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### Factories

###################################################################################
##

factory_template = {
efficiency = {
cement = 0.5 #if no cement, work at 75% efficiency #cost = 16.0
machine_parts = 0.05 # was 0.01 cost = 36.5 # 9.825/day/level
for both
}

owner =
{
poptype = capitalists
effect = input
effect_multiplier = -2.5
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 1.5
amount = 0.2
}

}
type = factory
workforce = 10000
}

cheap_factory_template = {
efficiency = {
cement = 0.25 #if no cement, work at 75% efficiency #cost = 4/level

owner =
{
poptype = capitalists
effect = input
effect_multiplier = -1.5
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 1.5
amount = 0.2
}

}
type = factory
workforce = 10000
}

machine_part_user_template = {
efficiency = {
cement = 0.5 #if no cement, work at 75% efficiency #cost = 16.0
}

owner =
{
poptype = capitalists
effect = input
effect_multiplier = -2.5
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 1.5
amount = 0.2
}

}
type = factory
workforce = 10000
}

cement_template = {
efficiency = {
iron = 2.3 #if no cement, work at 75% efficiency #cost = 16.0
machine_parts = 0.05 # was 0.01 cost = 36.5 #9.825/day/level
for both
}

owner =
{
poptype = capitalists
effect = input
effect_multiplier = -2.5
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 1.5
amount = 0.2
}

}
type = factory
workforce = 10000
}

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

aeroplane_factory = {
template = machine_part_user_template
input_goods = {
machine_parts = 1.11 #38.69
electric_gear = 2 #32
rubber = 1 #7
lumber = 3.3 #3.3 total input+maint = 90
}
output_goods = aeroplanes
value = 0.91 #100
bonus = {
trigger = { has_building = machine_parts_factory }
value = 0.25
}
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.25
}
}

barrel_factory = {
template = machine_part_user_template
input_goods = {
automobiles = 0.3 #21
machine_parts = 0.85 #29.2
electric_gear = 1 #16
rubber = 1 #7
}
output_goods = barrels
value = 1.0 #98 total input+maint = 83
bonus = {
trigger = { has_building = automobile_factory }
value = 0.1
}
bonus = {
trigger = { has_building = machine_parts_factory }
value = 0.1
}
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.05
}
}
automobile_factory = {
template = machine_part_user_template
input_goods = {
machine_parts = 1.05 #36.5
electric_gear = 1.5 #24
rubber = 1 #7
steel = 2.25 #10.58 total input+maint = 89
}

output_goods = automobiles
value = 1.43 #100
bonus = {
trigger = { has_building = machine_parts_factory }
value = 0.1
}
bonus = {
trigger = { has_building = steel_factory }
value = 0.1
}
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.05
}
}

radio_factory = {
template = factory_template
input_goods = {
glass = 10 #29
electric_gear = 3 #48 total input+maint = 87
}
output_goods = radio
value = 6.5 #104
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.15
}
bonus = {
trigger = { has_building = glass_factory }
value = 0.1
}
}

telephone_factory = {
template = factory_template
input_goods = {
glass = 15 #43.5
electric_gear = 2.5 #40 total input+maint = 93.5
}
output_goods = telephones
value = 6.5 #104
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.15
}
bonus = {
trigger = { has_building = glass_factory }
value = 0.1
}
}

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

electric_gear_factory = {
template = factory_template
input_goods = {
rubber = 4 #28
coal = 5 #11.5
iron = 5 #17.5 total input+maint = 67
}
output_goods = electric_gear
value = 5 #80
bonus = {
trigger = { trade_goods_in_state = rubber }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.05
}
bonus = {
trigger = { trade_goods_in_state = iron }
value = 0.05
}
}

machine_parts_factory = {
template = factory_template
input_goods = {
steel = 9 #42.3
coal = 5 #11.5 total input+maint = 66
}
output_goods = machine_parts
value = 2 #73
bonus = {
trigger = { has_building = steel_factory }
value = 0.125
}
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.125
}
}

synthetic_oil_factory = {
template = factory_template
input_goods = {
coal = 12 #27.6 total input+maint = 39
}
output_goods = oil
value = 2.5 #30
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.25
}
}

