213 Commits

Author SHA1 Message Date
ProjectKoi-Kalo\Kalo
9f895b4a32 添加赤字情况及相关静态修饰符,调整工作区路径 2024-09-22 18:11:19 +08:00
ProjectKoi-Kalo\Kalo
b197c19e49 Changes 笨蛋光环回滚 特质纳米维护费 2024-09-22 17:48:35 +08:00
ProjectKoi-Kalo\Kalo
878bdfc2c3 Changes 笨蛋光环回滚 特质纳米维护费 2024-09-22 17:48:22 +08:00
ProjectKoi-Kalo\Kalo
844db1a987 更新RG事件本地化文本及立绘选项格式 2024-09-21 22:35:56 +08:00
ProjectKoi-Kalo\Kalo
8e457a0826 调整纳米实验室及相关触发器的条件和本地化文本 2024-09-21 15:35:50 +08:00
ProjectKoi-Kalo\Kalo
8133f83066 修bug 2024-09-21 15:28:52 +08:00
ProjectKoi-Kalo\Kalo
2ac2b23047 暂存 2024-09-21 14:38:29 +08:00
ProjectKoi-Kalo\Kalo
01200b9020 暂存空间站巨构 2024-09-21 12:56:55 +08:00
ProjectKoi-Kalo\Kalo
7a545c4c88 跨mod立绘选择 2024-09-21 11:54:45 +08:00
ProjectKoi-Kalo\Kalo
4cb251cf7f 传统暂存添加纳米技术传统及相关建筑、效果和描述 2024-09-21 10:31:08 +08:00
ProjectKoi-Kalo\Kalo
e1f7cbea61 调整RG船只大小限制的基础值 2024-09-21 00:24:23 +08:00
ProjectKoi-Kalo\Kalo
328ddbe3a0 添加远程恒星异常类别“Gray”及其触发条件 2024-09-20 21:18:03 +08:00
ProjectKoi-Kalo\Kalo
df77895b22 调整灰度领导触发器条件和本地化文本,优化自动工程子个体提示 2024-09-20 20:57:30 +08:00
ProjectKoi-Kalo\Kalo
5fbb6e2ce4 弹性空间站规模 2024-09-18 17:16:32 +08:00
ProjectKoi-Kalo\Kalo
5a5c46ef7f Update RG_event_effects.txt: Modify maid species properties and add free servant jobs in RG_planet_event 2024-09-17 13:48:36 +08:00
ProjectKoi-Kalo\Kalo
c34c0b8eb9 Fix event effect save target for planet2027 maid species and gray goo habitat init 2024-09-17 13:37:01 +08:00
ProjectKoi-Kalo\Kalo
a60bfff413 Update rg_station_districts.txt: Remove unused 'mult' attribute in district_rg_generator 2024-09-17 13:34:23 +08:00
ProjectKoi-Kalo\Kalo
7aa701f86d 筛查修语法bug 2024-09-17 13:32:31 +08:00
ProjectKoi-Kalo\Kalo
638a314145 修复机器女仆特性效果提示中的符号错误 2024-09-17 05:25:06 +08:00
ProjectKoi-Kalo\Kalo
f951701097 空间站区划 2024-09-17 05:18:40 +08:00
ProjectKoi-Kalo\Kalo
b8551fa85b 星球格子固定,关闭空间站二次确认 2024-09-17 02:52:42 +08:00
ProjectKoi-Kalo\Kalo
4c8423b870 空间站女仆 2024-09-17 02:27:18 +08:00
ProjectKoi-Kalo\Kalo
7541c9fce5 起源分化 2024-09-17 01:04:53 +08:00
ProjectKoi-Kalo\Kalo
a2a825ac26 zc 2024-09-16 21:47:30 +08:00
ProjectKoi-Kalo\Kalo
2c478b0e20 graytempest_storm 2024-09-15 13:38:32 +08:00
ProjectKoi-Kalo\Kalo
9be9269503 空间站核心 2024-08-31 10:31:22 +08:00
ProjectKoi-Kalo\Kalo
e22bd6253d zc 2024-08-30 06:34:50 +08:00
ProjectKoi-Kalo\Kalo
de18864e35 zc 2024-08-30 06:13:54 +08:00
ProjectKoi-Kalo\Kalo
c181968b85 暂存模拟龙 2024-06-15 12:29:48 +08:00
ProjectKoi-Kalo\Kalo
405410bfa7 situation boost 2024-05-16 09:51:49 +08:00
ProjectKoi-Kalo\Kalo
8da3a91c7d Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2024-05-16 09:49:06 +08:00
ProjectKoi-Kalo\Kalo
e155057c74 zc 2024-05-16 09:49:05 +08:00
ProjectKoi-Kalo\Kalo
9329faccc7 urefotm crash fix 2024-05-15 22:50:36 +08:00
ProjectKoi-Kalo\Kalo
e156eba77f chougou tastymaid comp 2024-05-15 20:28:38 +08:00
ProjectKoi-Kalo\Kalo
5054a1164d Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2024-05-15 12:29:07 +08:00
ProjectKoi-Kalo\Kalo
91ffbc05ae 暂存 2024-05-15 12:28:15 +08:00
FA507RM-KALOSPA\Kalo
05294fc641 zc 2024-05-14 15:53:33 +08:00
FA507RM-KALOSPA\Kalo
2a868c0d71 zc 2024-05-14 15:49:46 +08:00
FA507RM-KALOSPA\Kalo
c847bfedf2 zc 2024-05-14 15:48:54 +08:00
FA507RM-KALOSPA\Kalo
8ab394b076 trait 2024-05-14 15:28:37 +08:00
FA507RM-KALOSPA\Kalo
5a530f44fc 暂存 2024-05-14 15:21:54 +08:00
FA507RM-KALOSPA\Kalo
4c3bd989aa 暂存 2024-05-14 09:50:13 +08:00
ProjectKoi-Kalo\Kalo
99a8e70400 暂存 2024-05-12 18:44:57 +08:00
ProjectKoi-Kalo\Kalo
64e90acfe9 抹除领袖 2024-05-12 17:25:53 +08:00
ProjectKoi-Kalo\Kalo
59cd78cab6 很好伙伴们,非常目力 2024-05-12 13:41:57 +08:00
ProjectKoi-Kalo\Kalo
38cd11b647 暂存 2024-05-12 13:21:00 +08:00
b07be16425 revert 574eea5143
revert 暂存
2024-05-12 13:13:35 +08:00
53edea7228 revert f4f50b3eee
revert 注释掉
2024-05-12 13:10:48 +08:00
72c48e2b7d revert f0596b14b7
revert 科技分化没图标版
2024-05-12 13:08:36 +08:00
ProjectKoi-Kalo\Kalo
574eea5143 暂存 2024-05-12 13:07:03 +08:00
ProjectKoi-Kalo\Kalo
ce7f0add2b 暂存 2024-05-12 12:55:52 +08:00
ProjectKoi-Kalo\Kalo
f4f50b3eee 注释掉 2024-05-12 05:29:45 +08:00
ProjectKoi-Kalo\Kalo
f0596b14b7 科技分化没图标版 2024-05-12 05:22:42 +08:00
ProjectKoi-Kalo\Kalo
3e3a395f1f 舰船花费update 2024-05-12 04:20:49 +08:00
ProjectKoi-Kalo\Kalo
ca3ec70d50 3.12 2024-05-09 23:17:33 +08:00
ProjectKoi-Kalo\Kalo
9a4cff17b8 ZC 2024-04-14 19:59:07 +08:00
ProjectKoi-Kalo\Kalo
578a91552f sa 2024-04-14 18:22:51 +08:00
ProjectKoi-Kalo\Kalo
e540e3fb2e 暂存 2024-04-14 15:14:25 +08:00
ProjectKoi-Kalo\Kalo
930cc8e4e1 Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2024-04-14 15:11:15 +08:00
ProjectKoi-Kalo\Kalo
36a8a68c92 Revert "暂存"
This reverts commit c0f8d6f8da.
2024-04-14 15:08:27 +08:00
ProjectKoi-Kalo\Kalo
df1e219f51 Revert "暂存"
This reverts commit c0f8d6f8da.
2024-04-14 03:49:31 +08:00
ProjectKoi-Kalo\Kalo
97ea859c6c 三合一,不知道哪改烂了,舰R兼容大概也寄了 暂存 2024-04-13 22:07:02 +08:00
ProjectKoi-Kalo\Kalo
c0f8d6f8da 暂存 2024-04-11 14:03:44 +08:00
ProjectKoi-Kalo\Kalo
0d5bb8d4a6 暂存 2024-04-11 13:54:57 +08:00
ProjectKoi-Kalo\Kalo
2f5ca904a9 暂存 2024-04-11 13:18:04 +08:00
ProjectKoi-Kalo\Kalo
93f9eff48b 暂存 2024-04-10 20:29:21 +08:00
ProjectKoi-Kalo\Kalo
2a465219a1 暂存堕落起源 2024-04-10 20:23:08 +08:00
ProjectKoi-Kalo\Kalo
37fd3e1b58 暂存 2024-04-10 19:39:38 +08:00
ProjectKoi-Kalo\Kalo
7b126497c6 暂存 2024-04-10 16:07:38 +08:00
ProjectKoi-Kalo\Kalo
abf233e1e8 暂存 2024-04-09 23:39:58 +08:00
ProjectKoi-Kalo\Kalo
1eb492a2f0 暂时不需要了 2024-04-07 21:43:26 +08:00
ProjectKoi-Kalo\Kalo
267a06b2fa maid暂存 2024-04-07 21:39:00 +08:00
ProjectKoi-Kalo\Kalo
32b9a5680b 修好了 2024-04-07 19:40:25 +08:00
ProjectKoi-Kalo\Kalo
f320c739a8 revert 3.11 2024-04-07 19:28:01 +08:00
ProjectKoi-Kalo\Kalo
aa9e81fc89 烂了 尝试修 2024-04-07 19:23:23 +08:00
ProjectKoi-Kalo\Kalo
c00c1a8917 暂存 2024-04-07 19:05:28 +08:00
ProjectKoi-Kalo\Kalo
2935da199d 暂存 2024-04-07 13:02:04 +08:00
ProjectKoi-Kalo\Kalo
f4fe568fa3 3.11暂存 2024-04-07 07:56:10 +08:00
ProjectKoi-Kalo\Kalo
c67315b296 暂存 特质合并 2023-11-20 20:39:13 +08:00
ProjectKoi-Kalo\Kalo
ff3ed9f4f1 暂存 2023-11-20 20:08:29 +08:00
ProjectKoi-Kalo\Kalo
b3d35699bf 暂存等级上限改动 2023-11-20 18:55:29 +08:00
ProjectKoi-Kalo\Kalo
6cda63ec0e 暂存 2023-11-17 21:08:12 +08:00
ProjectKoi-Kalo\Kalo
1c62ded8aa 暂存 2023-11-17 21:05:31 +08:00
ProjectKoi-Kalo\Kalo
bdaf0148f5 暂存 2023-11-17 10:33:36 +08:00
ProjectKoi-Kalo\Kalo
16ee77bfd0 暂存 2023-11-17 10:29:43 +08:00
ProjectKoi-Kalo\Kalo
a221fc6dde 暂存 2023-11-17 03:56:22 +08:00
ProjectKoi-Kalo\Kalo
f17de2c205 3.10暂存 2023-11-17 03:46:51 +08:00
ProjectKoi-Kalo\Kalo
7fba597294 暂存 2023-11-04 15:21:08 +08:00
ProjectKoi-Kalo\Kalo
0741aac406 暂存 2023-11-04 13:17:46 +08:00
ProjectKoi-Kalo\Kalo
f95ac26913 暂存 2023-10-29 00:50:12 +08:00
ProjectKoi-Kalo\Kalo
08c6ff9a6a 暂存 2023-10-29 00:33:16 +08:00
ProjectKoi-Kalo\Kalo
b9cd8bf9f6 暂存 2023-10-28 23:49:01 +08:00
ProjectKoi-Kalo\Kalo
185db2b335 icon 2023-10-28 22:19:18 +08:00
ProjectKoi-Kalo\Kalo
7c341eb145 event tootltip 2023-10-28 20:58:38 +08:00
ProjectKoi-Kalo\Kalo
9fc5a0358a weapon 2023-10-28 16:31:32 +08:00
ProjectKoi-Kalo\Kalo
86465b862e Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2023-10-28 15:01:55 +08:00
ProjectKoi-Kalo\Kalo
ac61fddf1e re 2023-10-28 15:01:53 +08:00
FA507RM-KALOSPA\Kalo
cf69509930 textchange 2023-10-16 01:45:17 +08:00
ProjectKoi-Kalo\Kalo
a5c19c83e3 3.9改动 不准引用未定义的event 2023-09-14 21:54:00 +08:00
FA507RM-KALOSPA\Kalo
62346f1646 暂存 2023-06-27 22:45:33 +08:00
FA507RM-KALOSPA\Kalo
2d1edf15b8 暂存 2023-06-24 15:07:12 +08:00
FA507RM-KALOSPA\Kalo
d7e34a789b 暂存 2023-06-21 13:08:31 +08:00
FA507RM-KALOSPA\Kalo
0f0e2f8fc8 zc 2023-06-21 12:58:32 +08:00
