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May 15th, 2016
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  1. ###############################
  2. # Effects
  3. ###############################
  4. save_event_target_as = name # save an event target
  5. save_global_event_target_as = name # save a global event target
  6. clear_global_event_target = name # clear a global event target
  7. clear_global_event_targets = yes # clear all global event targets
  8.  
  9. custom_tooltip = example_tooltip # Add custom localisation tooltip
  10.  
  11. set_global_flag = example_flag # Set global flag
  12. remove_global_flag = example_flag # Remove global flag
  13.  
  14. set_timed_global_flag # Sets a timed global flag
  15. = {
  16. flag = day_0
  17. days = 7
  18. }
  19.  
  20. break # break execution of effects
  21. while # repeats contained effects until limit fails or count is reached
  22. = {
  23. limit = { }
  24. }
  25. switch # Switches effect based on triggers
  26. = {
  27. trigger = ?
  28. ? = { }
  29. ? = { }
  30. }
  31.  
  32.  
  33. create_cluster = { ? } # creates a cluster centered around the specified spatial object
  34. load_parameters = { ? } # Clears current parameters and loads new parameters from target
  35.  
  36. ###############################
  37. # Events
  38. ###############################
  39. is_advisor_event = yes
  40. is_triggered_only = yes
  41. hide_window = yes
  42. location = FROM
  43. diplomatic = yes # Sets the event to be a diplomatic event between player and another country
  44. option = { is_dialog_only = yes }
  45. auto_opens = yes
  46. fire_only_once = yes
  47.  
  48. ###############################
  49. # Country
  50. ###############################
  51. country_event = { id = example_event.1 days = 30 } # fires a Country event
  52. tooltip = "text" # just a tooltip
  53.  
  54. abort_special_project = "name" # Aborts a special research project for a country
  55. add_physics_research = 100 # Adds stored Physics research points to a county
  56. add_society_research = 100 # Adds stored Society research points to a county
  57. add_engineering_research = 100 # Adds stored Engineering research points to a county
  58. add_minerals = 500 # Adds Minerals to a planet, tile or country
  59. add_energy = -75 # Adds a sum of energy to a country
  60. add_influence = -100 # Adds influence to a county
  61. add_research_option = tech_fission_power # Gives a specific tech to an empire and makes it always available for research.
  62. add_ship_design = last_created_design # Adds a ship design to a country!
  63.  
  64. create_fleet = { name = "Head-in-Sand" } # Creates a new fleet
  65. change_government = "divine_mandate" # Change government in Empire.
  66. country_add_ethic = "ethic_xenophobe" # Adds an ethic to a country
  67. country_remove_ethic = "ethic_xenophile" # Removes an ethic from a country
  68. create_sector = { ? } # Creates a sector
  69. change_country_flag = "name" # changes the flag of a country
  70. change_dominant_species = "MAM" # Changes the dominant species of the current Country
  71.  
  72. declare_war = ROOT # Declare A War.
  73. declare_white_peace_with = ROOT # Declare white peace with target country.
  74.  
  75. enable_faction_of_type = "faction" # orces a country to evaluate potential factions of a specific type right now. this would otherwise occur once a month
  76. exile_leader_as = "name" # Exiles a leader and saves him associated to a custom name
  77.  
  78. establish_contact = ROOT # Country establishes contact with another country.
  79. end_event_chain = "subterranean_civilization_chain" # ends an event chain.
  80. establish_communications_no_message = root.owner # Establish communications between empires.
  81. establish_communications = event_target:contact_empire # Establish communications between empires.
  82.  
  83. give_technology = tech_terrestrial_sculpting # Gives a specific tech to an empire.
  84.  
  85. leave_alliance = ROOT # Leave any alliance/federation with country
  86.  
  87. set_country_flag = example_flag # Sets a flag on a country
  88. set_tutorial_level = full # changes the tutorial level of a human of a country.
  89. set_advisor_active = yes # activate or deactivate an advisor
  90. set_faction_hostility = { set_hostile = yes } # Sets hostility stance of a faction
  91. set_primitive = yes # Sets primitive status for a country
  92. set_name = "name" # Changes the name of a scope target
  93. set_country_type = ROOT # Changes country type
  94. set_graphical_culture = "MAM" # Sets country graphical culture
  95. set_heir = "name" # Change the country heir.
