删点过期的舰R兼容
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@ -1,3 +0,0 @@
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# NGameplay = {
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# GOVERNMENT_CIVIC_POINTS_BASE = 3 # Base amount of civic points (to "pay" for government civic costs)
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# }
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@ -4,8 +4,7 @@ immediate = {
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after = {
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hidden_effect = {
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remove_country_flag = gray_diplomacy_engaged
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#初始化衣柜
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reset_gray_cloth = yes
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}
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}
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trigger = {
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@ -165,7 +164,6 @@ option = {
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}
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}
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}
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inline_script = "events/rg_wsg_marry_gray_option_500_scripts"
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option = {
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name = graygoo.500.d
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default_hide_option = yes
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@ -42,7 +42,6 @@ immediate = {
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after = {
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hidden_effect = {
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remove_country_flag = gray_diplomacy_engaged
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reset_gray_cloth = yes
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}
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}
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option = {
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@ -139,7 +138,6 @@ option = {
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}
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}
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}
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inline_script = "events/rg_wsg_marry_gray_option_scripts"
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option = {
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name = graygoo.500.d
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tag = hire_leader
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@ -31,7 +31,6 @@ immediate = {
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after = {
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hidden_effect = {
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remove_country_flag = gray_diplomacy_engaged
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reset_gray_cloth = yes
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}
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}
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option = {
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@ -330,7 +329,6 @@ option = {
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}
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}
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}
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inline_script = "events/rg_wsg_marry_gray_option_scripts"
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option = {
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name = graygoo.500.d
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tag = hire_leader
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@ -29,7 +29,6 @@ immediate = {
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after = {
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hidden_effect = {
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remove_country_flag = gray_diplomacy_engaged
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reset_gray_cloth = yes
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}
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}
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option = {
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@ -289,7 +288,6 @@ option = {
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}
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}
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}
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inline_script = "events/rg_wsg_marry_gray_option_scripts"
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option = {
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name = graygoo.500.d
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tag = hire_leader
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@ -177,7 +177,6 @@ option = {
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}
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}
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}
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inline_script = "events/rg_wsg_marry_gray_option_scripts"
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# option = { # 开启建造中继器
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# name = rg_event.5.e
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# trigger = {
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@ -1,63 +0,0 @@
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option = {
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name = marry_gray
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trigger = {
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RG_OR_has_wsg_mod_trigger = yes
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check_variable = {
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which = wg_gray_affection
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value > @wg_gray_affection_to_lv4
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}
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NOT = {
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has_country_flag = married_gray
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}
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}
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allow = {
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OR = {
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AND = {
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has_wg_special_authority = no
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resource_stockpile_compare = {
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resource = sr_living_metal
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value >= 100
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}
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resource_stockpile_compare = {
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resource = rare_crystals
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value >= 1000
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}
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}
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custom_tooltip = {
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check_variable = {
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which = wsg_rings
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value >= 1
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}
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fail_text = not_enough_engagement_rings
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}
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}
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custom_tooltip = {
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fail_text = gray_become_ruler
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NOT = {
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ruler = {
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has_leader_flag = "gray_leader"
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}
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}
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}
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}
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if = {
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limit = {
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has_wg_special_authority = yes
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}
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subtract_variable = {
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which = wsg_rings
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value = 1
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}
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}
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else = {
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add_resource = {
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sr_living_metal = -100
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rare_crystals = -1000
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}
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}
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hidden_effect = {
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country_event = {
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id = wg_affection.30000
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}
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}
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}
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@ -1,34 +0,0 @@
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option = {
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name = marry_gray
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trigger = {
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RG_OR_has_wsg_mod_trigger = yes
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check_variable = {
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which = wg_gray_affection
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value > @wg_gray_affection_to_lv4
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}