FA507RM-KALOSPA\Kalo
f9553b97d2 暂存 2023-06-21 12:40:53 +08:00
FA507RM-KALOSPA\Kalo
fce296c7a0 开局事件改动 2023-06-21 12:39:36 +08:00
FA507RM-KALOSPA\Kalo
3e37da9379 暂存 2023-06-21 12:34:44 +08:00
FA507RM-KALOSPA\Kalo
1abedd9510 总之是坏的 2023-06-20 14:34:40 +08:00
FA507RM-KALOSPA\Kalo
3cc7c6b4ef 暂存 2023-06-20 14:05:14 +08:00
FA507RM-KALOSPA\Kalo
4cae3bfc19 清理 2023-06-16 11:19:12 +08:00
FA507RM-KALOSPA\Kalo
f16086c2db 清理弃用flag 2023-06-15 22:40:33 +08:00
FA507RM-KALOSPA\Kalo
804fefc917 setspecies 2023-06-15 21:48:11 +08:00
FA507RM-KALOSPA\Kalo
28a9d51ca9 清理无用文件 2023-06-15 15:00:54 +08:00
FA507RM-KALOSPA\Kalo
58ed0a3f1a Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2023-06-14 22:17:22 +08:00
FA507RM-KALOSPA\Kalo
9b31d1abc0 俺寻思这么能行 2023-06-14 22:17:19 +08:00
Kalospacer
676effd682 fix l drake 2023-06-14 12:57:34 +00:00
FA507RM-KALOSPA\Kalo
525867a6d9 暂存 2023-06-14 17:15:05 +08:00
Kalospacer
0104f3237d Merge branch 'master' of https://cloud.armorrush.com/kalospacer/realgray-stellaris-mod 2023-06-14 01:40:30 +00:00
Kalospacer
61d914c66e trait change 2023-06-14 01:38:04 +00:00
FA507RM-KALOSPA\Kalo
9177b3e215 fix 2023-06-12 19:50:07 +08:00
FA507RM-KALOSPA\Kalo
6a6c848751 r 2023-06-12 15:14:31 +08:00
FA507RM-KALOSPA\Kalo
fac04a1386 rr 2023-06-12 15:04:08 +08:00
FA507RM-KALOSPA\Kalo
7705256be5 暂存 2023-06-12 15:03:29 +08:00
FA507RM-KALOSPA\Kalo
8e4f17253a 补名字 2023-06-12 11:48:07 +08:00
FA507RM-KALOSPA\Kalo
0357e98241 fix 2023-06-12 11:40:30 +08:00
FA507RM-KALOSPA\Kalo
f1f9fa7ed7 r 2023-06-12 11:25:02 +08:00
FA507RM-KALOSPA\Kalo
c114cd6773 暂存 2023-06-12 11:21:42 +08:00
FA507RM-KALOSPA\Kalo
d6fbf32eae 暂存 2023-06-12 10:50:49 +08:00
FA507RM-KALOSPA\Kalo
0d4a971da1 暂存 2023-06-12 10:40:22 +08:00
FA507RM-KALOSPA\Kalo
4a8a26bb7c 暂存 2023-06-12 10:30:34 +08:00
FA507RM-KALOSPA\Kalo
2ac403c1ac r 2023-06-11 23:46:29 +08:00
FA507RM-KALOSPA\Kalo
3cfb803fd8 暂存 2023-06-11 19:15:46 +08:00
FA507RM-KALOSPA\Kalo
910ffc9cba 再换回领袖看板 2023-06-11 17:53:31 +08:00
FA507RM-KALOSPA\Kalo
7b5b520672 提前收费 2023-06-11 17:42:48 +08:00
FA507RM-KALOSPA\Kalo
4568d320a5 暂存 2023-06-11 17:39:48 +08:00
FA507RM-KALOSPA\Kalo
144b726051 暂存 2023-06-11 16:17:01 +08:00
FA507RM-KALOSPA\Kalo
a708c18df6 r 2023-06-11 16:00:21 +08:00
FA507RM-KALOSPA\Kalo
e48ced2893 暂存 2023-06-11 15:56:54 +08:00
FA507RM-KALOSPA\Kalo
19a8e99a0b 暂存 2023-06-11 15:39:42 +08:00
FA507RM-KALOSPA\Kalo
0a8698882b 暂存 2023-06-11 15:12:30 +08:00
FA507RM-KALOSPA\Kalo
c28c858bb3 暂存 2023-06-11 14:51:17 +08:00
FA507RM-KALOSPA\Kalo
c54b555f2f 暂存 2023-06-11 14:40:20 +08:00
FA507RM-KALOSPA\Kalo
e338088383 暂存 2023-06-11 14:35:30 +08:00
FA507RM-KALOSPA\Kalo
a6ada7e827 暂存改1局势 2023-06-11 14:02:13 +08:00
FA507RM-KALOSPA\Kalo
dddb748076 effect不使用原版设计 2023-06-11 12:54:26 +08:00
FA507RM-KALOSPA\Kalo
94d14646fa 暂存 2023-06-11 12:36:05 +08:00
FA507RM-KALOSPA\Kalo
3e2736f2ec 改造trigger 2023-06-11 11:10:20 +08:00
FA507RM-KALOSPA\Kalo
a48f83f9dc 补3 2023-06-10 17:35:23 +08:00
FA507RM-KALOSPA\Kalo
28b185a763 补2 2023-06-10 14:28:50 +08:00
FA507RM-KALOSPA\Kalo
266504d39e 2023-06-10 01:17:13 +08:00
FA507RM-KALOSPA\Kalo
98cc7bec22 版本号 2023-06-08 13:12:04 +08:00
FA507RM-KALOSPA\Kalo
d4a22820b3 全部格式化 2023-06-08 13:11:05 +08:00
FA507RM-KALOSPA\Kalo
e2bf84088f 可悲至极 2023-06-08 12:51:05 +08:00
FA507RM-KALOSPA\Kalo
626eddc3c3 我不理解 2023-06-08 12:45:17 +08:00
FA507RM-KALOSPA\Kalo
eb0f2dcc48 暂存 2023-06-08 12:22:22 +08:00
FA507RM-KALOSPA\Kalo
4b46c0c531 整合掉事件 2023-06-08 11:13:54 +08:00
FA507RM-KALOSPA\Kalo
8bfb0de02e 多人开门限制 2023-06-08 11:09:55 +08:00
FA507RM-KALOSPA\Kalo
e409edbb22 杀不干净 算了 2023-06-08 01:25:13 +08:00
FA507RM-KALOSPA\Kalo
b07796c8bd fix 2023-06-08 01:03:05 +08:00
FA507RM-KALOSPA\Kalo
c01c270a3b rg_cluster.8 2023-06-08 01:02:26 +08:00
FA507RM-KALOSPA\Kalo
6300548d42 REROLL 2023-06-08 00:35:52 +08:00
FA507RM-KALOSPA\Kalo
4d8d762c32 测试星团改动 2023-06-07 23:56:22 +08:00
FA507RM-KALOSPA\Kalo
b7ecd5b299 防偷渡 2023-06-07 22:29:39 +08:00
FA507RM-KALOSPA\Kalo
d08bfd8dcd Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2023-06-07 13:28:35 +08:00
FA507RM-KALOSPA\Kalo
b67cf0f1b1 LOC 2023-06-07 13:28:33 +08:00
John Doe
ae53eb09e7 暂存 2023-06-07 11:59:28 +08:00
John Doe
53ce39ceb9 revive check 2023-06-07 11:16:10 +08:00
FA507RM-KALOSPA\Kalo
d15f4d8818 炸球送点纳米机器,嗯 2023-06-06 13:07:15 +08:00
FA507RM-KALOSPA\Kalo
6277f63911 全局领袖立绘都使用看板娘 2023-06-06 12:46:17 +08:00
FA507RM-KALOSPA\Kalo
17d7a7751d 小心外部威胁 2023-06-06 12:24:22 +08:00
FA507RM-KALOSPA\Kalo
b78e0fc45f 作用域传递指定错误,理论修L星门开不了 2023-06-06 11:55:41 +08:00
FA507RM-KALOSPA\Kalo
9bb1c07b2c 世界线收束理论 2023-06-06 11:32:36 +08:00
FA507RM-KALOSPA\Kalo
519606651a 执行前判断检查 2023-06-06 11:03:08 +08:00
FA507RM-KALOSPA\Kalo
64893852ac 修500丢立绘 2023-06-03 20:53:35 +08:00
FA507RM-KALOSPA\Kalo
86ce0742a7 好感度修复 2023-06-03 20:43:49 +08:00
FA507RM-KALOSPA\Kalo
8b9319c3c2 触发器合并 2023-06-03 20:17:15 +08:00
FA507RM-KALOSPA\Kalo
049a3ac4d6 fix 2023-06-03 20:02:13 +08:00
FA507RM-KALOSPA\Kalo
462bdc522a 牛头人 2023-06-03 19:51:10 +08:00
FA507RM-KALOSPA\Kalo
07239aecb6 舰R兼容重置 2023-06-03 19:24:09 +08:00
FA507RM-KALOSPA\Kalo
cde081ef8d 非正常触发499补事件 2023-06-03 18:26:49 +08:00
FA507RM-KALOSPA\Kalo
540b34584e 补检查开门 2023-06-03 18:08:09 +08:00
FA507RM-KALOSPA\Kalo
9203ccb874 位置判断重置 2023-06-03 17:46:32 +08:00
FA507RM-KALOSPA\Kalo
0fd08e942e 不整烂活了 2023-06-03 16:53:35 +08:00
FA507RM-KALOSPA\Kalo
90ceed7c09 fix 2023-06-03 15:16:13 +08:00
FA507RM-KALOSPA\Kalo
56534f1001 2023-06-03 15:02:32 +08:00
FA507RM-KALOSPA\Kalo
a336c370ed ADS 测试 2023-06-03 14:49:10 +08:00
FA507RM-KALOSPA\Kalo
c1b7c138d2 砍掉某兼容触发 2023-06-03 12:26:52 +08:00
FA507RM-KALOSPA\Kalo
9e06dc9006 改一下 2023-06-03 12:11:35 +08:00
FA507RM-KALOSPA\Kalo
cf6b27001b 2023-06-03 12:09:29 +08:00
FA507RM-KALOSPA\Kalo
502cd3ebb9 好像没其他毛病 2023-06-03 12:08:47 +08:00
FA507RM-KALOSPA\Kalo
2b84b6f96a 梅开二度 2023-06-03 12:02:56 +08:00
FA507RM-KALOSPA\Kalo
5cd4315b41 dialogchange 2023-06-03 11:34:25 +08:00
FA507RM-KALOSPA\Kalo
bffd77f87a wsmhbczyn 2023-06-03 00:23:34 +08:00
FA507RM-KALOSPA\Kalo
1dbd4a00a0 bzd 2023-06-03 00:02:37 +08:00
FA507RM-KALOSPA\Kalo
50d913b5d0 不知道 2023-06-01 16:48:38 +08:00
FA507RM-KALOSPA\Kalo
f02278e92c bzd 2023-05-30 09:33:22 +08:00
FA507RM-KALOSPA\Kalo
71a449344a fix 2023-05-29 22:52:19 +08:00
FA507RM-KALOSPA\Kalo
6628e3e805 怪bug 2023-05-29 22:36:11 +08:00
FA507RM-KALOSPA\Kalo
89d2819f1b 完全不知道在做什么 2023-05-29 21:58:46 +08:00
FA507RM-KALOSPA\Kalo
90ea3f08f8 完全搞不懂怎么运作的 2023-05-29 21:45:53 +08:00
FA507RM-KALOSPA\Kalo
69f2d6d2b4 彻底混乱的天机工程 2023-05-29 21:23:34 +08:00
FA507RM-KALOSPA\Kalo
2ead818343 试图改窗口 2023-05-29 20:45:32 +08:00
FA507RM-KALOSPA\Kalo
63e04f34f9 不知道 2023-05-29 11:59:27 +08:00
FA507RM-KALOSPA\Kalo
b8aebf1761 bug fix 2023-05-25 20:45:22 +08:00
FA507RM-KALOSPA\Kalo
0c4ca43561 Merge branch 'master' of https://cloud.armorrush.com/Kalospacer/realgray-stellaris-mod 2023-05-25 20:12:09 +08:00
FA507RM-KALOSPA\Kalo
de4c432c4b mod启用标记 2023-05-25 20:12:01 +08:00
John Doe
0e22040372 bzd 2023-05-25 19:18:28 +08:00
FA507RM-KALOSPA\Kalo
0041ac8720 忘了 2023-05-24 18:05:20 +08:00
FA507RM-KALOSPA\Kalo
3b2cbe14fc 模拟龙事件补充 2023-05-24 17:26:07 +08:00
FA507RM-KALOSPA\Kalo
f167751247 暂时关闭舰R对话ui,没有立绘接口。 2023-05-23 17:36:52 +08:00
FA507RM-KALOSPA\Kalo
23b292e0ee 故事事件兼容舰R对话ui(未测试 2023-05-23 11:58:29 +08:00
FA507RM-KALOSPA\Kalo
4801d7829f 设置gitignore 2023-05-23 11:19:49 +08:00
FA507RM-KALOSPA\Kalo
348fd5569e 迁移No.128 更新于:5 月 23 日 上午 10:33上git 2023-05-23 11:11:33 +08:00
Kalospacer
b9da8b88ab Create README.md 2021-07-17 17:35:20 +08:00
189 changed files with 61686 additions and 3038 deletions