  96. set_aggro_range = 500 # Sets aggro range on a fleet or a country
  97. set_leader = "name" # Sets a leader from a previously exiled leader associated by a custom name
  98. set_federation_leader = yes # Sets a country to lead a federation
  99.  
  100. remove_country_flag = example_flag # Removes a flag from a country
  101. remove_relation_flag = example_flag # removes a relation flag.
  102. remove_modifier = example_modifier
  103. remove_point_of_interest = anomaly.4035.poi.1 # removed point of interest.
  104. remove_opinion_modifier = "name" # Removes an opinion modifier to an empire.
  105. remove_sector = ROOT # Removes a sector.
  106.  
  107. add_threat # Adds threat
  108. = {
  109. who = controller
  110. amount = 10 # scales to pops
  111. }
  112.  
  113. add_modifier # Gives a specific modifier to a planet.
  114. = {
  115. modifier = "example_modifier"
  116. days = -1
  117. }
  118.  
  119. create_military_fleet # Creates a military fleet with the designs of a specified country.
  120. = {
  121. owner = this
  122. scaled_size = {
  123. base = 3
  124. }
  125. }
  126.  
  127. set_variable # Sets a variable value
  128. = {
  129. which = var
  130. value = 1
  131. }
  132.  
  133. set_relation_flag # sets a relation flag.
  134. = {
  135. who = root
  136. flag = example_flag
  137. }
  138.  
  139. set_timed_country_flag # Sets a timed flag on a country
  140. = {
  141. flag = day_0
  142. days = 7
  143. }
  144.  
  145. add_event_chain_counter # adds amount to event chain counter.
  146. = {
  147. event_chain = "star_power_chain"
  148. counter = "systems_visited_poi"
  149. amount = 1
  150. }
  151.  
  152. begin_event_chain # begins an event chain.
  153. = {
  154. event_chain = "star_power_chain"
  155. target = root
  156. }
  157.  
  158. add_tech_progress # Gives progress to a specific technology
  159. = {
  160. tech = tech_fission_power
  161. progress = 0.80
  162. }
  163.  
  164. add_monthly_resource_mult # Adds multiple amount of monthly income of resource to country
  165. = {
  166. resource = physics_research / engineering_research / society_research
  167. value = 60
  168. min = 2
  169. max = 5
  170. }
  171.  
  172. add_war_demand # Adds a war demand to a rebel country
  173. = {
  174. type = cede_planet
  175. parameter:planet = prev
  176. target = prev.owner
  177. warscore_cost = 50
  178. }
  179.  
  180. set_timed_relation_flag = {
  181. flag = no_coms who = event_target:MyCountry
  182. days = 90
  183. }
  184.  
  185. add_opinion_modifier # Gives an opinion modifier to an empire.
  186. = {
  187. who = event_target:MyCountry
  188. modifier = opinion_crew_saved
  189. }
  190.  
  191. set_policy # Sets a policy to a specific value
  192. = {
  193. policy = slavery
  194. option = slavery_allowed_all
  195. cooldown = no
  196. }
  197.  
  198. set_subject_of # sets the scope country's overlord to target
  199. = {
  200. who = root
  201. subject_type = vassal / protectorate
  202. }
  203.  
  204. add_threat = {
  205. who = root
  206. amount = 4 # scales to pops
  207. }
  208.  
  209.  
  210. create_military_fleet = {
  211. owner = this
  212. scaled_size = {
  213. base = 3
  214. }
  215. }
  216.  
  217. create_point_of_interest # Creates point of interest
  218. = {
  219. id = anomaly.4035.poi.1
  220. name = "anomaly.4035.poi_1"
  221. desc = "anomaly.4035.poi.desc"
  222. event_chain = star_power_chain
  223. location = event_target:some_system_1
  224. }
  225.  
  226. modify_species # Creates a new modified species
  227. = {
  228. species = ROOT
  229. add_trait = trait_rapid_breeders
  230. remove_trait = trait_weak
  231. }
  232.  
  233. kill_leader # Kills leaders of specified types. kill_leader = { type = general type = scientist etc. }
  234. = {
  235. type = scientist
  236. show_notification = no
  237. }
  238.  
  239. ###############################
  240. # System (Star)
  241. ###############################
  242. set_star_flag = example_flag # Sets a flag on a star
  243. remove_star_flag = example_flag # Removes a flag from a star
  244.  
  245. create_wormhole_station # Creates a wormhole station
  246. = {
  247. owner = last_created_country
  248. angle = random
  249. }
  250.  