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NOT = {
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has_country_flag = married_gray
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}
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}
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allow = {
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OR = {
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has_wg_special_authority = no
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custom_tooltip = {
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check_variable = {
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which = wsg_rings
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value >= 1
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}
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fail_text = not_enough_engagement_rings
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}
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}
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}
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subtract_variable = {
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which = wsg_rings
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value = 1
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}
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hidden_effect = {
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country_event = {
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id = wg_affection.30000
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}
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}
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}
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option = {
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name = marry_gray
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trigger = {
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RG_OR_has_wsg_mod_trigger = yes
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check_variable = { which = wg_gray_affection value > @wg_gray_affection_to_lv4 }
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NOT = { has_country_flag = married_gray }
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}
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allow = {
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OR = {
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AND = {
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has_wg_special_authority = no
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resource_stockpile_compare = {
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resource = sr_living_metal
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value >= 100
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}
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resource_stockpile_compare = {
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resource = rare_crystals
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value >= 1000
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}
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}
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custom_tooltip = {
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check_variable = { which = wsg_rings value >= 1 }
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fail_text = not_enough_engagement_rings
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}
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}
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}
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if = {
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limit = { has_wg_special_authority = yes }
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subtract_variable = { which = wsg_rings value = 1 }
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} else = {
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add_resource = {
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sr_living_metal = -100
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rare_crystals = -1000
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}
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}
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hidden_effect = { country_event = { id = wg_affection.30000 }}
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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owner = {
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RG_tradition5_or_gray_owner_trigger = yes
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}
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rg_is_pc_nano = yes
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}
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OR = {
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has_trait = rg_machine_maid_trait
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}
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}
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nanites = -0.1
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multiplier = value:rg_maid_trait_mult
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}
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# vanilla
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produces = {
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trigger = {
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OR = {
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has_trait = trait_lithoid_scintillating
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has_trait = trait_advanced_scintillating
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}
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}
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rare_crystals = @lithoid_trait_resource_production
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multiplier = value:lithoid_trait_mult
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}
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produces = {
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trigger = {
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OR = {
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has_trait = trait_lithoid_gaseous_byproducts
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has_trait = trait_advanced_gaseous_byproducts
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}
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}
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exotic_gases = @lithoid_trait_resource_production
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multiplier = value:lithoid_trait_mult
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}
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produces = {
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trigger = {
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OR = {
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has_trait = trait_lithoid_volatile_excretions
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has_trait = trait_advanced_volatile_excretions
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}
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}
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volatile_motes = @lithoid_trait_resource_production
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multiplier = value:lithoid_trait_mult
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}
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produces = {
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trigger = {
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OR = {
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has_trait = trait_notofthisworld
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has_trait = trait_robot_notofthisworld
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has_trait = trait_exd
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}
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}
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physics_research = 0.5
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = astralnomical_interest_modifier
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}
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is_enslaved = no
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is_robot_pop = no
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}
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physics_research = 1
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}
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produces = {
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trigger = {
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has_trait = trait_cybernetic
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exists = owner
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owner = {
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has_country_flag = driven_neural_chorus
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}
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}
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unity = 0.1
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = particle_storm_aftermath_modifier_severity_1
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}
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}
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volatile_motes = 0.02
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = particle_storm_aftermath_modifier_severity_2
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}
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}
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volatile_motes = 0.04
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = particle_storm_aftermath_modifier_severity_3
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}
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}
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volatile_motes = 0.06
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = celestial_storm_aftermath_modifier_severity_1
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}
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}
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rare_crystals = 0.02