############# ADVANCED FACTORIES


fuel_refinery = {
template = factory_template
input_goods = {
oil = 2.5 #30 total input+maint = 40
}
output_goods = fuel
value = 2 #50
bonus = {
trigger = {
OR = {
trade_goods_in_state = oil
has_building = synthetic_oil_factory
}
}
value = 0.25
}
}

steamer_shipyard = {
template = factory_template
input_goods = {
steel = 22 #94
coal = 30 #69 (huhuh huhuh) total input+maint = 182
}
output_goods = steamer_convoy
is_coastal = yes
value = 3 #195
bonus = {
trigger = { has_building = steel_factory }
value = 0.125
}
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.125
}
}

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

luxury_clothes_factory = {
template = factory_template
input_goods = {
regular_clothes = 0.9 #5.22
silk = 3.9 #39 total input+maint = 54
}
output_goods = luxury_clothes
value = 1 #65
bonus = {
trigger = { has_building = regular_clothes_factory }
value = 0.2
}
bonus = {
trigger = { trade_goods_in_state = silk }
value = 0.05
}
}

luxury_furniture_factory = {
template = factory_template
input_goods = {
furniture = 2 #45.08
tropical_wood = 7.5 #8.1 total input+maint = 53.18
}
output_goods = luxury_furniture
value = 1.1 #64.9
bonus = {
trigger = { has_building = furniture_factory }
value = 0.2
}
bonus = {
trigger = { trade_goods_in_state = tropical_wood }
value = 0.05
}
}

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

steel_factory = {
template = factory_template
input_goods = {
iron = 20 #70
coal = 5 #11.5 total input+maint = 81.5
}

output_goods = steel #94


value = 20
bonus = {
trigger = { trade_goods_in_state = iron }
value = 0.125
}
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.125
}
}

artillery_factory = {
template = factory_template
input_goods = {
explosives = 1 #20
steel = 8 #37.6 total input+maint = 67.6
}
output_goods = artillery
value = 1.3 #78
bonus = {
trigger = { has_building = steel_factory }
value = 0.15
}
bonus = {
trigger = { has_building = explosives_factory }
value = 0.1
}
}

clipper_shipyard = {
template = factory_template
input_goods = {
fabric = 100 #162
timber = 100 #90
steel = 30 #141 total input+maint = 393
}
output_goods = clipper_convoy
is_coastal = yes
value = 10 #420
bonus = {
trigger = { has_building = fabric_factory }
value = 0.1
}
bonus = {
trigger = { has_building = steel_factory }
value = 0.1
}
bonus = {
trigger = { trade_goods_in_state = timber }
value = 0.05
}
}

small_arms_factory = {
template = factory_template
input_goods = {
ammunition = 2.0 #35
steel = 3.0 #14.1 total input+maint = 60
}
output_goods = small_arms
value = 2 #74

bonus = {
trigger = { has_building = steel_factory }
value = 0.15
}
bonus = {
trigger = { has_building = ammunition_factory }
value = 0.1
}
}

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

furniture_factory = {
template = factory_template
input_goods = {
lumber = 20 #20
timber = 20 #18 total input+maint = 48
}
output_goods = furniture
value = 12 #58.8
bonus = {
trigger = { has_building = lumber_mill }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = timber }
value = 0.1
}
}
paper_mill = {
template = factory_template
input_goods = {
timber = 50 #45 total input+maint = 55
}
output_goods = paper
value = 20 #68
bonus = {
trigger = { trade_goods_in_state = timber }
value = 0.25
}
}

regular_clothes_factory = {
template = factory_template
input_goods = {
fabric = 40 #18 total input+maint = 72
}
output_goods = regular_clothes
value = 15 #87
bonus = {
trigger = { has_building = fabric_factory }
value = 0.25
}
}

explosives_factory = {
template = factory_template
input_goods = {
fertilizer = 3 #30
ammunition = 0.8 #14 total input+maint = 54
}
output_goods = explosives
value = 3 #60
bonus = {
trigger = { has_building = fertilizer_factory }
value = 0.15
}
bonus = {
trigger = { has_building = ammunition_factory }
value = 0.1
}
}

