3.11暂存
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@ -450,7 +450,6 @@ 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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@ -59,6 +59,7 @@ 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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@ -36,7 +36,7 @@ rg_gray_govener_init = {
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event_target:rg_gray_country = {
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create_leader = {
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class = official
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species = root
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species = 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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@ -155,7 +155,7 @@ rg_gray_commander_init = {
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event_target:rg_gray_country = {
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create_leader = {
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class = commander
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species = root
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species = GRAY_SPECIES
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name = "NAME_Gray"
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immortal = yes
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event_leader = yes
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@ -275,7 +275,7 @@ rg_gray_commander_init = {
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# event_target:rg_gray_country = {
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# create_leader = {
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# class = admiral
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# species = root
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# species = GRAY_SPECIES
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# name = "NAME_Gray"
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# immortal = yes
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# event_leader = yes
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@ -390,7 +390,7 @@ rg_gray_commander_init = {
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# event_target:rg_gray_country = {
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# create_leader = {
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# class = general
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# species = root
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# species = GRAY_SPECIES
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# name = "NAME_Gray"
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# immortal = yes
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# event_leader = yes
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@ -498,7 +498,7 @@ rg_gray_scientist_init = {
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event_target:rg_gray_country = {
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create_leader = {
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class = scientist
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species = root
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species = GRAY_SPECIES
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name = "NAME_Gray"
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immortal = yes
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event_leader = yes
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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 = event_target:gray_species
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species = 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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@ -2245,6 +2245,11 @@ 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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@ -123,8 +123,55 @@ 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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always = no
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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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}
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combat_size_multiplier = 4
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prerequisites = {
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@ -149,6 +196,8 @@ 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_armed_constructor_ship = {
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@ -0,0 +1,127 @@
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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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playable = { always = no }
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randomized = no
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gender = female
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portraits = {
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"GrayTempest06"
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}
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move_pop_sound_effect = "moving_pop_confirmation"
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}
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RG_ROBOT = {
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archetype = ROBOT
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playable = { has_global_flag = game_started }
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randomized = no
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gender = no
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use_climate_preference = no
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portrait_modding = yes
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leader_age_min = 2
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leader_age_max = 10
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custom_portraits = {
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randomized = { host_has_dlc = "Synthetic Dawn Story Pack" }
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playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
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portraits = {
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"sd_hum_robot"
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"sd_mam_robot"
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"sd_rep_robot"
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"sd_avi_robot"
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"sd_art_robot"
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"sd_mol_robot"
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"sd_fun_robot"
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"sd_pla_robot"
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}
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}
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custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above
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randomized = { always = yes }
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playable = { always = yes }
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portraits = {
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"default_robot"
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}
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}
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graphical_culture = ai_01
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move_pop_sound_effect = "robot_pops_move"
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resources = {}
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}
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RG_MACHINE = {
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archetype = MACHINE
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playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
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randomized = {
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host_has_dlc = "Synthetic Dawn Story Pack"
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# The create_species effect can't properly take the possible trigger below into account.
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# Work around this by disabling this class for species randomization after game start.
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NOT = { has_global_flag = game_started }
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}
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possible = { authority = { OR = { value = auth_machine_intelligence text = SPECIES_CLASS_MUST_USE_MACHINE_INTELLIGENCE } } }
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possible_secondary = { always = no text = SECONDARY_SPECIES_CLASS_INVALID }
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gender = no
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use_climate_preference = no
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portrait_modding = yes
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leader_age_min = 2
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leader_age_max = 10
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custom_portraits = {
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randomized = {
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host_has_dlc = "Synthetic Dawn Story Pack"
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# The create_species effect can't properly take the possible trigger below into account.
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# Work around this by disabling this class for species randomization after game start.
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NOT = { has_global_flag = game_started }
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}
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playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
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portraits = {
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"sd_hum_robot"
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"sd_mam_robot"
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"sd_rep_robot"
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"sd_avi_robot"
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"sd_art_robot"
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"sd_mol_robot"
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"sd_fun_robot"
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"sd_pla_robot"
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}
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}
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custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above
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randomized = {
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host_has_dlc = "Synthetic Dawn Story Pack"
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}
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playable = { host_has_dlc = "Synthetic Dawn Story Pack" }
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portraits = {
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"default_robot"
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}
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}
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graphical_culture = mammalian_01
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move_pop_sound_effect = "robot_pops_move"
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resources = {}
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}
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@ -0,0 +1,8 @@
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GRAY_SPECIES = {
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language = "l_simp_chinese"
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name = "灰风"
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plural = "灰风"
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home_planet = ?
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home_system = ?
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name_list = "RG"
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}
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@ -8,5 +8,5 @@ tags={
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}
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name="Real Gray"
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picture="thumbnail.png"
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supported_version="3.10.*"
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supported_version="3.11.*"
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remote_file_id="2136166095"
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@ -1069,6 +1069,42 @@ country_event = {
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}
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}
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# looping check for grayport
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country_event = {
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id = rg_event.24
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hide_window = yes
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is_triggered_only = yes
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trigger = {
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is_same_value = event_target:gray_owner
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}
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immediate = {
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random_owned_leader = {
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limit = {
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has_leader_flag = gray_governor
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}
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if = {
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limit = {
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owner = {
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OR = {
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has_global_flag = has_wsg_mod
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has_global_flag = kdc_event_mod_active
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}
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}
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}
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set_gray_portrait = yes
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}
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else = {
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rg_set_gray_portrait = yes
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}
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}
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country_event = {
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id = rg_event.24
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years = 1
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}
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# *THIS* looping check
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}
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}
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# 拆毁工厂小灰通讯
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country_event = {
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id = rg_event.200
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