  251. clear_uncharted_space # Clears US for country
  252. = {
  253. from = prevprev
  254. radius = 5
  255. }
  256.  
  257. # Creates a new star system with planets
  258. spawn_system = { initializer = "special_init_03" }
  259. spawn_system = {
  260. min_distance = 20
  261. max_distance = 50
  262. system = "sol_system"
  263. }
  264.  
  265. set_variable # Sets a variable value
  266. = {
  267. which = var
  268. value = 1
  269. }
  270.  
  271. change_variable # Changes a variable value
  272. = {
  273. which = var
  274. value = 1
  275. }
  276.  
  277. set_timed_star_flag # Sets a timed flag on a star
  278. = {
  279. flag = day_0
  280. days = 7
  281. }
  282. ###############################
  283. # Planet
  284. ###############################
  285. tooltip = "text"
  286. planet_event = { id = "id" days = 1 random = 1 } # fires a Planet event
  287.  
  288. assign_leader = last_created_leader # Assigns a leader to either a fleet, army, or pop faction
  289.  
  290. add_anomaly = TUTORIAL_CAT # Adds a specified anomaly to planet
  291. add_minerals = 500 # Adds Minerals to a planet, tile or country
  292. add_physics = 10 # Adds Physics resources to a planet
  293. add_society = 10 # Adds Society resources to a planet
  294. add_engineering = 10 # Adds Engineering resources to a planet
  295. add_colony_progress = 10 # Add progress to a colony
  296.  
  297. cancel_terraformation = yes # Cancels terraformation on the planet
  298. change_pc = pc_continental # Change planet class of planet.
  299. change_planet_size = 5 # Adds/Removes onto the size of the planet.
  300. create_mining_station = { owner = ROOT } # Creates a mining station
  301. create_research_station = { owner = ROOT } # Creates a research station
  302.  
  303. destroy_colony = yes # Destroys the colony on the planet
  304. destroy_ambient_object = this # Destroys an ambient object
  305. destroy_country = yes # Removes a flag from a country
  306. purge = no # Starts/stops purging pops
  307. prevent_anomaly = no # Sets if this planet will generate new anomalies.
  308.  
  309. set_controller = ROOT # Sets the controller of a planet
  310. set_ring = yes # Adds or removes the ring around a planet
  311. set_owner = ROOT # Sets the owner of a planet or fleet.
  312. set_planet_flag = example_flag # Sets a flag on a planet
  313. set_primitive_age = industrial_age # Sets a primitive age on a country
  314. set_capital = ROOT # Sets planet to capital of a country
  315. set_name = "name" # Changes the name of a scope target
  316. set_planet_max_health = 1000 # Sets the maximum health of a planet
  317. set_planet_health = 1000 # Sets the current health of a planet
  318. set_spaceport_level = 6 # Sets the level of the spaceport
  319.  
  320. start_colony = ROOT # Starts a colony
  321.  
  322. remove_planet_flag = example_flag # Removes a flag from a planet
  323. remove_modifier = example_modifier
  324. remove_spaceport_module = "Name" or 1 # Removes a spaceport module from a spaceport. Argument is either a spaceport module slot number or a spaceport module tag
  325.  
  326. unassign_leader = this # Unassigns a leader from scope
  327.  
  328. add_threat # Adds threat
  329. = {
  330. who = controller
  331. amount = 10 # scales to pops
  332. }
  333.  
  334. add_modifier # Gives a specific modifier to a planet.
  335. = {
  336. modifier = "example_modifier"
  337. days = -1
  338. }
  339.  
  340. set_timed_planet_flag # Sets a timed flag on a planet
  341. = {
  342. flag = day_0
  343. days = 7
  344. }
  345.  
  346. create_spaceport # creates a spaceport around planet
  347. = {
  348. owner = last_created_country
  349. initial_module = "fallen_empire_weapon"
  350. }
  351.  
  352. create_colony # Creates a colony
  353. = {
  354. owner = last_created_country
  355. #species = ROBOT_POP_SPECIES_3
  356. species = owner_main_species
  357. ethos = owner
  358. }
  359.  
  360. create_rebels # Creates a new rebel country
  361. = {
  362. name = random
  363. government = random
  364. species = prev
  365. ethos = {
  366. ethic = "ethic_militarist"
  367. }
  368. flag = random
  369. }
  370.  