8
.gitignore vendored Normal file
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#忽略所有文件
#除了这些以外(注意文件路径有可能大小写敏感):
#忽略.idea
.idea/
.idea/**
Real Gray.iml

2
README.md Normal file
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# Real-Gray
Stellaris mod real gray page.

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version="2.6.*"
tags={
"Balance"
"Military"
"Events"
"Spaceships"
"Leaders"
}
picture="thumbnail.png"
name="Real Gray"
supported_version="2.6.1"
path="C:\Users\Administrator\Documents\Paradox Interactive\Stellaris\mod\Real Gray"
remote_file_id="2025397330"

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@@ -1,22 +0,0 @@
# Gray Nanite Army
gray_army = {
damage = 30.0
health = 54.0
has_morale = no
morale_damage = 18.0
collateral_damage = 15.0
war_exhaustion = 12.0
time = 5
resources = {
category = armies
produces = {
energy = 1
}
}
has_species = no
icon_frame = 11
potential = {
always = no
}
}

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utility_component_template = {
key = "SMALL_GRAY_MIX_ARMOR"
size = small
hidden = yes
icon = "GFX_ship_part_armor_5"
icon_frame = 1
power = -45
modifier = {
ship_armor_add = 120
ship_hull_add = 80
ship_shield_add = 120
ship_shield_regen_add_static = 3
}
resources = {
category = ship_components
cost = {
alloys = 15
}
upkeep = {
energy = 0.2
alloys = 0.8
}
}
}
utility_component_template = {
key = "MEDIUM_GRAY_MIX_ARMOR"
size = medium
hidden = yes
icon = "GFX_ship_part_armor_5"
icon_frame = 1
power = 0
power = -100
modifier = {
ship_armor_add = 400
ship_hull_add = 360
ship_shield_add = 320
ship_shield_regen_add_static = 6
}
resources = {
category = ship_components
cost = {
alloys = 20
}
upkeep = {
energy = 0.8
alloys = 1.2
}
}
}
utility_component_template = {
key = "LARGE_GRAY_MIX_ARMOR"
size = large
hidden = yes
icon = "GFX_ship_part_armor_5"
icon_frame = 1
power = 0
power = -180
modifier = {
ship_armor_add = 960
ship_hull_add = 960
ship_shield_add = 600
ship_shield_regen_add_static = 9
}
resources = {
category = ship_components
cost = {
alloys = 35
}
upkeep = {
energy = 1.2
alloys = 2
}
}
}