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

ammunition_factory = {
template = cheap_factory_template
input_goods = {
sulphur = 2 #12
iron = 4 #10.5 total input+maint = 30
}
output_goods = ammunition
value = 2 #35
bonus = {
trigger = { trade_goods_in_state = sulphur }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = iron }
value = 0.1
}
}

canned_food_factory = {
template = cheap_factory_template
input_goods = {
iron = 0.5 #1.75
cattle = 4 #8
grain = 4 #8.8
fish = 4 #6 total input+maint = 28.some
}
output_goods = canned_food
value = 2 #32
bonus = {
trigger = { trade_goods_in_state = grain }
value = 0.1
}
bonus = {
trigger = {
OR = {
trade_goods_in_state = fish
trade_goods_in_state = cattle
}
}
value = 0.1
}
bonus = {
trigger = { trade_goods_in_state = iron }
value = 0.05
}
}

dye_factory = {
template = cheap_factory_template
input_goods = {
coal = 9 #20.7 total input+maint = 24.7
}
output_goods = dye
value = 2.5 #30
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.25
}
}

liquor_distillery = {
template = cheap_factory_template
input_goods = {
grain = 5 #11
glass = 4 #11.6 total input+maint = 26.6
}
output_goods = liquor
value = 5 #32
bonus = {
trigger = { has_building = glass_factory }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = grain }
value = 0.1
}
}

winery = {
template = cheap_factory_template
input_goods = {
fruit = 5 #9
glass = 5 #14.5 total input+maint = 27.5
}
output_goods = wine
value = 3.5 #34
bonus = {
trigger = { has_building = glass_factory }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = fruit }
value = 0.1
}
}

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

lumber_mill = {
template = factory_template
input_goods = {
timber = 100 #90 total input+maint = 100
}
output_goods = lumber

value = 110 #110


bonus = {
trigger = { trade_goods_in_state = timber }
value = 0.25
}
}

fabric_factory = {
template = factory_template
input_goods = {
cotton = 18
dye = 2
}
output_goods = fabric
value = 45 #81
bonus = {
trigger = { trade_goods_in_state = cotton }
value = 0.125
}
bonus = {
trigger = {
OR = {
has_building = dye_factory
trade_goods_in_state = dye
}
}
value = 0.125
}
}

cement_factory = {
template = cement_template
input_goods = {
coal = 12 #27.6 total input+maint = 37
}
output_goods = cement
value = 3 #48
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.25
}
}

glass_factory = {
template = factory_template
input_goods = {
coal = 14 #32.2 total input+maint = 42
}
output_goods = glass
value = 18 #52.2
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.25
}
}

fertilizer_factory = {
template = factory_template
input_goods = {
sulphur = 6 #36 total input+maint = 46
}
output_goods = fertilizer
value = 5 #50
bonus = {
trigger = { trade_goods_in_state = sulphur }
value = 0.25
}
}

