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- #############################################################################################
- # 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
- <fleet actions for when a planet was found>
- }
- failed = { #no scope changes
- <fleet action for when no planet was found>
- }
- 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 = { }
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