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weapon_component_template = {
key = "LARGE_GRAY_WEAPON_LANCE"
size = large
entity = "invisible_turret_entity"
type = instant
hidden = yes
icon = "GFX_ship_part_space_whale_weapon_1"
icon_frame = 1
damage = { min = 120 max = 960 }
windup = { min = 1 max = 5 }
total_fire_time = 45
range = 110.0
accuracy = 0.85
shield_penetration = 0.5
armor_damage = 1.5
tracking = 0.40
projectile_gfx = "gatebuilder_lance_weapon"
tags = { weapon_type_energy }
}
weapon_component_template = {
key = "GG_BEAM_STATIC_EX"
size = titanic
entity = "invisible_turret_entity"
type = instant
prio_projectile = yes
hidden = yes
icon = "GFX_ship_part_space_whale_weapon_1"
icon_frame = 1
firing_arc = 15.0
min_range = 30.0
static_rotation = yes
tags = { weapon_type_energy }
projectile_gfx = "gatebuilder_titan_weapon_ex"
}

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ship_section_template = {
key = "gray_warship_key"
ship_size = graygoo_mothership
fits_on_slot = mid
entity = "gatebuilder_01_mothership_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PLANET_KILLER_GUN_01"
template = "invisible_planet_killer_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_fixed"
locatorname = "titan_gun_01"
}
component_slot = {
name = "TORPEDO_01"
template = "medium_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_02"
template = "medium_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_03"
template = "medium_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_04"
template = "medium_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_03"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_04"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_05"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "LARGE_GUN_06"
template = "large_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 16
aux_utility_slots = 5
}

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###################
# Governor Traits #
###################
leader_trait_governor_gray = {
cost = 0
modification = no
icon = "gfx/interface/icons/traits/leader_traits/leader_trait_psionic_chosen_one.dds"
immortal_leaders = yes
modifier = {
planet_buildings_cost_mult = -0.8
planet_building_build_speed_mult = 1
planet_jobs_energy_produces_mult = 1
planet_jobs_minerals_produces_mult = 1
deposit_blockers_cost_mult = -0.8
planet_clear_blocker_time_mult = -0.8
planet_jobs_engineering_research_produces_mult = 1
planet_jobs_physics_research_produces_mult = 1
planet_jobs_society_research_produces_mult = 1
planet_jobs_alloys_research_produces_mult = 1
}
leader_trait = { governor }
leader_class = { governor }
initial = no
randomized = no
}

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version="2.6.*"
tags={
"Balance"
"Military"
"Events"
"Spaceships"
"Leaders"
}
name="Real Gray"
supported_version="2.6.1"
remote_file_id="2030672483"

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projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_lance_weapon"
color = { 0.5 1.0 0.75 0.8 }
hit_entity = "tachyon_lance_hit_entity"
shield_hit_entity = "tachyon_lance_shield_hit_entity"
muzzle_flash_entity = "tachyon_lance_muzzle_entity"
windup_entity = "tachyon_lance_windup_entity"
#beam specific data
width = 2.0
texture_scroll_speed = 2.5
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 100.0
0.4 5.0
0.6 0.0
1.0 0.0
}
duration = 2.0
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 100.0
0.4 5.0
0.6 0.0
1.0 0.0
}
duration = 1.5
}
texture = "gfx/models/combat_items/energy_lance_diffuse.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.1
}
}
projectile_gfx_beam = {
#common for all types of projectiles
name = "gatebuilder_titan_weapon_ex"
color = { 0.5 1.0 0.75 0.8 }
hit_entity = "gatebuilder_titan_weapon_hit_entity"
shield_hit_entity = "gatebuilder_titan_weapon_shield_hit_entity"
muzzle_flash_entity = "gatebuilder_titan_weapon_muzzle_entity"
windup_entity = "gatebuilder_titan_weapon_windup_entity"
#beam specific data
width = 10.0
texture_scroll_speed = 1.0
texture_tiling = 5.5
hit = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.7 5.0
1.0 0.0
}
duration = 3.0
}
miss = {
alpha_curve = {
0.0 0.0
0.05 0.0
0.1 20.0
0.4 5.0
1.0 0.0
}
duration = 1.5
}
texture = "gfx/models/combat_items/neutron_planet_laser.dds"
shield_impact = {
size = large
loop_duration = 0.5
delay = 0.2
}
}

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l_english:
#################################
LARGE_GRAY_WEAPON_LANCE:0 "Gray Energy lance"
LARGE_GRAY_WEAPON_LANCE_DESC:0 "a weapon made of ancient gate builder tech,we know nothing about how it works."
LARGE_GRAY_MIX_ARMOR:0 "Gray Energy Mix armor"
LARGE_GRAY_MIX_ARMOR_DESC:0 "a armor uses highly integrated design,with energy circulating on the surface.we know nothing about how it works."

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l_simp_chinese:
###############################
LARGE_GRAY_WEAPON_LANCE:0 "能量束"
LARGE_GRAY_WEAPON_LANCE_DESC:0 "使用远古L星门建造者的技术所制成的武器作用原理不明。"
LARGE_GRAY_MIX_ARMOR:0 "能量装甲"
LARGE_GRAY_MIX_ARMOR_DESC:0 "高度集成化的装甲,表面被一层能量波动包裹,作用原理不明。"

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##############
# SCION
##############
preset_rg_scion = {
icon = "GFX_diplomacy_status_is_scion"
term_data = {
discrete_terms = {
{ key = specialist_type value = specialist_none }
{ key = subject_integration value = subject_can_not_be_integrated }
{ key = subject_diplomacy value = subject_can_do_diplomacy }
{ key = subject_expand value = subject_can_expand }
{ key = joins_overlord_wars value = joins_overlord_wars_all }
{ key = joins_subject_wars value = joins_subject_wars_all }
{ key = subject_holdings_limit value = subject_holdings_limit_0 }
{ key = subject_sensors value = subject_does_not_get_sensors }
}
resource_terms = {
{ key = resource_subsidies_basic value = -0.5 }
{ key = resource_subsidies_advanced value = -0.5 }
{ key = resource_subsidies_strategic value = -0.5 }
# { key = resource_subsidies_research value = -0.35 }
}
}
potential = {
# any_agreement = {
# agreement_preset = preset_rg_scion
# }
from = {
OR = {
is_country_type = fallen_empire
is_country_type = awakened_fallen_empire
has_country_flag = rg_scion_master
}
}
}
}

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### Gray ###
disco_gray_cat = {
desc = "disco_gray_cat_desc"
picture = "GFX_evt_ship_in_orbit_2"
level = 3
max_once_global = yes
spawn_chance = {
modifier = {
add = 999999999999
is_planet_class = pc_gray_goo
solar_system = { has_star_flag = lcluster }
}
modifier = {
factor = 0
OR = {
from.owner = {
is_ai = yes
}
has_global_flag = gray_goo_crisis_set
has_global_flag = dragon_season
has_global_flag = gray_goo_empire_set
}
}
}
on_success = graygoo.400
}

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# Gray Nanite Army
gray_army = {
damage = 30
health = 104
has_morale = no
morale_damage = 18
collateral_damage = 15
war_exhaustion = 12
time = 5
resources = {
category = armies
produces = {
energy = 1
}
}
has_species = no
icon = GFX_army_type_machine_assault
potential = {
always = no
}
}
# Gray Nanite Army
rg_gray_army_base = {
damage = 10
health = 18
has_morale = no
morale_damage = 6
collateral_damage = 5
war_exhaustion = 4
prerequisites = {
"tech_gray_army_7"
}
time = 180
resources = {
category = armies
cost = {
alloys = 800
}
produces = {
energy = 1
}
}
has_species = no
icon = GFX_army_type_machine_assault
potential_country = {
}
}

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rg_ap_nantiematter = {
on_enabled = {
custom_tooltip = "rg_ap_nantiematter_tooltip"
add_research_option = tech_gray_weapon_lance_1
}
possible = {
OR = {
has_tradition = tr_rg_nanotech_4
}
NOT = {
has_ascension_perk = rg_ap_nantiematter
}
}
potential = {
OR = {
has_country_flag = origin_rg_gray
has_country_flag = gray_owner
AND = {
has_event_chain = l_cluster_chain
has_technology = tech_lgate_activation
}
}
is_ai = no
}
ai_weight = {
factor = 0
}
}

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#example = {
# # root = fleet
# trigger = {
# always = yes
# }
#
# icon_frame = 1 # This is the frame for the shared icon file, will also need a GFX_fleet_order_button_ground_support_NAME entry
# default = yes # Is this the default stance that new fleets will use?
#
# stop_when_armies_dead = yes # Will this stance continue to bombard planets where all defensive armies are dead? default = no
# abduct_pops = no # Will this stance attempt to abduct pops to your own planets instead of killing them? default = no
#
# planet_damage = 0.5 # General scale of damage to planet, default = 1.0
# army_damage = 1.0 # General scale of damage to armies, default = 1.0
#
# kill_pop_chance = { # Chance that a pop is killed when planetary damage reaches 100%, default = 0
# base = 0.25
# }
# min_pops_to_kill_pop = 8 # Will not kill/abduct pops if pops <= this number already, default = 0. Doesn't work for nations that doesn't have diplomatic wars!
#
# # root = fleet
# # from = planet
# ai_weight = {
# weight = 1
# }
#}
graygoo = {
trigger = {
owner = {
has_country_flag = gray_owner
}
}
icon_frame = 3
default = no
stop_when_armies_dead = no
abduct_pops = no
planet_damage = 100
army_damage = 2
kill_pop_chance = {
base = 3
}
min_pops_to_kill_pop = 0
# root = fleet
# from = planet
ai_weight = {
weight = 0
}
}

