revert 3.11
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@@ -450,6 +450,7 @@ weapon_component_template = {
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prerequisites = {
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"tech_gray_juggernaut_8"
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}
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hidden = yes
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ship_limit = 1
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ai_weight = {
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weight = 0
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@@ -59,7 +59,6 @@ on_yearly_pulse_country = {
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rg_event.17
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rg_event.18
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rg_event.20
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rg_event.24
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}
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}
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@@ -598,7 +598,7 @@ rg_gray_country_leader_init = {
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create_leader = {
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# 只用作看板娘
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class = official
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species = root
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species = event_target:gray_species
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name = "NAME_Gray"
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gender = female
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immortal = yes
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@@ -2245,11 +2245,6 @@ rg_gray_country_after_init = {
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event_target:rg_gray_country = {
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establish_communications_no_message = event_target:gray_owner
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}
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# 年检立绘并替换回正常立绘
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country_event = {
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id = rg_event.24
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}
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}
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rg_timeline_attract_field_init = {
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@@ -123,55 +123,8 @@ RG_graygoo_capitalship = {
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combat_disengage_chance = 1.25
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class = shipclass_military
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construction_type = starbase_shipyard
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# possible_construction = {
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# always = no
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# }
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potential_construction = {
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OR = {
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is_scope_type = starbase
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AND = {
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is_scope_type = megastructure
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OR = {
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is_megastructure_type = mega_shipyard_3
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is_megastructure_type = mega_shipyard_restored
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}
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}
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}
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}
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possible_construction = {
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custom_tooltip = {
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fail_text = starbase_citadel_trigger
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OR = {
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AND = {
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is_scope_type = megastructure
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OR = {
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is_megastructure_type = mega_shipyard_3
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is_megastructure_type = mega_shipyard_restored
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}
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}
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AND = {
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is_scope_type = starbase
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has_starbase_size >= starbase_citadel
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}
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}
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}
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custom_tooltip = {
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fail_text = starbase_colossal_yards_trigger
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OR = {
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AND = {
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is_scope_type = megastructure
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OR = {
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is_megastructure_type = mega_shipyard_3
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is_megastructure_type = mega_shipyard_restored
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}
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}
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AND = {
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is_scope_type = starbase
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has_starbase_building = colossus_yards
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}
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}
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}
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always = no
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}
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combat_size_multiplier = 4
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prerequisites = {
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@@ -196,8 +149,6 @@ RG_graygoo_capitalship = {
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min_upgrade_cost = {
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alloys = 8
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}
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empire_limit = 1
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}
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RG_gray_juggernaut = {
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@@ -1,30 +0,0 @@
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# The Portraits defined here are generally not available to the character creator, but will instead appear in AI empires across the galaxy.
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# 'graphical_culture' is connected to the looks used for ships and cities; see "common/graphical_culture/".
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# These may be overwitten in an "extendable" manner, meaning (for example) you can create a second "HUM" with extra portraits in it.
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# playable = yes/no/trigger (default: yes) if this species class can is playable
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# randomized = yes/no/trigger (default: yes) if this species class is randomized
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# custom_portraits = {}
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# randomized = yes/no/trigger (default: yes) to specify if portraits are randomized
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# playable = yes/no/trigger (default: yes) to specify if portraits are playable
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# portraits = list portrait keys
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# species_trait_points base number of species trait points available for this species class
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# species_max_traits maximum number of traits that species of this class can have (doesn't count those with cost == 0)
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# possible ethics/government requirements; see common/governments/readme_requirements.txt
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# gender = yes/no (default: yes) whether the species has a gender
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# portrait_modding yes/no (default: yes) whether the portrait can be modified with e.g. genemodding or robomodding
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# gray_species = {
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# archetype = OTHER
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#
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# playable = { always = no }
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# randomized = no
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#
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# gender = female
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#
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# portraits = {
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# "Gray"
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# }
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#
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# move_pop_sound_effect = "moving_pop_confirmation"
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# }
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