  371. create_pop # Creates a new pop
  372. = {
  373. species = event_target:RefugeeAliens / last_created
  374. ethos = {
  375. ethic = "ethic_xenophile"
  376. ethic = "ethic_fanatic_individualist"
  377. }
  378. ethos = owner
  379. }
  380.  
  381. create_army # Creates a new army
  382. = {
  383. name = "Invading Horde"
  384. owner = event_target:subterranean_nation
  385. species = event_target:subterranean_species
  386. type = "industrial_army"
  387. leader = last_created_leader
  388. }
  389.  
  390. create_species # Creates a new species
  391. = {
  392. name = "AI" / random
  393. class = AI / ART / etc
  394. portrait = random
  395. traits = random
  396. homeworld = event_target:WarriorHomePlanet # optional
  397. }
  398.  
  399. modify_species # Creates a new modified species
  400. = {
  401. species = ROOT
  402. add_trait = trait_rapid_breeders
  403. remove_trait = trait_weak
  404. }
  405.  
  406. surveyed # Sets a planet as surveyed by a specific country
  407. = {
  408. set_surveyed = yes
  409. surveyor = event_target:ship_owner
  410. }
  411.  
  412. enable_special_project # Enables a special research project for a country
  413. = {
  414. name = "DERELICT_SHIP_PROJECT"
  415. owner = root
  416. location = this
  417. }
  418.  
  419. create_ambient_object = {
  420. type = "derelict_ship_object"
  421. location = from
  422. }
  423.  
  424. create_country # Creates a new country
  425. = { # Each part is optional aside from type
  426. name = "Refugees" / random
  427. type = faction
  428. name_list = "PRT2"
  429. government = random
  430. auto_delete = yes
  431. ethos = {
  432. ethic = "ethic_xenophile"
  433. ethic = "ethic_militarist"
  434. }
  435. day_zero_contact = no
  436. flag = random
  437. flag = {
  438. icon = {
  439. category = "pirate"
  440. file = "flag_pirate_7.dds"
  441. }
  442. background = {
  443. category = "backgrounds"
  444. file = "00_solid.dds"
  445. }
  446. colors = {
  447. "red"
  448. "red"
  449. "null"
  450. "null"
  451. }
  452. }
  453. }
  454.  
  455. create_pop_faction # creates a pop faction
  456. = {
  457. type = slave
  458. pop = root
  459. }
  460.  
  461. set_spaceport_module # Sets a spaceport module at specified slot
  462. = {
  463. slot = 1
  464. module = "destroyer_assembly_yards"
  465. }
  466.  
  467. set_variable # Sets a variable value
  468. = {
  469. which = var
  470. value = 1
  471. }
  472.  
  473. change_variable # Changes a variable value
  474. = {
  475. which = var
  476. value = 1
  477. }
  478.  
  479. create_point_of_interest # Creates point of interest
  480. = {
  481. id = anomaly.4035.poi.1
  482. name = "anomaly.4035.poi_1"
  483. desc = "anomaly.4035.poi.desc"
  484. event_chain = star_power_chain
  485. location = event_target:some_system_1
  486. }
  487.  
  488. create_ambient_object # Creates a new ambient object of type <type> at location <location>
  489. = {
  490. type = "derelict_ship_object"
  491. location = solar_system
  492. }
  493.  
  494. # Creates a new star system with planets
  495. spawn_system = { initializer = "special_init_03" }
  496. spawn_system = {
  497. min_distance = 20
  498. max_distance = 50
  499. system = "sol_system"
  500. }
  501.  
  502. kill_leader # Kills leaders of specified types. kill_leader = { type = general type = scientist etc. }
  503. = {
  504. type = scientist
  505. show_notification = no
  506. }
  507.  
  508. ###############################
  509. # Army
  510. ###############################
  511. assign_leader = last_created_leader # Assigns a leader to either a fleet, army, or pop faction
  512.  
  513. remove_army = yes # Removes scope army.
  514.  
  515. unassign_leader = this # Unassigns a leader from scope
  516.  
  517. kill_leader # Kills leaders of specified types. kill_leader = { type = general type = scientist etc. }
  518. = {
  519. type = scientist
  520. show_notification = no
  521. }
  522.  
  523. ###############################
  524. # Ship
  525. ###############################
  526. tooltip = "text"
  527. ship_event = { id = example_event.1 } # fires a Ship event
  528.  
  529. assign_leader = last_created_leader # Assigns a leader to either a fleet, army, or pop faction
  530.  