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#################
# Nanotech #
#################
building_rg_nanolab_1 = {
base_buildtime = @b2_time
icon = building_nanolab_1
category = research
potential = {
exists = owner
OR = {
#uses_district_set = rg_station
owner = { has_tradition = tr_rg_nanotech_1 }
}
#owner = { has_tradition = tr_nanotech_adopt }
}
allow = {
always = yes
#owner = { has_tradition = tr_nanotech_adopt }
}
# destroy_trigger = {
# exists = owner
# OR = {
# NOT = { owner = { has_tradition = tr_nanotech_adopt } }
# has_modifier = slave_colony
# has_modifier = resort_colony
# }
# }
resources = {
category = planet_buildings
cost = {
minerals = @b3_minerals
nanites = @b2_rare_cost
}
upkeep = {
energy = @b3_upkeep
nanites = @b2_rare_upkeep
}
}
# triggered_planet_modifier = {
# potential = {
# exists = owner
# owner = {
# is_machine_empire = yes
# }
# }
# job_nanotech_research_unit_add = 3
# }
triggered_planet_modifier = {
potential = {
always = yes
# exists = owner
# owner = {
# is_individual_machine = yes
# }
}
job_nanotech_researcher_add = 8
}
# triggered_desc = {
# trigger = {
# exists = owner
# owner = {
# is_machine_empire = yes
# }
# }
# text = job_nanotech_research_unit_effect_desc
# }
triggered_desc = {
trigger = {
always = yes
#exists = owner
#owner = {
# is_individual_machine = yes
#}
}
text = job_nanotech_researcher_effect_desc
}
upgrades = {
"building_rg_nanolab_2"
}
}
building_rg_nanolab_2 = {
base_buildtime = @b3_time
icon = building_nanolab_2
can_build = no
category = research
potential = {
exists = owner
OR = {
#uses_district_set = rg_station
owner = { has_tradition = tr_rg_nanotech_1 }
}
# owner = { has_tradition = tr_nanotech_1 }
}
allow = {
has_upgraded_capital = yes
}
# destroy_trigger = {
# exists = owner
# OR = {
# NOT = { owner = { has_tradition = tr_nanotech_1 } }
# has_modifier = slave_colony
# has_modifier = resort_colony
# }
# }
resources = {
category = planet_buildings
cost = {
minerals = @b4_minerals
nanites = @b3_rare_cost
}
upkeep = {
energy = @b4_upkeep
nanites = @b3_rare_upkeep
}
}
# triggered_planet_modifier = {
# potential = {
# exists = owner
# owner = {
# is_machine_empire = yes
# }
# }
# job_nanotech_research_unit_add = 6
# }
triggered_planet_modifier = {
potential = {
always = yes
# exists = owner
# owner = {
# is_individual_machine = yes
# }
}
job_nanotech_researcher_add = 15
}
# triggered_desc = {
# trigger = {
# exists = owner
# owner = {
# is_machine_empire = yes
# }
# }
# text = job_nanotech_research_unit_effect_desc
# }
triggered_desc = {
trigger = {
always = yes
# exists = owner
# owner = {
# is_individual_machine = yes
# }
}
text = job_nanotech_researcher_effect_desc
}
}
building_rg_nanotech_cauldron = {
base_buildtime = @b2_time
icon = building_nanotech_cauldron
category = manufacturing
potential = {
exists = owner
OR = {
#uses_district_set = rg_station
owner = { has_tradition = tr_rg_nanotech_1 }
}
# NOT = { has_modifier = resort_colony }
# NOT = { has_modifier = slave_colony }
}
allow = {
always = yes
}
# destroy_trigger = {
# exists = owner
# OR = {
# NOT = { owner = { has_tradition = tr_nanotech_2 } }
# has_modifier = slave_colony
# has_modifier = resort_colony
# }
# }
resources = {
category = planet_buildings
cost = {
minerals = 1000
}
produces = {
trigger = {
owner = {
NOT = {
has_deficit = minerals
}
}
}
alloys = 60
consumer_goods = 40
}
upkeep = {
nanites = 25
}
}
}
building_rg_nanite_transmuter = {
base_buildtime = @b3_time
icon = building_nanite_transmuter
category = manufacturing
potential = {
exists = owner
OR = {
#uses_district_set = rg_station
owner = { has_tradition = tr_rg_nanotech_1 }
}
# owner = { has_tradition = tr_nanotech_2 }
# NOT = { has_modifier = resort_colony }
# NOT = { has_modifier = slave_colony }
}
allow = {
has_upgraded_capital = yes
}
resources = {
category = planet_buildings
cost = {
minerals = 1000
}
produces = {
trigger = {
owner = {
NOT = {
has_deficit = minerals
}
}
}
nanites = 40
rare_crystals = 2
volatile_motes = 2
exotic_gases = 2
}
upkeep = {
minerals = 50
}
}
ai_resource_production = {
rare_crystals = @b3_rare_upkeep
volatile_motes = @b3_rare_upkeep
exotic_gases = @b3_rare_upkeep
trigger = {
always = yes
}
}
}

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component_set = {
key = "RG_SP_CANNON_INSTANT"
icon = "GFX_ship_part_space_whale_weapon_1"
icon_frame = 1
}
component_set = {
key = "LARGE_GRAY_WEAPON_LANCE"
icon = "GFX_ship_weapon_rg_spacetime_disruptor"
icon_frame = 1
}
component_set = {
key = "SMALL_GRAY_WEAPON_LANCE"
icon = "GFX_ship_part_gray_laser_1"
icon_frame = 1
}
component_set = {
key = "GRAY_BEAM_STATIC_X"
icon = "GFX_ship_part_gray_lance_2"
icon_frame = 1
}
component_set = {
key = "GRAY_BEAM_STATIC_MX"
icon = "GFX_ship_part_gray_lance_2"
icon_frame = 1
}
component_set = {
key = "GRAY_BEAM_STATIC_EX"
icon = "GFX_ship_part_archaeo_titan_beam"
icon_frame = 1
}
component_set = {
key = "LARGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_weapon_phaser_bank"
icon_frame = 1
}
component_set = {
key = "HUGE_GRAY_WEAPON_KIN"
icon = "GFX_ship_weapon_phaser_bank"
icon_frame = 1
}
component_set = {
key = "RG_FLAK_BATTERY"
icon = "GFX_ship_part_flak_batteries_4"
icon_frame = 1
}
component_set = {
key = "RG_FLAK_PHOENIX"
icon = "GFX_ship_part_graymine_old"
icon_frame = 1
}
component_set = {
key = "RG_ENERGY_MISSILE"
icon = "GFX_ship_part_graymine"
icon_frame = 1
}
component_set = {
key = "RG_ENERGY_MISSILE_KIN"
icon = "GFX_ship_part_graymine"
icon_frame = 1
}
component_set = {
key = "RG_CARRIER_RADAR"
icon = "GFX_ship_part_gray_sensor"
icon_frame = 1
}
component_set = {
key = "LARGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor"
icon_frame = 1
}
component_set = {
key = "HUGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor"
icon_frame = 1
}
component_set = {
key = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1
}
component_set = {
key = "RG_BOMBER_HANGAR_NEUTRON_TORPEDO"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1
}
component_set = {
key = "RG_BOMBER_HANGAR_AP_BOMB"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1
}
component_set = {
key = "RG_FIGHTER_HANGAR_BEAM"
icon = "GFX_ship_part_strike_craft_bomber_3"
icon_frame = 1
}
component_set = {
key = "RG_ANTIBAKAHALO_RADAR"
icon = "GFX_ship_part_sensor_1"
icon_frame = 1
}
component_set = {
key = "RG_BAKAHALO_RADAR"
icon = "GFX_ship_part_sensor_2"
icon_frame = 1
}
component_set = {
key = "RG_AUTO_REPAIR"
icon = "GFX_ship_part_ship_part_nanite_repair_system"
icon_frame = 1
}
component_set = {
key = "RG_ENIGMATIC_SCHEDULER"
icon = "GFX_ship_part_enigmatic_encoder"
icon_frame = 1
}
component_set = {
key = "RG_ARMOR_BOOSTER"
icon = "GFX_ship_part_rg_armor_hardener"
icon_frame = 1
}
component_set = {
# Nanobot Assimilation
key = "RG_PLANET_KILLER"
icon = "GFX_ship_part_devolution_beam"
icon_frame = 1
}
component_set = {
key = "RG_CLOAKING_3"
icon = "GFX_ship_part_cloak_3"
icon_frame = 1
}
component_set = {
key = "RG_REVIVE_COMPONENT"
icon = "GFX_ship_part_aura_inspiring_presence"
icon_frame = 1
}

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weapon_type_rg_sp
weapon_type_rg_jumpdrive
weapon_type_rg_clocking_comp
weapon_type_rg_thruster
weapon_type_rg_sensor
weapon_type_rg_halo
weapon_type_rg_aux
weapon_type_rg_computer
weapon_type_rg_secondary
weapon_type_rg_torpedoe
weapon_type_rg_main
weapon_type_rg_armor

