# Example: # # example_effect = { # add_energy = -100 # } # # # In a script file: # # effect = { # example_effect = yes # } # ############### # New Pirates # ############### create_normal_pirate_country = { event_target:pirate_system = { random_system_planet = { save_event_target_as = pirate_home create_country = { name = "NAME_Pirates" type = pirate species = event_target:owner_species name_list = "PRT1" flag = { background = { category = "backgrounds" file = "00_solid.dds" } colors ={ "black" "black" "null" "null" } } effect = { save_event_target_as = pirate_band } } event_target:pirate_band = { set_name = random randomize_flag_symbol = "pirate" root = { set_country_flag = spawner_of@event_target:pirate_band change_variable = { which = "pirates_active" value = 1 } } every_country = { establish_communications_no_message = prev } } } } } create_drone_pirate_country = { event_target:pirate_system = { random_system_planet = { save_event_target_as = pirate_home create_country = { name = "NAME_Pirates" type = pirate species = event_target:owner_species name_list = "PRT1" flag = { background = { category = "backgrounds" file = "00_solid.dds" } colors ={ "black" "black" "null" "null" } } effect = { save_event_target_as = pirate_band set_country_flag = drone_pirate } } event_target:pirate_band = { set_name = random randomize_flag_symbol = "pirate" root = { set_country_flag = spawner_of@event_target:pirate_band change_variable = { which = "pirates_active" value = 1 } } every_country = { establish_communications_no_message = prev } } } } } create_drone_pirate_country_2 = { event_target:pirate_system = { random_system_planet = { save_event_target_as = pirate_home create_country = { name = "NAME_Pirates" type = pirate species = event_target:pirate_species name_list = "PRT1" flag = { background = { category = "backgrounds" file = "00_solid.dds" } colors ={ "black" "black" "null" "null" } } effect = { save_event_target_as = pirate_band set_country_flag = drone_pirate } } event_target:pirate_band = { set_name = random randomize_flag_symbol = "pirate" root = { set_country_flag = spawner_of@event_target:pirate_band change_variable = { which = "pirates_active" value = 1 } } every_country = { establish_communications_no_message = prev } } } } } create_machine_pirate_country = { event_target:pirate_system = { random_system_planet = { save_event_target_as = pirate_home create_country = { name = "NAME_Pirates" type = pirate species = event_target:owner_species name_list = "PRT1" flag = { background = { category = "backgrounds" file = "00_solid.dds" } colors ={ "black" "black" "null" "null" } } effect = { save_event_target_as = pirate_band set_country_flag = machine_pirate } } event_target:pirate_band = { set_name = random randomize_flag_symbol = "pirate" root = { set_country_flag = spawner_of@event_target:pirate_band change_variable = { which = "pirates_active" value = 1 } } every_country = { establish_communications_no_message = prev } } } } } create_machine_pirate_country_2 = { event_target:pirate_system = { random_system_planet = { save_event_target_as = pirate_home create_country = { name = "NAME_Pirates" type = pirate species = event_target:pirate_species name_list = "PRT1" flag = { background = { category = "backgrounds" file = "00_solid.dds" } colors ={ "black" "black" "null" "null" } } effect = { save_event_target_as = pirate_band set_country_flag = machine_pirate } } event_target:pirate_band = { set_name = random randomize_flag_symbol = "pirate" root = { set_country_flag = spawner_of@event_target:pirate_band change_variable = { which = "pirates_active" value = 1 } } every_country = { establish_communications_no_message = prev } } } } } create_pirate_base_1 = { create_fleet = { name = "NAME_Pirate_Station" effect = { set_owner = event_target:pirate_band create_ship = { name = random design = "NAME_Pirate_Nest" graphical_culture = "pirate_01" } set_location = event_target:pirate_home } } } create_pirate_fleet = { event_target:pirate_band = { create_leader = { type = admiral species = owner_main_species name = random skill = 1 traits = { trait = random_trait } } create_fleet = { name = "NAME_Pirate_Fleet" effect = { set_owner = event_target:pirate_band # Tier 1 if = { limit = { years_passed < 10 } random_list = { 100 = { create_pirate_ships_0 = yes } 0 = { create_pirate_ships_1 = yes } } } if = { limit = { years_passed > 9 years_passed < 15 } random_list = { 70 = { create_pirate_ships_0 = yes } 30 = { create_pirate_ships_1 = yes } } } if = { limit = { years_passed > 14 years_passed < 30 } random_list = { 70 = { create_pirate_ships_1 = yes } 30 = { create_pirate_ships_2 = yes } } } if = { limit = { years_passed > 29 years_passed < 45 } random_list = { 70 = { create_pirate_ships_2 = yes } 30 = { create_pirate_ships_3 = yes } } } if = { limit = { years_passed > 44 years_passed < 60 } random_list = { 70 = { create_pirate_ships_3 = yes } 30 = { create_pirate_ships_4 = yes } } } if = { limit = { years_passed > 59 years_passed < 70 } random_list = { 70 = { create_pirate_ships_4 = yes } 30 = { create_pirate_ships_5 = yes } } } if = { limit = { years_passed > 69 years_passed < 80 } random_list = { 70 = { create_pirate_ships_5 = yes } 30 = { create_pirate_ships_6 = yes } } } if = { limit = { years_passed > 79 