  531. set_ship_flag = "name" # Sets a flag on a ship
  532. set_name = "name" # Changes the name of a scope target
  533. set_disable_at_health = 100 # Set the amount of health that a ship disables at
  534. set_disabled = no # Used to enable or disable a ship
  535.  
  536. repair_ship = yes # Restores a damaged ship to its full HP
  537. reduce_hp_percent = 10 # Reduces the hitpoints of a ship by the percentage given
  538. reduce_hp = 100 # Reduces the hitpoints of a ship by the points given
  539. remove_ship_flag = "name" # Removes a flag from a ship
  540. remove_modifier = example_modifier
  541.  
  542. unassign_leader = this # Unassigns a leader from scope
  543.  
  544. add_modifier # Gives a specific modifier to a ship.
  545. = {
  546. modifier = "example_modifier"
  547. days = -1
  548. }
  549.  
  550. set_timed_ship_flag # Sets a timed flag on a ship
  551. = {
  552. flag = day_0
  553. days = 7
  554. }
  555.  
  556. enable_special_project # Enables a special research project for a country
  557. = {
  558. name = "DERELICT_SHIP_PROJECT"
  559. owner = root
  560. location = this
  561. }
  562.  
  563. # Creates a new star system with planets
  564. spawn_system = { initializer = "special_init_03" }
  565. spawn_system = {
  566. min_distance = 20
  567. max_distance = 50
  568. system = "sol_system"
  569. }
  570.  
  571. modify_species # Creates a new modified species
  572. = {
  573. species = ROOT
  574. add_trait = trait_rapid_breeders
  575. remove_trait = trait_weak
  576. }
  577.  
  578. create_point_of_interest # Creates point of interest
  579. = {
  580. id = anomaly.4035.poi.1
  581. name = "anomaly.4035.poi_1"
  582. desc = "anomaly.4035.poi.desc"
  583. event_chain = star_power_chain
  584. location = event_target:some_system_1
  585. }
  586.  
  587. kill_leader # Kills leaders of specified types. kill_leader = { type = general type = scientist etc. }
  588. = {
  589. type = scientist
  590. show_notification = no
  591. }
  592.  
  593. ###############################
  594. # Fleet
  595. ###############################
  596. fleet_event = { id = example_event.1 } # fires a Fleet event
  597.  
  598. add_mission_progress = -0.2 # Adds progress to a mission
  599. assign_leader = last_created_leader # Assigns a leader to either a fleet, army, or pop faction
  600.  
  601. clear_fleet_actions = ROOT # Clears all fleet actions for fleet on the right side of =
  602. clear_orders = yes # Removes all orders from a fleet.
  603. create_army_transport = ROOT # Creates a new army in space
  604.  
  605. dismantle = yes # Dismantles a station
  606. destroy_fleet = ROOT # Destroys fleet on the right side of =
  607.  
  608. order_forced_return = yes # Orders a fleet to move back into safe territory.
  609.  
  610. set_controller = ROOT # Sets the controller of a planet
  611. set_fleet_flag = example_flag # Sets a flag on a fleet
  612. set_fleet_stance = aggressive # Sets the stance of scope fleet. valid stances are aggressive, passive and evasive
  613. set_aggro_range_measure_from = self # Sets where aggro range is measured from on a fleet or a country. valid targets: self, return_point
  614. set_aggro_range = 500 # Sets aggro range on a fleet or a country
  615. set_owner = ROOT # Sets the owner of a planet or fleet.
  616. set_name = "name" # Changes the name of a scope target
  617. set_event_locked = yes # Locks a fleet actively disabling it to do anything. Remember to unlock.
  618. set_spaceport_level = 6 # Sets the level of the spaceport
  619. set_formation_scale = 2 # set formation scale on a fleet
  620. set_leader = "name" # Sets a leader from a previously exiled leader associated by a custom name
  621. set_mission = "name" # Sets the current mission of an observation station
  622.  
  623. remove_fleet_flag = example_flag # Removes a flag from a fleet
  624. remove_modifier = example_modifier
  625. remove_spaceport_module = "Name" or 1 # Removes a spaceport module from a spaceport. Argument is either a spaceport module slot number or a spaceport module tag
  626.  
  627. unassign_leader = this # Unassigns a leader from scope
  628.  
  629. add_modifier # Gives a specific modifier to a fleet.