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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#歼星武器-试射武器
weapon_component_template = {
key = "RG_PLANET_KILLER_SP"
size = planet_killer
type = planet_killer
icon = GFX_ship_part_divine_enforcer
icon_frame = 1
projectile_gfx = "gatebuilder_planet_weapon_ex"
planet_destruction_gfx = "neutron_planet_gfx"
total_fire_time = 60 #开火时间
firing_arc = 25
resources = {
category = ship_components
cost = {
alloys = 2000
nanites = 50
}
}
power = -1000
damage = {
min = 35
max = 350
} #伤害
windup = {
min = 32
max = 64
} #冷却
size_damage_factor = 10
hull_damage = 10 #船体伤害
shield_damage = 10 #护盾伤害
armor_damage = 10 #装甲伤害
shield_penetration = 10 #护盾穿透
armor_penetration = 10 #装甲穿透
tracking = 1 #追踪
range = 800 #范围
accuracy = 1 #命中
tags = {
weapon_type_rg_main
weapon_type_energy
}
size_restriction = {
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_mothership
}
component_set = "RG_PLANET_KILLER"
hidden = yes
ship_limit = 1
ai_weight = {
weight = 0
}
}
#歼星武器-风暴浪潮
weapon_component_template = {
key = "RG_PLANET_KILLER_NANO_SP"
size = planet_killer
type = planet_killer
icon = GFX_ship_part_divine_enforcer
icon_frame = 1
projectile_gfx = "gatebuilder_planet_weapon_ex"
planet_destruction_gfx = "neutron_planet_gfx"
total_fire_time = 60 #开火时间
firing_arc = 25
resources = {
category = ship_components
cost = {
alloys = 2000
nanites = 50
}
}
power = -1000
damage = {
min = 35
max = 350
} #伤害
windup = {
min = 32
max = 64
} #冷却
size_damage_factor = 10
hull_damage = 10 #船体伤害
shield_damage = 10 #护盾伤害
armor_damage = 10 #装甲伤害
shield_penetration = 10 #护盾穿透
armor_penetration = 10 #装甲穿透
tracking = 1 #追踪
range = 800 #范围
accuracy = 1 #命中
tags = {
weapon_type_rg_main
weapon_type_energy
}
size_restriction = {
RG_gray_juggernaut
RG_graygoo_capitalship
RG_graygoo_mothership
}
component_set = "RG_PLANET_KILLER"
prerequisites = { "tech_object_gray_7" }
ship_limit = 1
ai_weight = {
weight = 0
}
}
# 重组仪
utility_component_template = {
key = "RG_revive_component"
size = aux
icon = "GFX_ship_part_aura_inspiring_presence"
icon_frame = 1
power = 0
component_set = "RG_REVIVE_COMPONENT"
custom_tooltip = "RG_REVIVE_COMPONENT_tooltip"
hidden = yes
modifier = {
ship_emergency_ftl_mult = 10 #舰船紧急超光速受损风险+1000%
}
ship_limit = 1
ai_weight = {
weight = 0
}
}

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# Here you can specify the lists of limits for the number of ships of some types that country can own
# and potentially the lists of limits for the number of building of some type (not implemented yet)
# Note for overwriting: ownership_limits are extendable/additive. So if you make a second "default" and
# add a single ship_of_size_limit inside it, it will apply both the limits described here, and the one
# that you specified.
# To do a full overwrite, you need to overwrite 00_ownership_limits.txt instead.
# Example:
# name_of_ownership_limit = {
# ship_of_size_limits = {
# # the list of keys to ship_of_size_limits database
# }
# building_of_type_limit = {
# # not implemented yet
# }
# }
default = {
ship_of_size_limits = {
RG_graygoo_capitalship_ships_limit
RG_gray_juggernaut_ships_limit
}
}

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RG_gray_juggernaut_ships_limit = {
ship_types = {
RG_gray_juggernaut
}
base = 512 # 1 * juggernaut's size_multiplier
show = {
is_scope_valid = yes
has_technology = tech_gray_juggernaut_8
}
}
RG_graygoo_capitalship_ships_limit = {
ship_types = {
RG_graygoo_capitalship
}
base = 1024 # 1 * juggernaut's size_multiplier
show = {
is_scope_valid = yes
has_technology = tech_gray_juggernaut_8
}
}

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RG_gray_friendly = {
show_in_contacts_list = no
minimalist_contacts_list_profile = yes
share_communications = yes
default_ships = no
government = no
uses_origins = no
share_survey_data = yes
needs_survey = no
observable = yes
ai = {
enabled = no
}
faction = {
hostile = no
needs_border_access = no
generate_borders = no
needs_colony = no
auto_delete = no
}
custom_diplomacy = yes
modules = {
basic_technology_module = {
}
exclusive_diplomacy_module = {
contact_rule = on_action_only
}
}
}

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### turn off the lights
decision_rg_server_shut_down = {
owned_planets_only = yes
sound = event_administrative_work
icon = decision_glitchy_matrix
enactment_time = 30
resources = {
category = decisions
cost = {
unity = 200
}
}
potential = {
exists = owner
owner = {
has_tradition = tr_virtuality_finish
}
}
allow = {
is_capital = no
}
effect = {
destroy_colony = yes
}
ai_weight = {
weight = 0
}
}
### Nanotech Slushify Planet
decision_rg_nanotech_swarm_consume_world = {
icon = decision_tidal_lock_planet
sound = event_structural_collapse
#enactment_time = 360
resources = {
category = decisions
}
owned_planets_only = yes
potential = {
exists = owner
owner = {
has_tradition = tr_rg_nanotech_3
}
can_have_habitable_deposits = yes
is_capital = no
NOT = {
has_planet_flag = being_devoured
}
NOT = { has_designation = col_nanotech_world }
}
effect = {
custom_tooltip = decision_nanotech_swarm_consume_world_effect_desc
set_timed_planet_flag = {
days = 360
flag = recently_eaten_planet
}
hidden_effect = {
set_planet_flag = colony_event
set_planet_flag = being_devoured
add_modifier = {
modifier = being_devoured_modifier_nanotech
days = -1
}
export_trigger_value_to_variable = {
trigger = planet_size
variable = num_districts_terravore
}
export_trigger_value_to_variable = {
trigger = count_deposits
parameters = {
type = d_nanotech_devastation
}
variable = num_lithoid_blockers
}
if = {
limit = {
is_variable_set = num_lithoid_blockers
}
subtract_variable = {
which = num_districts_terravore
value = num_lithoid_blockers
}
}
}
owner = {
start_situation = {
type = situation_rg_nanotech_consume_planet
target = root
}
}
}
ai_weight = {
weight = 5
# don't wreck worlds you want to keep
modifier = {
factor = 0
is_lithoid_devouring_swarm_consumption_world = no
}
}
}

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# NGameplay = {
# GOVERNMENT_CIVIC_POINTS_BASE = 3 # Base amount of civic points (to "pay" for government civic costs)
# }

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d_rg_tempest_storm_1 = {
is_for_colonizable = yes
icon = d_fractal_seed
category = deposit_cat_rare
resources = {
category = planet_deposits
produces = {
nanites = 5
}
}
planet_modifier = {
district_mining_max = -2
}
potential = { always = no }
}
d_rg_tempest_storm_2 = {
is_for_colonizable = yes
icon = d_fractal_seed
category = deposit_cat_rare
resources = {
category = planet_deposits
produces = {
nanites = 9
}
}
planet_modifier = {
district_mining_max = -3
}
potential = { always = no }
}
d_rg_tempest_storm_3 = {
is_for_colonizable = yes
icon = d_fractal_seed
category = deposit_cat_rare
resources = {
category = planet_deposits
produces = {
nanites = 15
}
}
planet_modifier = {
pop_happiness = -1
district_mining_max = -5
}
potential = { always = no }
}

