﻿weapon_guild = {
	is_foreign = no
	pop_type = burghers
	max_levels = guild_max_level
	startup_ramp_target = guild_startup_ramp_target
	price = base_price
	increase_per_level_cost = 1.00	
	category = weapons_industry_category
	
	employment_size = guild_employment
	

	
	town = yes
	city = yes
	megalopolis = yes

	

	build_time = guild_build_time
	
	unique_production_methods = {
		pre_columbian_weapon_smith_maintenance = {
			icon_type = goods
			icon = lumber
			lumber = 0.0633
			stone = 0.6
			produced = weaponry
			output = 0.6
			category = guild_input
			
			debug_max_profit = guild_profit_margin
		}
		weapon_smith_maintenance = {
			icon_type = goods
			icon = lumber
			lumber = 0.2521
			coal = 0.3
			tools = 0.4
			category = guild_input
			produced = weaponry
			output = 1.2
			debug_max_profit = guild_profit_margin
		}
		weapon_guild_obsidian_maintenance = {
			icon_type = goods
			icon = lumber
			lumber = 0.111
			stone = 0.5
			gems = 0.093
			produced = weaponry
			output = 0.6
			category = guild_input
			
			debug_max_profit = guild_profit_margin
		}
	}

	custom_tags = { guild }
	construction_demand = guild_construction
}

weapon_workshop = {
	audio_tier = 2
	is_foreign = no
	pop_type = burghers
	max_levels = workshop_max_level
	startup_ramp_target = workshop_startup_ramp_target
	
	category = weapons_industry_category
	
	employment_size = workshop_employment
	

	
	town = yes
	city = yes
	megalopolis = yes

	

	build_time = workshop_build_time
	
	unique_production_methods = {
		weapon_workshop_maintenance = {
			icon_type = goods
			icon = lumber
			lumber = 0.3302
			coal = 0.3302
			iron = 0.275
			tools = 0.2197
			category = workshop_input
			produced = weaponry
			output = 1.1
			
			debug_max_profit = workshop_profit_margin
		}

	}
	
	obsolete = weapon_guild

	custom_tags = { workshop }
	construction_demand = workshop_construction
}

weapon_manufactory = {
	audio_tier = 3
	is_foreign = no
	pop_type = burghers
	max_levels = manufactory_max_level 
	startup_ramp_target = manufactory_startup_ramp_target
	
	category = weapons_industry_category
	
	employment_size = manufactory_employment
	
	
	town = yes
	city = yes
	megalopolis = yes

	
	
	obsolete = weapon_workshop

	build_time = manufactory_build_time
	
	unique_production_methods = {
		weapon_manufactory_maintenance = {
			icon_type = goods
			icon = lumber
			lumber = 0.5565
			coal = 0.5565
			iron = 0.4446
			tools = 0.4446
			category = manufactory_input
			produced = weaponry
			output = 2.0
			debug_max_profit = manufactory_profit_margin
		}
	}

	custom_tags = { midgame_manufactory }
	construction_demand = manufactory_construction
}

weapon_factory = {
	audio_tier = 6
	is_foreign = no
	pop_type = laborers
	is_mill = yes
	max_levels = mills_max_level
	startup_ramp_target = mills_startup_ramp_target
	
	category = weapons_industry_category
	employment_size = mills_employment
	
	
	town = yes
	city = yes
	megalopolis = yes

	
	
	obsolete = weapon_manufactory

	build_time = mills_build_time

	unique_production_methods = {
		weapon_factory_maintenance = {
			icon_type = goods
			icon = steel
			steel = 1.4689
			coal = 0.4413
			lumber = 0.4413
			category = mills_input
			produced = weaponry
			output = 4.0
			
			debug_max_profit = mills_profit_margin
		}
	}

	custom_tags = { lategame_manufactory }
	construction_demand = mill_construction

	raw_modifier = {
		local_burghers_desired_pop = 0.05
	}
}