  630. = {
  631. modifier = "example_modifier"
  632. days = -1
  633. }
  634.  
  635. set_timed_fleet_flag # Sets a timed flag on a fleet
  636. = {
  637. flag = day_0
  638. days = 7
  639. }
  640.  
  641. create_ship # Creates a new ship
  642. = {
  643. graphical_culture = "pirate_01"
  644. name = "Life Tree Protector"
  645. design = "Large Space Organism"
  646. }
  647.  
  648. create_ship_design # Creates a new ship design
  649. = {
  650. design = "Reaver"
  651. ftl = event_target:owner_country
  652. }
  653.  
  654. set_location # Sets the location of a fleet.
  655. = {
  656. target = PREVPREV
  657. distance = 35
  658. angle = random
  659. }
  660.  
  661. set_spaceport_module # Sets a spaceport module at specified slot
  662. = {
  663. slot = 1
  664. module = "destroyer_assembly_yards"
  665. }
  666.  
  667. queue_actions # Add actions to fleet's action queue
  668. = {
  669. wait = {
  670. duration = 10
  671. random = 3
  672. }
  673.  
  674. orbit_planet = ROOT
  675.  
  676. move_to = FROM
  677.  
  678. effect = {
  679. id = "blah"
  680. }
  681.  
  682. repeat = {
  683. max_iterations = 10 #limits how many times stuff can be repeated
  684. while = { #AND-trigger. If this trigger fails the repetition will be stopped
  685. id = "something_unique" #this trigger needs a unique ID for save/load to work
  686. }
  687.  
  688. move_to = PREV #actions to repeat
  689. }
  690.  
  691. find_closest_planet = { #finds the closest planet in the system which fulfills the trigger
  692. trigger = {
  693. id = "something_unique"
  694. }
  695. found_planet = { #sets current scope to a planet scope with the found planet
  696. <fleet actions for when a planet was found>
  697. }
  698. failed = { #no scope changes
  699. <fleet action for when no planet was found>
  700. }
  701.  
  702. find_random_system = {
  703. trigger = {
  704. }
  705. found_system = {
  706. move_to = this
  707. }
  708. }
  709. }
  710.  
  711. set_variable # Sets a variable value
  712. = {
  713. which = var
  714. value = 1
  715. }
  716.  
  717. change_variable # Changes a variable value
  718. = {
  719. which = var
  720. value = 1
  721. }
  722.  
  723. kill_leader # Kills leaders of specified types. kill_leader = { type = general type = scientist etc. }
  724. = {
  725. type = scientist
  726. show_notification = no
  727. }
  728.  
  729. ###############################
  730. # Leader
  731. ###############################
  732. add_skill = 5 # Adds amount of skill levels to scope leader
  733. add_trait = leader_trait_maniacal # Adds a trait to a leader
  734. add_experience = 100 # Adds specified amount of experience to specified skill on scope leader
  735.  
  736. set_age = 1 # Changes the age of the leader
  737. set_leader_flag = example_flag # Sets a flag on a leader
  738. set_name = "name" # Changes the name of a scope target
  739. set_skill = 5 # Sets skill levels to scope leader
  740.  
  741. recruitable = yes # Sets recruitable tag on leader.
  742. remove_leader_flag = example_flag # Removes a flag from a leader
  743. remove_trait = "traitname" # Removes a trait from a leader
  744.  
  745. unassign_leader = this # Unassigns a leader from scope
  746.  
  747. create_leader # Creates a new leader
  748. = {
  749. type = admiral
  750. species = last_created
  751. name = "0101010111"
  752. skill = 400
  753. traits = {
  754. trait = leader_trait_aggressive
  755. trait = leader_trait_fleet_logistician
  756. }
  757. }
  758.  
  759. kill_leader # Kills leaders of specified types. kill_leader = { type = general type = scientist etc. }
  760. = {
  761. type = scientist
  762. show_notification = no
  763. }
  764.  
  765. set_variable # Sets a variable value
  766. = {
  767. which = var
  768. value = 1
  769. }
  770.  
  771. change_variable # Changes a variable value
  772. = {
  773. which = var
  774. value = 1
  775. }
  776.  
  777. ###############################
  778. # Tile
  779. ###############################
  780. add_minerals = 500 # Adds Minerals to a planet, tile or country
  781. add_deposit = d_vast_society_deposit # Adds a deposit to a tile
  782. add_building_construction = "building" # Adds a construction of specified building on tile.