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@rw_cost = 1000
@rw_cost_sr = 50
@rw_maintenance = 5
@rw_maintenance_sr = 2
district_rg_city = {
icon = district_rw_city
base_buildtime = 30
is_capped_by_modifier = no
exempt_from_ai_planet_specialization = yes
show_on_uncolonized = {
exists = from
from = { is_regular_empire = yes }
uses_district_set = rg_station
}
potential = {
exists = owner
owner = { is_regular_empire = yes }
uses_district_set = rg_station
}
conversion_ratio = 0.5
convert_to = {
district_rg_nexus
district_rg_hive
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = @rw_maintenance
}
}
planet_modifier = {
planet_housing_add = 25
job_enforcer_add = 2
planet_max_buildings_add = 2
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
has_valid_civic = civic_agrarian_idyll
}
}
modifier = {
planet_housing_add = -5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_regular_empire = yes
is_fallen_empire = no
}
}
modifier = {
job_clerk_add = 2
job_culture_worker_add = 1
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_regular_empire = yes
is_fallen_empire = no
has_active_tradition = tr_virtuality_4
}
}
modifier = {
job_clerk_add = 4
job_culture_worker_add = 2
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_active_tradition = tr_prosperity_public_works }
}
modifier = {
planet_housing_add = 5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
has_technology = tech_housing_1
}
}
modifier = {
planet_housing_add = 5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
has_technology = tech_housing_2
NOT = { has_valid_civic = civic_agrarian_idyll }
}
}
modifier = {
planet_housing_add = 5
}
}
triggered_desc = {
trigger = {
planet = {
has_deposit = d_arcane_generator
NOT = { has_district = district_rw_city }
}
}
text = arcane_generator_upkeep_desc
}
triggered_desc = {
trigger = {
exists = owner
owner = { is_regular_empire = yes }
}
text = job_clerk_effect_desc
}
}
district_rg_hive = {
icon = district_rw_hive
base_buildtime = 30
is_capped_by_modifier = no
exempt_from_ai_planet_specialization = yes
show_on_uncolonized = {
exists = from
from = { is_hive_empire = yes }
uses_district_set = rg_station
}
potential = {
exists = owner
owner = { is_hive_empire = yes }
uses_district_set = rg_station
}
conversion_ratio = 0.5
convert_to = {
district_rg_nexus
district_rg_city
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = @rw_maintenance
}
}
planet_modifier = {
planet_housing_add = 30
job_maintenance_drone_add = 15
job_synapse_drone_add = 2
planet_max_buildings_add = 2
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_technology = tech_housing_1 }
}
modifier = {
planet_housing_add = 5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_technology = tech_housing_2 }
}
modifier = {
planet_housing_add = 5
job_maintenance_drone_add = 5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_active_tradition = tr_prosperity_extended_hives }
}
modifier = {
planet_housing_add = 5
}
}
triggered_desc = {
trigger = {
planet = {
has_deposit = d_arcane_generator
NOT = { has_district = district_rw_hive }
}
}
text = arcane_generator_upkeep_desc
}
}
district_rg_nexus = {
icon = district_rw_nexus
base_buildtime = 30
is_capped_by_modifier = no
exempt_from_ai_planet_specialization = yes
show_on_uncolonized = {
exists = from
from = { is_machine_empire = yes }
uses_district_set = rg_station
}
potential = {
exists = owner
owner = { is_machine_empire = yes }
uses_district_set = rg_station
}
conversion_ratio = 0.5
convert_to = {
district_rg_hive
district_rg_city
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = @rw_maintenance
}
}
planet_modifier = {
planet_housing_add = 25
job_maintenance_drone_add = 10
job_coordinator_add = 2
planet_max_buildings_add = 2
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_technology = tech_housing_1 }
}
modifier = {
planet_housing_add = 5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_technology = tech_housing_2 }
}
modifier = {
planet_housing_add = 5
job_maintenance_drone_add = 5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_active_tradition = tr_virtuality_4 }
}
modifier = {
job_maintenance_drone_add = 10
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_active_tradition = tr_prosperity_optimized_nexus }
}
modifier = {
planet_housing_add = 5
}
}
triggered_desc = {
trigger = {
planet = {
has_deposit = d_arcane_generator
NOT = { has_district = district_rw_nexus }
}
}
text = arcane_generator_upkeep_desc
}
}
district_rg_generator = {
icon = district_rw_generator
base_buildtime = 30
is_capped_by_modifier = no
show_on_uncolonized = {
uses_district_set = rg_station
exists = from
}
potential = {
exists = owner
uses_district_set = rg_station
}
convert_to = {
# district_rw_commercial
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
produces = {
energy = 50
}
}
triggered_planet_modifier = {
planet_housing_add = 10
}
}
district_rg_mining = {
icon = district_hab_mining
base_buildtime = 30
is_capped_by_modifier = no
show_on_uncolonized = {
uses_district_set = rg_station
exists = from
}
potential = {
exists = owner
uses_district_set = rg_station
}
convert_to = {
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = 5
}
produces = {
minerals = 50
}
}
triggered_planet_modifier = {
planet_housing_add = 10
}
}
district_rg_farming = {
icon = district_rw_farming
base_buildtime = 30
is_capped_by_modifier = no
show_on_uncolonized = { uses_district_set = rg_station }
potential = {
uses_district_set = rg_station
exists = owner
NOT = {
AND = {
owner = { is_ai = yes }
owner = { country_uses_food = no }
}
}
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = 5
}
produces = {
food = 50
}
}
# triggered for tooltip formatting purposes
triggered_planet_modifier = {
modifier = {
planet_housing_add = 10
}
}
}
district_rg_science = {
icon = district_rw_science
base_buildtime = 30
is_capped_by_modifier = no
show_on_uncolonized = { uses_district_set = rg_station }
potential = { uses_district_set = rg_station }
prerequisites = {
tech_basic_science_lab_1
}
allow = {
hidden_trigger = {
OR = {
NOT = { exists = owner }
owner = {
has_technology = tech_basic_science_lab_1
}
}
}
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = @rw_maintenance
}
}
triggered_planet_modifier = {
planet_housing_add = 10
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_regular_empire = yes }
}
modifier = {
job_researcher_add = 15
}
}4
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_hive_empire = yes }
}
modifier = {
job_brain_drone_add = 15
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { is_machine_empire = yes }
}
modifier = {
job_calculator_add = 15
}
}
#Jobs from Virtuality ascension
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_regular_empire = yes
has_active_tradition = tr_virtuality_4
}
}
job_researcher_add = 5
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_machine_empire = yes
has_active_tradition = tr_virtuality_4
}
}
job_calculator_add = 5
}
triggered_desc = {
trigger = {
planet = {
has_deposit = d_arcane_generator
NOT = { has_district = district_rw_science }
}
}
text = arcane_generator_upkeep_desc
}
triggered_desc = {
trigger = {
exists = owner
owner = { is_regular_empire = yes }
}
text = job_researcher_effect_desc
}
triggered_desc = {
trigger = {
exists = owner
owner = { is_hive_empire = yes }
}
text = job_brain_drone_effect_desc
}
triggered_desc = {
trigger = {
exists = owner
owner = { is_machine_empire = yes }
}
text = job_calculator_effect_desc
}
}
district_rg_industrial = {
icon = district_rw_industrial
base_buildtime = 30
is_capped_by_modifier = no
show_on_uncolonized = { uses_district_set = rg_station }
potential = {
uses_district_set = rg_station
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = @rw_maintenance
}
upkeep = {
trigger = {
exists = owner
owner = {
has_edict = industrial_maintenance
}
}
energy = 4
}
}
triggered_planet_modifier = {
planet_housing_add = 10
}
inline_script = {
script = jobs/industrial_districts_factory_add
AMOUNT = 10
}
inline_script = {
script = jobs/industrial_districts_foundry_add
AMOUNT = 10
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_machine_empire = yes
has_edict = industrial_maintenance
}
}
modifier = {
job_maintenance_drone_add = 2
}
}
triggered_desc = {
trigger = {
exists = owner
owner = {
is_machine_empire = yes
has_edict = industrial_maintenance
}
}
text = job_maintenance_drone_effect_desc
}
}
district_rg_nanites = {
icon = district_rg_nanites
base_buildtime = 30
is_capped_by_modifier = no
show_on_uncolonized = {
uses_district_set = rg_station
exists = from
}
potential = {
exists = owner
uses_district_set = rg_station
}
convert_to = {
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = 5
minerals = 40
}
produces = {
nanites = 40
}
}
triggered_planet_modifier = {
planet_housing_add = 10
}
}
# district_rg_commercial = {
# icon = district_rw_commercial
# base_buildtime = 30
# is_capped_by_modifier = no
#
# show_on_uncolonized = {
# uses_district_set = rg_station
# exists = from
# from = {
# is_gestalt = no
# is_fallen_empire = no
# }
# }
#
# potential = {
# exists = owner
# owner = {
# is_gestalt = no
# is_fallen_empire = no
# }
# uses_district_set = rg_station
# }
#
# convert_to = {
# district_rw_generator
# }
#
# resources = {
# category = planet_districts
# cost = {
# minerals = @rw_cost
# rare_crystals = @rw_cost_sr
# }
# upkeep = {
# energy = @rw_maintenance
# rare_crystals = @rw_maintenance_sr
# }
# }
#
# triggered_planet_modifier = {
# planet_housing_add = 10
# job_trader_add = 2
# job_clerk_add = 6
# }
#
# triggered_planet_modifier = {
# potential = {
# exists = owner
# owner = {
# has_active_tradition = tr_mercantile_commercial_enterprise
# }
# }
# modifier = {
# job_trader_add = 2
# }
# }
#
# triggered_planet_modifier = {
# potential = {
# exists = owner
# owner = { has_active_tradition = tr_virtuality_4 }
# }
# modifier = {
# job_clerk_add = 6
# }
# }
#
# triggered_desc = {
# trigger = {
# planet = {
# has_deposit = d_arcane_generator
# NOT = { has_district = district_rw_commercial }
# }
# }
# text = arcane_generator_upkeep_desc
# }
#
# triggered_desc = {
# text = job_trader_effect_desc
# }
#
# triggered_desc = {
# text = job_clerk_effect_desc
# }
# }

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# Machine
# rg_fallen_gray_empire = {
# graphical_culture = "fallen_machine_empire_01"
# initializer = "rg_fallen_machine"
#
# weight_modifier = {
# base = 1
# modifier = {
# factor = 100000
# has_origin = rg_origin_scion
# }
# }
#
# possible = {
# host_has_dlc = "Synthetic Dawn Story Pack"
# }
#
# create_country_effect = {
# create_species = {
# name = 纳米构造体
# class = RG_MACHINE
# portrait = "rg_machine_maid"
# traits = {
# trait = trait_machine_unit
# trait = rg_machine_maid_trait
# trait = trait_robot_mass_produced
# trait = ramdom_trait
# }
# extra_trait_points = 3
# allow_negative_traits = no
# namelist = MACHINE3
# effect = {
# save_event_target_as = rg_fallen_maid_species
# }
# }
# create_country = {
# name = 德萨努-纳迪沙协议
# type = fallen_empire
# flag = {
# icon = {
# category = "special"
# file = "gray_goo.dds"
# }
# background = {
# category = "backgrounds"
# file = "sinus.dds"
# }
# colors = {
# "grey"
# "dark_grey"
# "null"
# "null"
# }
# }
# ignore_initial_colony_error = yes
# authority = auth_machine_intelligence
# civics = {
# civic = civic_machine_remnants
# civic = civic_custodian_directives
# }
# species = last_created_species
# ethos = {
# ethic = ethic_gestalt_consciousness
# }
# origin = "origin_fallen_empire"
# effect = {
# save_global_event_target_as = rg_fe_country
# set_country_flag = rg_fallen_empire_machine
# add_resource = {
# minerals = 10000
# energy = 10000
# food = 1000
# influence = 500
# }
# if = {
# limit = { host_has_dlc = "Apocalypse" }
# give_technology = {
# tech = tech_colossus
# message = no
# }
# }
# # must initialize global designs here
# add_global_ship_design = "NAME_Gray_Omega"
# add_global_ship_design = "NAME_Gray_Alpha"
# add_global_ship_design = "NAME_Gray_Beta"
# add_global_ship_design = "NAME_Gray_Gamma"
# add_global_ship_design = "NAME_Gray_Theta"
# add_global_ship_design = "NAME_Gray_Tau"
# add_global_ship_design = "NAME_Gray_Sigma"
# add_global_ship_design = "NAME_Gray_FE_Starbase"
# if = {
# limit = {
# NOT = {
# exist = event_target:rg_gray_country_leader
# }
# }
# rg_gray_country_leader_init = yes
# set_leader = last_created_leader
# }
# else = {
# set_leader = last_created_leader
# }
# ruler = {
# add_skill = 9
# }
# }
# }
# }
# }

