###############################################
# XENOMORPH ECONOMIC CATEGORIES
# Custom job categories used by Xenomorph royal, reproductive, and slave jobs.
# Each category mirrors the vanilla planet_miners / planet_farmers structure so
# the planet UI aggregates produces/upkeep correctly and the
# planet_<category>_<resource>_produces_mult modifier types auto-generate.
###############################################

# Royal egg-laying castes: Empress, Queen, King, Queen Mother variants.
# Used to apply pheromone/royal modifiers to the highest-tier egg producers.
planet_xenomorph_royal_egg_layers = {
	icon = "job_xenomorph_queen"
	parent = planet_jobs_specialist
	generate_mult_modifiers = {
		produces
	}
	generate_add_modifiers = {
		produces
		upkeep
	}
	modifier_category = pop_job
}

# Lesser brood-laying castes: Brood Layer, Brood Queen variants.
# Workers-tier egg production.
planet_xenomorph_brood_egg_layers = {
	parent = planet_jobs_worker
	generate_mult_modifiers = {
		produces
	}
	generate_add_modifiers = {
		produces
		upkeep
	}
	modifier_category = pop_job
}

# Egg caretaker / storage workers.
planet_xenomorph_egg_storage_jobs = {
	icon = "job_xenomorph_egg_caretaker"
	parent = planet_jobs_worker
	generate_mult_modifiers = {
		produces
	}
	generate_add_modifiers = {
		produces
		upkeep
	}
	modifier_category = pop_job
}

# Captive host breeders: broodmother_slave, broodmare_thrall, incubation_host.
planet_xenomorph_host_breeders = {
	icon = "job_xenomorph_broodmother_slave"
	parent = planet_jobs_slave
	generate_mult_modifiers = {
		produces
	}
	generate_add_modifiers = {
		produces
		upkeep
	}
	modifier_category = pop_job
}


# Pleasure slave: breeding_toy.
planet_xenomorph_breeding_toys = {
	parent = planet_jobs_slave
	generate_mult_modifiers = {
		produces
	}
	generate_add_modifiers = {
		produces
		upkeep
	}
	modifier_category = pop_job
}

# Pass 20: Added missing economic category referenced by older slave buildings.
planet_xenomorph_reproductive_slave_buildings = {
	parent = planet_buildings
	use_for_ai_budget = yes
}