years_passed < 90 } random_list = { 70 = { create_pirate_ships_6 = yes } 30 = { create_pirate_ships_7 = yes } } } if = { limit = { years_passed > 89 years_passed < 105 } random_list = { 70 = { create_pirate_ships_7 = yes } 30 = { create_pirate_ships_8 = yes } } } if = { limit = { years_passed > 104 years_passed < 120 } random_list = { 95 = { create_pirate_ships_8 = yes } 5 = { create_pirate_ships_9 = yes } } } if = { limit = { years_passed > 119 years_passed < 150 } random_list = { 80 = { create_pirate_ships_8 = yes } 20 = { create_pirate_ships_9 = yes } } } if = { limit = { years_passed > 150 } random_list = { 50 = { create_pirate_ships_8 = yes } 50 = { create_pirate_ships_9 = yes } } } assign_leader = last_created_leader set_location = event_target:pirate_home set_fleet_stance = aggressive set_aggro_range_measure_from = self set_aggro_range = 150 queue_actions = { repeat = { find_closest_system = { trigger = { id = "pirate.50.trigger.1" exists = event_target:pirate_target NOT = { has_star_flag = hostile_system is_same_value = event_target:capital_system } any_planet = { OR = { has_mining_station = yes has_research_station = yes } exists = controller controller = { is_same_value = event_target:pirate_target } } #distance = { # source = PREV # max_distance = 100 # min_distance = 20 #} } found_system = { move_to = THIS } } find_closest_planet = { trigger = { id = "pirate.50.trigger.2" OR = { has_mining_station = yes has_research_station = yes } } found_planet = { orbit_planet = THIS wait = { duration = 20 } } } find_random_system = { trigger = { id = "pirate.50.trigger.3" any_planet = { is_planet = event_target:pirate_home } } found_system = { move_to = THIS } } find_closest_planet = { trigger = { id = "pirate.50.trigger.4" is_planet = event_target:pirate_home } found_planet = { orbit_planet = THIS wait = { duration = 200 random = 150 } } } } } } } } } } # ~135 fleet power create_pirate_ships_0 = { create_ship_design = { design = "NAME_Reaver" } while = { count = 3 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } } # ~260 fleet power create_pirate_ships_1 = { create_ship_design = { design = "NAME_Reaver" } while = { count = 4 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Brigand" } while = { count = 1 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } } # ~450 fleet power create_pirate_ships_2 = { create_ship_design = { design = "NAME_Reaver" } while = { count = 3 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Brigand" } while = { count = 4 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } } # ~600 fleet power create_pirate_ships_3 = { create_ship_design = { design = "NAME_Skull" } while = { count = 4 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Brigand" } while = { count = 4 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } } # ~900 fleet power create_pirate_ships_4 = { create_ship_design = { design = "NAME_Skull" } while = { count = 7 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Marauder" } while = { count = 4 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } } # ~1200 fleet power create_pirate_ships_5 = { create_ship_design = { design = "NAME_Skull" } while = { count = 5 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Brigand" } while = { count = 5 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Marauder" } while = { count = 2 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Corsair" } while = { count = 2 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } } # ~1500 fleet power create_pirate_ships_6 = { create_ship_design = { design = "NAME_Skull" } while = { count = 5 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Brigand" } while = { count = 5 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Marauder" } while = { count = 2 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Corsair" } while = { count = 3 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Black_Earl" } while = { count = 1 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } } # ~1750 fleet power create_pirate_ships_7 = { create_ship_design = { design = "NAME_Skull" } while = { count = 5 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Brigand" } while = { count = 5 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Marauder" } while = { count = 2 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Corsair" } while = { count = 3 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Black_Earl" } while = { count = 2 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } } # ~1960 fleet power create_pirate_ships_8 = { create_ship_design = { design = "NAME_Skull" } while = { count = 5 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Brigand" } while = { count = 5 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Marauder" } while = { count = 2 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Corsair" } while = { count = 3 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } create_ship_design = { design = "NAME_Black_Earl" } while = { count = 3 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } } # ~5100 fleet power create_pirate_ships_9 = { create_ship_design = { design = "NAME_Pirate_Galleon" } while = { count = 1 create_ship = { name = random design = last_created_design graphical_culture = "pirate_01" } } }