/edit: Just noticed this has already been reported and acknowledged.
forum.paradoxplaza.com
Description
Buildings get destroyed if they no longer fulfill their 'potential' condition
Game Version
3.7.2 e793
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Buildings get destroyed if their potential condition is no longer fulfilled. This is not at all what should be happening - to destroy buildings, that's what the destroy_trigger is for.
Aside from causing untold amounts of issues with a number of mods, this also makes it that for example the building building_artist_patron is destroyed right after it was built, because the potential trigger checks whether the country that just constructed the building has the artist_building_patron flag, but that flag is added via the building's on_built effect...
...so it immediately invalidates itself after construction and is destroyed at the start of the next month.
Steps to reproduce the issue.
See Ministry example above.
Another, maybe somewhat faster way to reproduce it would be to edit 00_capital_buildings.txt and add something like num_pops >= 100 into the potential wrapper of the building_capital. It will downgrade to a Colony Shelter one month after the game has started.
I attached an unrelated image, because the forums really wanted me to attach something.
Upload Attachment
File(s) attached

Stellaris - Ministry of Culture and Fallen Empire Buildings destroy themselves (3.7.2) (e793)
Description Ministry of Culture and Fallen Empire Buildings destroy themselves (3.7.2) (e793) Game Version 3.7.2 What version do you use? Steam What expansions do you have installed? Do you have mods enabled? No Please explain...
Description
Buildings get destroyed if they no longer fulfill their 'potential' condition
Game Version
3.7.2 e793
What version do you use?
Steam
What expansions do you have installed?
Do you have mods enabled?
No
Please explain your issue is in as much detail as possible.
Buildings get destroyed if their potential condition is no longer fulfilled. This is not at all what should be happening - to destroy buildings, that's what the destroy_trigger is for.
Aside from causing untold amounts of issues with a number of mods, this also makes it that for example the building building_artist_patron is destroyed right after it was built, because the potential trigger checks whether the country that just constructed the building has the artist_building_patron flag, but that flag is added via the building's on_built effect...
Code:
on_built = {
owner = { set_country_flag = built_one_ministry }
}
...so it immediately invalidates itself after construction and is destroyed at the start of the next month.
Steps to reproduce the issue.
See Ministry example above.
Another, maybe somewhat faster way to reproduce it would be to edit 00_capital_buildings.txt and add something like num_pops >= 100 into the potential wrapper of the building_capital. It will downgrade to a Colony Shelter one month after the game has started.
I attached an unrelated image, because the forums really wanted me to attach something.
Upload Attachment
File(s) attached