############################################################################################# # Modifiers ############################################################################################# icon = "gfx/interface/icons/planet_modifiers/pm_dangerous_wildlife.dds" icon_frame = 2 ############################### # Country ############################### max_rivalries = 3 max_embassies = 3 all_technology_research_speed = 0.10 influence_gain_mult = -0.1 influence_gain_add = 3 alliance_influence_cost = 1 rivalry_influence_gain = 0.5 country_leader_cap = 1 country_leader_pool_size = 1 country_trade_attractiveness = 0.10 country_core_sector_planet_cap = 2 country_resettlement_cost_mult = -0.15 country_ship_upgrade_cost_mult = -0.15 country_engineering_tech_research_speed = 0.3 country_society_tech_research_speed = -0.10 country_physics_tech_research_speed = -0.10 category_biology_research_speed_mult = 0.1 category_statecraft_research_speed_mult = 0.1 category_industry_research_speed_mult = 0.1 category_materials_research_speed_mult = 0.1 category_rocketry_research_speed_mult = 0.1 category_voidcraft_research_speed_mult = 0.1 category_field_manipulation_research_speed_mult = 0.1 category_particles_research_speed_mult = 0.1 category_computing_research_speed_mult = 0.1 category_psionics_research_speed_mult = 0.1 category_new_worlds_research_speed_mult = 0.1 category_military_theory_research_speed_mult = 0.1 science_ship_survey_speed = 0.20 ship_anomaly_research_speed_mult = 0.20 ship_anomaly_generation_chance_mult = 0.10 ship_anomaly_fail_risk = -0.10 ship_anomaly_research_speed_mult = 0.35 leader_age = 50 leader_influence_cost = 0.20 leader_skill_levels = 1 max_minerals = 1500 num_tech_alternatives_add = 1 edict_influence_cost = -0.25 edict_length_mult = 0.25 species_leader_exp_gain = 0.25 ############################### # Construction ############################### shipsize_military_station_small_build_cost_mult = -0.15 shipsize_military_station_medium_build_cost_mult = -0.15 shipsize_military_station_large_build_cost_mult = -0.15 shipsize_military_station_small_upkeep_mult = -0.2 shipsize_military_station_medium_upkeep_mult = -0.2 shipsize_military_station_large_upkeep_mult = -0.2 shipsize_constructor_build_cost_mult = -0.15 shipsize_mining_station_build_cost_mult = -0.15 shipsize_colonizer_build_cost_mult = -0.35 shipsize_terraform_station_build_cost_mult = -0.25 shipsize_orbital_station_build_cost_mult = -0.2 shipsize_outpost_station_build_cost_mult = -0.15 shipsize_corvette_build_cost_mult = -0.2 shipsize_destroyer_build_cost_mult = -0.2 shipsize_cruiser_build_cost_mult = -0.2 shipsize_battleship_build_cost_mult = -0.2 building_mining_network_1_build_cost_mult = -0.15 ############################### # Spaceport ############################### spaceport_ship_build_cost_mult = -0.10 spaceport_ship_build_time_mult = -0.25 spaceport_module_cost_mult = -0.1 ############################### # Planet ############################### planet_ship_build_speed_mult = 0.20 planet_army_build_speed_mult = -0.33 planet_army_build_cost_mult = -0.15 planet_building_cost_mult = 0.15 planet_sensor_range_mult = 0.25 planet_migration_all_pull = 1 planet_migration_xeno_pull = 1 planet_border_mult = 1.0 planet_clear_blocker_time_mult = -0.06 planet_clear_blocker_cost_mult = -0.25 planet_colony_development_speed_mult = 0.25 pc_nuked_habitability = 1 terraforming_cost_mult = -0.25 pc_desert_habitability = 0.1 pc_arid_habitability = 0.1 pc_tropical_habitability = 0.1 pc_continental_habitability = 0.1 pc_tundra_habitability = 0.1 pc_ocean_habitability = 0.1 pc_arctic_habitability = 0.1 pc_ai_habitability = 0.1 pc_nuked_habitability = 0.1 pc_gaia_habitability = 0.1 pc_ringworld_habitable_habitability = 0.1 ############################### # Army ############################### army_health = 0.05 army_damage_mult = 0.05 army_upkeep_mult = -0.05 army_morale = 0.20 army_rank_increase = 1 army_defense_morale_mult = 0.2 army_defense_damage_mult = 0.2 army_attack_morale_mult = 0.2 army_attack_damage_mult = 0.2 ############################### # Fleet ############################### ship_upkeep_mult = -0.10 ship_fire_rate_mult = 0.05 ship_armor_add = 10 ship_hitpoints_add = 1500 ship_weapon_damage = 0.15 ship_shield_hp_mult = -0.33 ship_evasion_mult = 0.05 ship_combat_speed_mult = 0.2 ship_speed_mult = 0.15 ship_emergency_ftl_mult = -0.25 ship_reparation_speed_mult = 0.15 ship_auto_repair_add = 0.02 ship_sensor_range_mult = 0.25 ship_hitpoints_mult = 0.2 navy_size_add = 0.1 navy_size_mult = 1 damage_vs_country_type_amoeba_mult = 0.2 damage_vs_country_type_crystal_mult = 0.2 damage_vs_country_type_drone_mult = 0.1 damage_vs_country_type_cloud_mult = 0.1 damage_vs_country_type_swarm_mult = 0.2 ############################### # Pops ############################### pop_other_species_happiness = 0.01 pop_environment_tolerance = -0.10 pop_slavery_tolerance = -0.1 pop_food_req_mult = -0.10 pop_growth_req_mult = -0.25 pop_ethic_shift = -0.20 pop_happiness = -0.2 pop_robot_production_output = 0.2 pop_xenophobia = 0.2 pop_alien_slavery_tolerance = 1.0 pop_migration_time = -0.5 pop_eff_wo_slaves = -0.1 pop_fortification_defense = 0.5 slave_production_output = 0.2 slave_food_output = 0.2 pop_war_happiness = 0.05 pop_xenophobia = -0.2 garrison_health = 1.0 ############################### # Tile ############################### tile_resource_minerals_mult = 1 tile_resource_food_mult = 0.20 tile_resource_energy_mult = 1 tile_resource_physics_research_mult = 1 tile_resource_society_research_mult = 1 tile_resource_engineering_research_mult = 1 building_time_mult = -0.05 ############################################################################################# # Effects ############################################################################################# ############################### # Events ############################### is_advisor_event = yes is_triggered_only = yes hide_window = yes location = FROM diplomatic = yes # Sets the event to be a diplomatic event between player and another country option = { is_dialog_only = yes } auto_opens = yes fire_only_once = yes ############################### # General ############################### Macros can be created for integers/floats so they're stored in one location @tier1materialreward = 6 save_event_target_as = DerelictShipLocation custom_tooltip = example_tooltip set_global_flag = example_flag set_variable = { which = var value = 1 } change_variable = { which = var value = 1 } spawn_system = { initializer = "special_init_03" } spawn_system = { min_distance = 20 max_distance = 50 system = "sol_system" } add_modifier = { modifier = "example_modifier" days = -1 } remove_modifier = example_modifier ############################### # Anomaly ############################### prevent_anomaly = no add_anomaly = TUTORIAL_CAT ############################### # Country ############################### country_event = { id = example_event.1 days = 30 } begin_event_chain = { event_chain = "star_power_chain" target = root } end_event_chain = "subterranean_civilization_chain" add_event_chain_counter = { event_chain = "star_power_chain" counter = "systems_visited_poi" amount = 1 } set_country_flag = example_flag set_timed_country_flag = { flag = day_0 days = 7 } remove_country_flag = example_flag set_relation_flag = { who = root flag = example_flag } remove_relation_flag = example_flag set_tutorial_level = full set_advisor_active = yes set_faction_hostility = { set_hostile = yes } establish_communications_no_message = root.owner establish_communications = event_target:contact_empire give_technology = tech_terrestrial_sculpting country_add_ethic = "ethic_xenophobe" unlock_next_tech = social_engineering_tech_tree add_minerals = 500 add_energy = -75 add_influence = -100 add_research_option = tech_fission_power add_tech_progress = { tech = tech_fission_power progress = 0.80 } add_monthly_resource_mult = { resource = physics_research / engineering_research / society_research value = 60 min = 2 max = 5 } add_war_demand = { type = cede_planet parameter:planet = prev target = prev.owner warscore_cost = 50 } set_timed_relation_flag = { flag = no_coms who = event_target:MyCountry