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = celestial_storm_aftermath_modifier_severity_2
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}
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}
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rare_crystals = 0.04
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}
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produces = {
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trigger = {
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exists = planet
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planet = {
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has_modifier = celestial_storm_aftermath_modifier_severity_3
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}
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}
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rare_crystals = 0.06
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}
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# example_class = {
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# name = <name_key>
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# name_plural = <name_plural_key>
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# description = <description_key>
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#
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# #all the following default to no
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# can_lead_army = yes/no # Applies skill_<class_id>_army scaled by level to armies
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# can_lead_navy = yes/no # Applies skill_<class_id>_navy scaled by level to fleets
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# can_govern_planet = yes/no # Applies skill_<class_id>_planet_governor scaled by level to governed planet
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# Applies skill_<class_id>_sector_governor scaled by level to governed sector, if governing the sector capital
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# Applies skill_<class_id>_background_planet_governor scaled by level togoverned planet, if governing their homeworld
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# can_be_envoy = yes/no
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# can_research_tech = yes/no
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# can_research_special_projects = yes/no
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# can_crew_science_ship = yes/no
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# can_research_anomalies = yes/no
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# can_research_archaeology_site = yes/no
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# can_survey = yes/no
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# can_boost_cloaking_detection = yes/no
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# can_explore_rifts = yes/no
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# can_conduct_active_reconnaissance = yes/no
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# can_govern_planet = yes/no
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# can_have_traits = yes/no # defaults to yes, if no this class will not gain LEADER_ASSIGNED_MONTHLY_EXPERIENCE when assigned
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# can_rule_empire = yes/no # defaults to yes
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# recruitable = yes/no # defaults to yes
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# max_trait_points = <num>
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# leader_capacity = <num> # maximum number of leader of this type before you get maluses, 0 means no cap
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# replaces_old_class = "old_class" # used for backwards compatibility. When "old_class" appears in an old save, it is converted to this class at loading
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# # can appear multiple times
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#
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# resources = { #upkeep
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# category = leader_scientists/etc
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# cost = {
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# ...
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# }
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# }
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#
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# ai_weight = { # used to determine which type of leader the AI prefers (frex: commanders for warlike leaders, and governor for pacifists)
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# base = <num>
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# modifier = {}
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# }
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#
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# ai_location_weight = { # used to evaluate a specific leader for an assignment to a specific location (right now only used for fleet),
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# # scope is the leader, from is the leader location (can be a planet, a fleet, an army etc)
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# # if the score is 0 or less, the leader will not be assigned to that location
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# base = <num>
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# modifier = {}
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# }
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#
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# minimum_ai_target = <num>
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#
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# leader_background_job_weight = {
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# job_name = <weight>
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# # etc
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# }
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# }
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#
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# icon = 1 # 1-based index in the icon file. might be replaced by an icon name later
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#
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# paragon_background_selector = <name of an asset_selector>, used to display a background behind paragon portraits
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#
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#
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# How the AI assigns leaders now:
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#
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# Step 1: Sort all possible location using the NDefines::NAI::LOCATION_WEIGHT_* values (all of them are multipliers except the galactic community which is a flat value)
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# Step 2: Sort all available leaders by skill
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# Step 3: for each leader in order, calculate a location weight based on the ai_location_weight of their class
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# Step 4: Assign the highest leader/location pair based on the weight
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# Step 5: if no leader was assigned, see if hiring a leader is possible repeating the same steps
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# rg_nanite_leader = {
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# name = rg_nanite_leader
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# name_plural = rg_nanite_leader_plural
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# description = rg_nanite_leader_description
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#
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# can_lead_army = yes
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# can_lead_navy = yes
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# can_govern_planet = yes
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# can_be_envoy = yes
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# can_research_tech = yes
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# can_research_special_projects = yes
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# can_crew_science_ship = yes
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# can_research_anomalies = yes
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# can_research_archaeology_site = yes
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# can_survey = yes
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# can_boost_cloaking_detection = yes
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# can_explore_rifts = yes
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# can_conduct_active_reconnaissance = yes
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# can_govern_planet = yes
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# can_have_traits = yes
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# can_rule_empire = yes
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# recruitable = no
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# max_trait_points = 3
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# leader_capacity = 3
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#
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# ai_weight = {
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# modifier = {
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# factor = 0
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# }
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# }
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# icon = 4
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# paragon_background_selector = "paragon_background_selector"
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# }
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33
common/message_types/RG_message_types.txt
Normal file
33
common/message_types/RG_message_types.txt
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#message_type = {
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# key = "CONSTRUCTION_MESSAGE_TYPE" # Message key, used from code.