  783.  
  784. set_building = "building" # Adds a construction of specified building on tile.
  785. set_ruined = yes # Sets the ruined status of a building
  786. set_blocker = tb_noxious_swamp # Sets a specified blocker on tile.
  787.  
  788. remove_building = "building" # Removes building on tile.
  789. remove_blocker = yes # Removes blocker from tile. (bool)
  790. clear_deposits = yes # Removes all deposits from a tile
  791.  
  792. create_pop # Creates a new pop
  793. = {
  794. species = event_target:RefugeeAliens / last_created
  795. ethos = {
  796. ethic = "ethic_xenophile"
  797. ethic = "ethic_fanatic_individualist"
  798. }
  799. ethos = owner
  800. }
  801.  
  802. add_resource # Adds a resource to a planet or tile
  803. = {
  804. resource = energy
  805. amount = 2
  806. replace = yes
  807. }
  808.  
  809. ###############################
  810. # Pops
  811. ###############################
  812. tooltip = "text"
  813. pop_event = { id = henrik.138 } # fires a Pop event
  814.  
  815. assign_leader = last_created_leader # Assigns a leader to either a fleet, army, or pop faction
  816.  
  817. change_pop_species = PREV # Changes the species of a pop.
  818.  
  819. enslave_pop = yes # Enslave/Emancipate pop
  820. kill_pop = yes # Kills pop
  821. kill_pop_faction = yes
  822.  
  823. force_faction_evaluation = this # forces a pop to evaluate factions
  824.  
  825. pop_migration = 1 # Sets the migration speed of a pop.
  826. pop_add_ethic = ethic_fanatic_pacifist # Adds an ethic to a pop
  827. pop_remove_ethic = ethic_fanatic_militarist # Removes an ethic to a pop
  828. purge = no # Starts/stops purging pops
  829.  
  830. set_pop_flag = "SUPER_DUPER_FLAG" # Sets a flag on a pop
  831. set_pop_faction_flag = mandated_release
  832.  
  833. remove_pop_flag = "SUPER_DUPER_FLAG" # Removes a flag from a pop
  834. remove_pop_faction_flag = mandated_release
  835. remove_modifier = example_modifier
  836.  
  837. unassign_leader = this # Unassigns a leader from scope
  838.  
  839. add_modifier # Gives a specific modifier to a pop.
  840. = {
  841. modifier = "example_modifier"
  842. days = -1
  843. }
  844.  
  845. modify_species # Creates a new modified species
  846. = {
  847. species = ROOT
  848. add_trait = trait_rapid_breeders
  849. remove_trait = trait_weak
  850. }
  851.  
  852. create_point_of_interest # Creates point of interest
  853. = {
  854. id = anomaly.4035.poi.1
  855. name = "anomaly.4035.poi_1"
  856. desc = "anomaly.4035.poi.desc"
  857. event_chain = star_power_chain
  858. location = event_target:some_system_1
  859. }
  860.  
  861. set_timed_pop_flag # Sets a timed flag on a pop
  862. = {
  863. flag = day_0
  864. days = 7
  865. }
  866.  
  867. ###############################
  868. # Pop Faction
  869. ###############################
  870. pop_faction_event = { id = pop.1 } # fires a Pop faction event
  871. add_support = 20 # Adds to a pop factions Support level
  872. set_pop_faction = "faction" # Makes a pop join a faction
  873. set_support = 20 # Sets a pop factions Support level
  874. set_pop_faction_flag = "flag" # Sets a flag on a pop
  875. remove_pop_faction_flag = "flag" # Removes a flag from a pop
  876. kill_pop_faction = yes # Deletes a pop faction
  877.  
  878. set_timed_pop_faction_flag # Sets a timed flag on a pop faction
  879. = {
  880. flag = day_0
  881. days = 7
  882. }
  883. ###############################
  884. # Ambient Object
  885. ###############################
  886. set_ambient_object_flag = "flag" # Sets a flag on a AmbientObject
  887. remove_ambient_object_flag = "flag" # Removes a flag from a AmbientObject
  888. set_timed_ambient_object_flag # Sets a timed flag on a ambient object
  889. = {
  890. flag = day_0
  891. days = 7
  892. }
  893.  
  894. enable_special_project # Enables a special research project for a country
  895. = {
  896. name = "DERELICT_SHIP_PROJECT"
  897. owner = root
  898. location = this
  899. }
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