### RGOs
###################################################################################
##

RGO_template_farmers = {
owner =
{
poptype = aristocrats
effect = output
}

employees = {
{
poptype = farmers
effect = throughput
amount = 1
}
{
poptype = slaves
effect = output
amount = 1
}
}

type = rgo
workforce = 40000
}

RGO_template_labourers = {
owner =
{
poptype = aristocrats
effect = output
}

employees = {
{
poptype = labourers
effect = throughput
amount = 1
}
{
poptype = slaves
effect = output
amount = 1
}
}

type = rgo
workforce = 40000
}

cattle_ranch = {
template = RGO_template_farmers
output_goods = cattle
value = 1.8
farm = yes
}

coal_mine = {
template = RGO_template_labourers
output_goods = coal
value = 2.4
mine = yes
}

coffee_plantation = {
template = RGO_template_farmers
output_goods = coffee
value = 1.5
farm = yes
}

cotton_plantation = {
template = RGO_template_farmers
output_goods = cotton
value = 2.2
farm = yes
}

dye_plantation = {
template = RGO_template_farmers
output_goods = dye
value = 0.22
farm = yes
}

fishing_wharf = {
template = RGO_template_farmers
output_goods = fish
value = 2.2
farm = yes
}

grain_farm = {
template = RGO_template_farmers
output_goods = grain
value = 1.8
farm = yes
}

iron_mine = {
template = RGO_template_labourers
output_goods = iron
value = 1.8
mine = yes
}

oil_rig = {
template = RGO_template_labourers
output_goods = oil
value = 1
mine = yes
}

opium_plantation = {
template = RGO_template_farmers
output_goods = opium
value = 0.7
farm = yes
}

orchard = {
template = RGO_template_farmers
output_goods = fruit
value = 2.8
farm = yes
}

precious_metal_mine = {
template = RGO_template_labourers
output_goods = precious_metal
value = 2
mine = yes
}

rubber_lodge = {
template = RGO_template_labourers
output_goods = rubber
value = 0.75
farm = yes
}

sheep_ranch = {
template = RGO_template_farmers
output_goods = wool
value = 5
farm = yes
}

silkworm_ranch = {
template = RGO_template_farmers
output_goods = silk
value = 0.25
farm = yes
}

sulphur_mine = {
template = RGO_template_labourers
output_goods = sulphur
value = 2
mine = yes
}

tea_plantation = {
template = RGO_template_farmers
output_goods = tea
value = 1.75
farm = yes
}

timber_lodge = {
template = RGO_template_labourers
output_goods = timber
value = 8
farm = yes
}

tobacco_plantation = {
template = RGO_template_farmers
output_goods = tobacco
value = 2.5
farm = yes
}

tropical_wood_lodge = {
template = RGO_template_labourers
output_goods = tropical_wood
value = 4
farm = yes
}

### Artisans
###################################################################################
##

artisan_aeroplane = {
input_goods = {
machine_parts = 1.06 #38.69
electric_gear = 2 #32
rubber = 1 #7
lumber = 3.3 #3.3 total input+maint = 90
}
output_goods = aeroplanes
value = 0.91 #100

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_barrel = {
input_goods = {
automobiles = 0.3 #21
machine_parts = 0.8 #29.2
electric_gear = 1 #16
rubber = 1 #7
}
output_goods = barrels
value = 1.0 #98 total input+maint = 83

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_automobile = {
input_goods = {
machine_parts = 1 #36.5
electric_gear = 1.5 #24
rubber = 1 #7
steel = 2.25 #10.58 total input+maint = 89
}

output_goods = automobiles
value = 1.43 #100

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_radio = {
input_goods = {
glass = 10 #29
electric_gear = 3 #48 total input+maint = 87
}
output_goods = radio
value = 6.5 #104

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_telephone = {
input_goods = {
glass = 15 #43.5
electric_gear = 2.5 #40 total input+maint = 93.5
}
output_goods = telephones
value = 6.5 #104

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

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

artisan_electric_gear = {
input_goods = {
rubber = 4 #28
coal = 5 #11.5
iron = 5 #17.5 total input+maint = 67
}
output_goods = electric_gear
value = 5 #80

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_machine_parts = {
input_goods = {
steel = 9 #42.3
coal = 5 #11.5 total input+maint = 66
}
output_goods = machine_parts
value = 2 #73