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# icon = "GFX_message_other_construction" # Sprite to use for gui item "message_icon_button"
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# icon_frame = 1 # Frame index to use for gui item "message_frame"
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#
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# name = "MESSAGE_DECLARE_WAR_TITLE" # Localization key to use for title, if empty it will use "MESSAGE_<key>_TITLE" instead.
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# sound = "advisor_notification_construction_complete" # Sound to play on message creation
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#
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# sound_is_advisor = yes # Deprecated and does nothing.
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# ping = "ping_notification_green" # Ping map to use for map visualization.
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#
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# hidden_in_message_settings = yes # If yes, the message type is not shown in the message settings UI (default: no).
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# category = diplomacy # Filter category in message settings, valid: 'diplomacy', 'military', 'economy', 'government', 'science', 'fleets', 'planets', 'leaders', 'other' (default: 'other').
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# message_setting_key = "MESSAGE_DECLARE_WAR_SETTING" # Localization key to use in message settings, if empty it will use name instead.
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# default_notification = no # Is notification enabled by default (default: yes).
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# default_toast = yes # Is toast enabled by default (default: no).
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# default_popup = yes # Is popup enabled by default (default: no).
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# default_autopause = yes # Is auto-pause enabled by default (default: no).
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#}
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message_type = {
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key = "MESSAGE_TYPE_RG_GRAY_GOO_LEADER_CHAT"
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icon = "GFX_toast_leader_acquired"
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name = "MESSAGE_RG_GRAY_GOO_LEADER_CHAT_TITLE"
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sound = "notification"
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ping = "ping_notification_red"
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default_toast = yes
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category = leaders
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}
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@ -1082,7 +1082,7 @@ country_event = {
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rg_gray_country_after_init = yes
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set_country_flag = machine_age_nanites_studied
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create_message = {
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||||
type = MESSAGE_RECRUITED_LEADER
|
||||
type = MESSAGE_TYPE_RG_GRAY_GOO_LEADER_CHAT
|
||||
localization = "rg_event.2.desc"
|
||||
days = @toast_message_days
|
||||
target = event_target:rg_gray_country_leader
|
||||
|
@ -42,31 +42,6 @@ planet_event = {
|
||||
}
|
||||
set_update_modifiers_batch = end
|
||||
}
|
||||
} option = {
|
||||
trigger = { has_civic = civic_AG_gray_master }
|
||||
name = AG_dooropen_master.option
|
||||
if = {
|
||||
limit = {
|
||||
any_country = {
|
||||
has_civic = civic_AG_gray
|
||||
}
|
||||
}
|
||||
#do nothing
|
||||
}
|
||||
else_if = {
|
||||
limit = {
|
||||
NOT = {
|
||||
any_country = {
|
||||
has_civic = civic_AG_gray
|
||||
}
|
||||
}
|
||||
has_global_flag = has_rg_mod
|
||||
}
|
||||
force_remove_civic = civic_AG_gray_master
|
||||
}
|
||||
else = {
|
||||
country_event = { id = graygoo.499 }
|
||||
}
|
||||
}
|
||||
|
||||
# Cracked
|
||||
|
@ -121,3 +121,6 @@
|
||||
|
||||
opinion_nanophage: "神秘失踪"
|
||||
opinion_nanophage_our_species: "纳米同化我们的物种"
|
||||
|
||||
MESSAGE_RG_GRAY_GOO_LEADER_CHAT_TITLE:"小灰"
|
||||
MESSAGE_TYPE_RG_GRAY_GOO_LEADER_CHAT:"小灰的悄悄话"
|
||||
|
@ -15,6 +15,9 @@
|
||||
{
|
||||
"name": "2293827000",
|
||||
"path": "../../../../../../../Steam/steamapps/workshop/content/281990/2293827000"
|
||||
},
|
||||
{
|
||||
"path": "../../../../../../../Steam/steamapps/workshop/content/281990/3412303559"
|
||||
}
|
||||
]
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user