days = 90 } add_opinion_modifier = { who = event_target:MyCountry modifier = opinion_crew_saved } set_policy = { policy = slavery option = slavery_allowed_all cooldown = no } set_subject_of = { who = root subject_type = vassal / protectorate } add_threat = { who = root amount = 4 # scales to pops } create_fleet = { name = "Head-in-Sand" } create_military_fleet = { owner = this scaled_size = { base = 3 } } create_point_of_interest = { id = anomaly.4035.poi.1 name = "anomaly.4035.poi_1" desc = "anomaly.4035.poi.desc" event_chain = star_power_chain location = event_target:some_system_1 } remove_point_of_interest = anomaly.4035.poi.1 create_ambient_object = { type = "derelict_ship_object" location = solar_system } ############################### # Observation Outpost ############################### dismantle = yes add_mission_progress = -0.2 ############################### # System ############################### clear_uncharted_space = { from = prevprev radius = 5 } ############################### # Planet ############################### planet_event = { id = colony.54 days = 35 random = 40 } set_star_flag = example_flag set_planet_flag = example_flag remove_planet_flag = example_flag remove_star_flag = example_flag change_pc = pc_continental change_planet_size > 1 purge = no destroy_colony = yes set_primitive_age = industrial_age create_army = { name = "Invading Horde" owner = event_target:subterranean_nation species = event_target:subterranean_species type = "industrial_army" leader = last_created_leader } create_species = { name = "AI" / random class = AI / ART / etc portrait = random traits = random homeworld = event_target:WarriorHomePlanet # optional } modify_species = { species = ROOT add_trait = trait_rapid_breeders remove_trait = trait_weak } surveyed = { set_surveyed = yes surveyor = event_target:ship_owner } enable_special_project = { name = "DERELICT_SHIP_PROJECT" owner = root location = this } create_mining_station = { owner = ROOT } create_ambient_object = { type = "derelict_ship_object" location = from } destroy_ambient_object = this create_country = { # Each part is optional aside from type name = "Refugees" / random type = faction name_list = "PRT2" government = random auto_delete = yes ethos = { ethic = "ethic_xenophile" ethic = "ethic_militarist" } day_zero_contact = no flag = random flag = { icon = { category = "pirate" file = "flag_pirate_7.dds" } background = { category = "backgrounds" file = "00_solid.dds" } colors = { "red" "red" "null" "null" } } } destroy_country = yes create_pop_faction = { type = slave pop = root } ############################### # Pops ############################### enslave_pop = yes kill_pop = yes pop_add_ethic = ethic_fanatic_pacifist pop_remove_ethic = ethic_fanatic_militarist force_faction_evaluation = this kill_pop_faction = yes set_pop_flag = "SUPER_DUPER_FLAG" pop_event = { id = henrik.138 } ############################### # Army ############################### remove_army = yes ############################### # Fleet ############################### ship_event = { id = example_event.1 } assign_leader = last_created_leader destroy_fleet = this / spaceport set_fleet_flag = example_flag remove_fleet_flag = example_flag set_fleet_stance = aggressive set_aggro_range_measure_from = self set_aggro_range = 500 set_disabled = no set_owner = prev create_ship = { graphical_culture = "pirate_01" name = "Life Tree Protector" design = "Large Space Organism" } create_ship_design = { design = "Reaver" ftl = event_target:owner_country } set_location = { target = PREVPREV distance = 35 angle = random } queue_actions = { wait = { duration = 10 random = 3 } orbit_planet = ROOT move_to = FROM effect = { id = "blah" } repeat = { max_iterations = 10 #limits how many times stuff can be repeated while = { #AND-trigger. If this trigger fails the repetition will be stopped id = "something_unique" #this trigger needs a unique ID for save/load to work } move_to = PREV #actions to repeat } find_closest_planet = { #finds the closest planet in the system which fulfills the trigger trigger = { id = "something_unique" } found_planet = { #sets current scope to a planet scope with the found planet } failed = { #no scope changes } find_random_system = { trigger = { } found_system = { move_to = this } } } clear_fleet_actions = this/prev/root ############################### # Leader ############################### Types are: admiral / general / scientist / governor Fleet scope allows leader effects on the leader of the scoped fleet set_leader_flag = example_flag remove_leader_flag = example_flag add_trait = leader_trait_maniacal set_age = 1 add_experience = 100 create_leader = { type = admiral species = last_created name = "0101010111" skill = 400 traits = { trait = leader_trait_aggressive trait = leader_trait_fleet_logistician } } kill_leader = { type = scientist show_notification = no } ############################### # Tile ############################### set_blocker = tb_noxious_swamp remove_blocker = yes add_deposit = d_vast_society_deposit clear_deposits = yes set_building = "building_capital_1" set_ruined = yes create_pop = { species = event_target:RefugeeAliens / last_created ethos = { ethic = "ethic_xenophile" ethic = "ethic_fanatic_individualist" } ethos = owner } ############################################################################################# # Triggers ############################################################################################# # Note: > and < can be used instead of = for inclusive checks. # Generic always = yes is_ai = no has_global_flag = example_flag check_variable = { which = "angry_subterraneans" value < 1 } exists = ROOT ############################### # Country ############################### has_event_chain = example_chain has_policy_flag = interference_passive has_country_flag = example_flag has_edict = crystal_sonar has_ethic = ethic_militarist has_technology = tech_mine_satramene has_government = indirect_democracy has_anomaly = yes has_tech_option = tech_fission_power has_communications = PREV has_ai_personality = honorbound_warriors has_country_edict = information_quarantine is_country_type = primitive is_advisor_active = no is_same_value = event_target:MyCountry is_country = ROOT is_hostile = from ideal_planet_class = pc_arid num_fleets < 2 num_ships < 3 num_communications > 0 num_moons < 2 num_minerals > 0 num_owned_planets = 1 num_modifiers > 0 last_changed_policy = slavery influence > 50 minerals > 50 energy > 49 running_balance < -1 has_relation_flag = { who = root flag = AbandonedRefugees } has_completed_event_chain_counter = { event_chain = star_power_chain counter = systems_visited_poi } has_established_contact = { who = event_target:MyCountry } intel_level = { level > low system = this } their_opinion = { who = event_target:book_writer value < 11 } ############################### # System ############################### has_star_flag = precursor_1 is_star_class = sc_pirate_system has_owner = no distance = { source = ROOT max_distance = 30 min_distance = 0 } min_steps = 10 max_steps = 15 is_same_value = event_target:green_trigger_1 ############################### # Planet ############################### # Primitive ages # bronze_age / iron_age / late_medieval_age / renaissance_age / steam_age / industrial_age / machine_age / atomic_age is_planet_class = pc_arctic is_capital = no is_moon = yes is_asteroid = yes is_ringworld = no is_star = no is_homeworld = no is_sentient = no has_owner = yes has_planet_flag = tutorial_anomaly_planet has_planet_modifier = "example" has_ground_combat = no has_any_strategic_resource = no has_army = yes has_planet_edict = biochemical_suppression has_observation_outpost = yes has_mining_station = no has_research_station = no original_owner = yes orbital_bombardment = limited / full / soft fortification_health > 1 num_pops > 0 colony_age > 240 free_pop_tiles < 1 is_surveyed = { who = event_target:ship_owner status = no } habitability = { who = prev value > 0.5 } has_resource = { type = energy amount > 0 } ############################### # Observation Outpost ############################### has_mission = technological_enlightenment_1 mission_progress > 0.2 ############################### # Fleet ############################### has_fleet_flag = example_flag ############################### # Ship ############################### is_ship_class = shipclass_military is_ship_size = mining_station count_owned_ships = { limit = { is_ship_class = shipclass_military } count > 11 } ############################### # Leader ############################### Types are: admiral / general / scientist / governor has_level = 3 has_leader_flag = example_flag has_trait = leader_trait_carefree is_researching_area = engineering / physics / society leader_class = admiral gender = female num_traits < 3 ############################### # Tile ############################### has_blocker = no has_grown_pop = no has_growing_pop = no has_building = no is_orbital_tile = no has_building_construction = no is_ruined = no has_growing_pop = no ############################### # Pop ############################### is_enslaved = no is_being_purged = no is_robot_pop = no has_ethic = "ethic_pacifist" is_species = "ROBOT_POP_SPECIES_1" is_pop_faction_type = slave is_same_species = owner_main_species count_pop_factions = { limit = { is_pop_faction_type = slave } count < 1 } ############################### # Ambient Object ############################### has_ambient_object_flag = manufactory ############################### # Switch ############################### Used in the desc = { } of events Can use any trigger for the current scope as a RHA The modifier itself is the key (as a scope), with it's contents being effect switch = { trigger = has_modifier hazardous_weather = { text = anomaly.6660.desc.weather } weak_magnetic_field = { text = anomaly.6660.desc.magnetic } } ############################################################## # Scopes ############################################################## # Core ROOT me from fromfrom fromfromfrom prev prevprev prev this event_target:NameHere Core scopes can be extended with some specific scopes, like so: owner.capital_scope = { } hidden: can be appended to scopes to hide them hidden_effect = { } NOT = { } AND = { } OR = { } if = { limit = { } else = { } break = yes } random_list = { 50 = { modifier = { factor = 1 } } 50 = { } } ############################### # Country ############################### capital_scope = { } any_country = { } owner = { } owner_species = { } every_owned_ship = { } any_owned_ship = { } any_neighbor_country = { } random_neighbor_country = { limit = { } } solar_system = { } random_system = { } random_system = { limit = {} } random_owned_planet = { limit = {} } random_rim_system = { limit = { } } every_country = { limit = { } } random_country = { limit = { } } # Use these to catch a newly-created object in the code to execute stuff to last_created_ambient_object = { } last_created_leader = { } last_created_species = { } last_created_fleet = { } last_created_country = { } last_created_pop = { } ############################### # System ############################### any_system = { } any_moon = { } any_neighbor_system = { } any_controlled_planet = { } any_ship_in_system = { } any_planet = { } space_owner = { } closest_system = { limit = {} } random_planet = { limit = {} } random_system_ambient_object limit = {} } random_system_planet = { limit = {} } random_research_station = { } every_system_planet = { } ############################### # Planet ############################### orbital_deposit_tile = { } every_tile = { } every_tile = { limit = {} } random_tile = { limit = {} } orbit = { } observation_outpost = { } observation_outpost_owner = { } any_tile = { } any_research_station = { } any_pop = { } random_owned_pop = { } every_owned_pop = { } random_pop = { } best_tile_for_pop = { limit = { } } random_army = { } ############################### # Fleet ############################### random_owned_ship = { limit = {} } fleet = { } ############################### # Leader ############################### leader = { } ############################### # Tile ############################### random_neighboring_tile = { limit = {} } any_neighboring_tile = { }