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

############# ADVANCED FACTORIES

artisan_fuel = {
input_goods = {
oil = 2.5 #30 total input+maint = 40
}
output_goods = fuel
value = 2 #50

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_steamer = {
input_goods = {
steel = 22 #94
coal = 30 #69 (huhuhuhuh) total input+maint = 182
}
output_goods = steamer_convoy
is_coastal = yes
value = 3 #195

owner = {
poptype = artisan
effect = output
}

type = artisan
workforce = 10000
}

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

artisan_luxury_clothes = {
input_goods = {
regular_clothes = 0.9 #5.22
silk = 3.9 #39 total input+maint = 54
}
output_goods = luxury_clothes
value = 1 #65

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_luxury_furniture = {
input_goods = {
furniture = 2 #45.08
tropical_wood = 7.5 #8.1 total input+maint = 53.18
}
output_goods = luxury_furniture
value = 1.1 #64.9

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

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

artisan_steel = {
input_goods = {
iron = 20 #70
coal = 5 #11.5 total input+maint = 81.5
}

output_goods = steel #94


value = 20

owner = {
poptype = artisan
effect = output
}
type = artisan

workforce = 10000
}

artisan_artillery = {
input_goods = {
explosives = 1 #20
steel = 8 #37.6 total input+maint = 67.6
}
output_goods = artillery
value = 1.3 #78

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_clipper = {
input_goods = {
fabric = 100 #162
timber = 100 #90
steel = 30 #141 total input+maint = 393
}
output_goods = clipper_convoy
is_coastal = yes
value = 10 #420

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_small_arms = {
input_goods = {
ammunition = 2.0 #35
steel = 3.0 #14.1 total input+maint = 60
}
output_goods = small_arms
value = 2 #74

owner = {
poptype = artisan
effect = output
}
type = artisan

workforce = 10000
}

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

artisan_furniture = {
input_goods = {
lumber = 20 #20
timber = 20 #18 total input+maint = 48
}
output_goods = furniture
value = 12 #58.8

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_paper = {
input_goods = {
timber = 50 #45 total input+maint = 55
}
output_goods = paper
value = 20 #68

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_regular_clothes = {
input_goods = {
fabric = 40 #72 total input+maint = 72
}
output_goods = regular_clothes
value = 15 #87

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}
artisan_explosives = {
input_goods = {
fertilizer = 3 #30
ammunition = 0.8 #14 total input+maint = 54
}
output_goods = explosives
value = 3 #60

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

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

artisan_ammunition = {
input_goods = {
sulphur = 2 #12
coal = 2 #4.6
iron = 5 #17.5 total input+maint = 44
}
output_goods = ammunition
value = 3 #52.5

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_canned_food = {
input_goods = {
iron = 2 #7
cattle = 12 #24
grain = 12 #26.4
fish = 12 #18 total input+maint = 85
}
output_goods = canned_food
value = 6 #96

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}
artisan_liquor = {
input_goods = {
grain = 10 #22
glass = 8 #23.2 total input+maint = 55
}
output_goods = liquor
value = 10 #64

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_winery = {

input_goods = {
fruit = 10 #18
glass = 10 #29 total input+maint = 57
}
output_goods = wine
value = 7 #67.9

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

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

artisan_lumber = {
input_goods = {
timber = 100 #90 total input+maint = 100
}
output_goods = lumber

value = 110 #110

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_fabric = {
input_goods = {
cotton = 18
dye = 2
}
output_goods = fabric
value = 45 #81
owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_cement = {
input_goods = {
coal = 12 #27.6 total input+maint = 37
}
output_goods = cement
value = 3 #48

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_glass = {
input_goods = {
coal = 14 #32.2 total input+maint = 42
}
output_goods = glass
value = 18 #52.2

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_fertilizer = {
input_goods = {
sulphur = 6 #36 total input+maint = 46
}
output_goods = fertilizer
value = 5 #50

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

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