
onmap = yes
max_level = 6
province = yes

infrastructure = 0.16
movement_cost = -0.05

pop_build_factory = yes
spawn_railway_track = yes
}

charcoal_factory = {
type = factory
on_completion = factory
completion_size = 0.2
max_level = 1000
goods_cost =
{
machine_parts = 140
steel = 200
cement = 300
}
time = 60
visibility = yes
onmap = no

production_type = charcoal_factory
pop_build_factory = yes
}

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