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concept_tradition_rg_nanotech = {
icon = "gfx/interface/icons/traditions/tree_icons/tradition_icon_nanotech.dds"
tooltip_override = "tradition_category:tradition_rg_nanotech"
}

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#############################
### Fallen Machine Empire ###
#############################
# Planet Destroyer
ship_design = {
name = "NAME_Gray_Omega"
ship_size = colossus
section = {
template = "SHIP_COLOSSUS_SECTION"
slot = "ship"
component = {
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COLOSSUS_DARK_MATTER_REACTOR"
required_component="COLOSSUS_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Massive Ship
ship_design = {
name = "NAME_Gray_Alpha"
ship_size = massive_ship_fallen_empire
section = {
template = "fallen_empire_massive_warship_key"
slot = "mid"
component = {
slot = "TITANIC_01"
template = "GRAY_BEAM_STATIC_EX"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_03"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_04"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_05"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_06"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_07"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_08"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_7"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_8"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_9"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_10"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_11"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_12"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_13"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_14"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_15"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_16"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_17"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_18"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_19"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_20"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_3"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COMBAT_COMPUTER_ARTILLERY_SAPIENT"
required_component="TITAN_DARK_MATTER_REACTOR"
required_component="TITAN_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Large Ship
ship_design = {
name = "NAME_Gray_Beta"
ship_size = large_ship_fallen_empire
section = {
template = "fallen_empire_large_warship_key"
slot = "mid"
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "EXTRA_LARGE_02"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_7"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_8"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_3"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COMBAT_COMPUTER_LINE_SAPIENT"
required_component="BATTLESHIP_DARK_MATTER_REACTOR"
required_component="BATTLESHIP_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Small Ship
ship_design = {
name = "NAME_Gray_Gamma"
ship_size = small_ship_fallen_empire
section = {
template = "fallen_empire_warship_small_key"
slot = "mid"
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_04"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_03"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "MEDIUM_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "MEDIUM_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="JUMP_DRIVE_1"
required_component="COMBAT_COMPUTER_PICKET_SAPIENT"
required_component="DESTROYER_DARK_MATTER_REACTOR"
required_component="DESTROYER_SHIP_THRUSTER_5"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Defense Platform
ship_design = {
name = "NAME_Gray_Sigma"
ship_size = military_station_small_fallen_empire
section = {
template = "fallen_empire_station_small_key"
slot = "mid"
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_05"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "SHIELD_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "SHIELD_BOOSTER"
}
}
required_component="SENSOR_4"
required_component="COMBAT_COMPUTER_PLATFORM_SAPIENT"
required_component="PLATFORM_DARK_MATTER_REACTOR"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Construction Ship
ship_design = {
name = "NAME_Gray_Theta"
ship_size = constructor
section = {
template = "DEFAULT_CONSTRUCTION_SECTION"
slot = "mid"
component = {
slot = "SMALL_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "SMALL_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
}
required_component="JUMP_DRIVE_1"
required_component="SHIP_THRUSTER_5"
required_component="SENSOR_4"
required_component="CORVETTE_DARK_MATTER_REACTOR"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Colony Ship
ship_design = {
name = "NAME_Gray_Tau"
ship_size = colonizer
section = {
template = "DEFAULT_COLONIZATION_SECTION"
slot = "mid"
component = {
slot = "SMALL_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "SMALL_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "SMALL_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
}
required_component="JUMP_DRIVE_1"
required_component="SHIP_THRUSTER_5"
required_component="SENSOR_4"
required_component="CORVETTE_DARK_MATTER_REACTOR"
# For special buildable
is_special_buildable = yes
allow_buildable_trigger = is_fallen_empire_machine
}
# Awakened Fallen Empire Starbase
ship_design = {
name = "NAME_Gray_FE_Starbase"
ship_size = starbase_fe_outpost
section = {
template = "station_generic_01_key"
slot = "mid"
component = {
slot = "SMALL_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SMALL_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
}
required_component="SENSOR_2"
}

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# 星环基地 1
ship_design = {
name = "RG_ORBITAL_RING_TIER_1_STARBASE"
ship_size = RG_orbital_ring_tier_1
section = {
template = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
slot = "core"
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_03"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_04"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_02"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_03"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_04"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_05"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_06"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_07"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_08"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_05"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_07"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "STRIKE_CRAFT_08"
template = "RG_BOMBER_HANGAR_ATTACK_ROCKET"
}
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_04"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_03"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_7"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_8"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_ARMOR_BOOSTER"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_AUTO_REPAIR"
}
}
required_component = "RG_gatebuilder_sensor"
required_component = "RG_FUSION_NANO_REACTOR_L"
required_component = "RG_COMBAT_COMPUTER_COLOSSUS"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "STARBASE_AURA_FTL_INHIBITOR"
}
# Factory
ship_design = {
name = "NAME_RG_Nanite_Starbase"
ship_size = starbase_starfortress
is_event_design = yes
section = {
template = "RG_nanite_factory_key"
slot = "mid"
component = {
slot = "TITAN_01"
template = "GRAY_BEAM_STATIC_EX"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_02"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_03"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_04"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_05"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_06"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_07"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_08"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_09"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_10"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_11"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_12"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_05"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_07"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_08"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_09"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_10"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_11"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_12"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_13"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_14"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_15"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_7"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_8"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_9"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_10"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENIGMATIC_SCHEDULER"
}
}
required_component = "RG_gatebuilder_sensor"
required_component = "RG_FUSION_NANO_REACTOR_L"
required_component = "COMBAT_COMPUTER_PLATFORM_ADVANCED"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "STARBASE_AURA_FTL_INHIBITOR"
}

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#工程船
ship_design = {
name = "NAME_RG_GRAY_constructor"
ship_size = RG_armed_constructor_ship
is_event_design = yes
section = {
template = "RG_armed_constructor_ship"
slot = "mid"
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "LARGE_GUN_01"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "LARGE_GUN_02"
template = "LARGE_GRAY_WEAPON_LANCE"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_02"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_03"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_04"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
#required_component = "RG_ANTIBAKAHALO"
}
#科研船
ship_design = {
name = "NAME_RG_GRAY_scienceship"
ship_size = RG_armed_science_ship
is_event_design = yes
section = {
template = "RG_armed_science_ship"
slot = "mid"
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_02"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_03"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "TORPEDO_04"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "RG_AUTOCONST_HANGER"
}
#压制舰
ship_design = {
name = "NAME_RG_armed_transport_ship"
ship_size = RG_armed_transport_ship
is_event_design = yes
section = {
template = "RG_armed_transport_ship"
slot = "mid"
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_05"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
}
#殖民舰
ship_design = {
name = "NAME_RG_armed_colony_ship"
ship_size = RG_armed_colony_ship
is_event_design = yes
section = {
template = "RG_armed_colony_ship"
slot = "mid"
component = {
slot = "EXTRA_LARGE_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_03"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_04"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_05"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_06"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_5"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_6"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ENGINE_BOOSTER"
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
}
# 星海试验船
ship_design = {
name = "RG_COLOSSUS_interdictor_SP"
ship_size = RG_graygoo_interdictor
is_event_design = yes
section = {
template = "RG_COLOSSUS_interdictor_key"
slot = "mid"
component = {
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER_SP"
}
component = {
slot = "LARGE_UTILITY_1"
template = ""
}
component = {
slot = "LARGE_UTILITY_2"
template = ""
}
component = {
slot = "LARGE_UTILITY_3"
template = ""
}
component = {
slot = "LARGE_UTILITY_4"
template = ""
}
component = {
slot = "LARGE_UTILITY_5"
template = ""
}
component = {
slot = "LARGE_UTILITY_6"
template = ""
}
component = {
slot = "AUX_UTILITY_1"
template = ""
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
}
# 星海试验船-传统
ship_design = {
name = "RG_COLOSSUS_interdictor_NANO_SP"
ship_size = RG_graygoo_interdictor
is_event_design = yes
section = {
template = "RG_COLOSSUS_interdictor_key"
slot = "mid"
component = {
slot = "PLANET_KILLER_GUN_01"
template = "RG_PLANET_KILLER_NANO_SP"
}
component = {
slot = "LARGE_UTILITY_1"
template = ""
}
component = {
slot = "LARGE_UTILITY_2"
template = ""
}
component = {
slot = "LARGE_UTILITY_3"
template = ""
}
component = {
slot = "LARGE_UTILITY_4"
template = ""
}
component = {
slot = "LARGE_UTILITY_5"
template = ""
}
component = {
slot = "LARGE_UTILITY_6"
template = ""
}
component = {
slot = "AUX_UTILITY_1"
template = ""
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
}
# 星海纸船
ship_design = {
name = "RG_Buff_interdictor_SP"
ship_size = RG_graygoo_interdictor
is_event_design = yes
section = {
template = "RG_Buff_interdictor_key"
slot = "mid"
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "PD_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = ""
}
component = {
slot = "LARGE_UTILITY_2"
template = ""
}
component = {
slot = "LARGE_UTILITY_3"
template = ""
}
component = {
slot = "LARGE_UTILITY_4"
template = ""
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_revive_component"
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "HYPER_DRIVE_3"
required_component = "SENSOR_4"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = ""
required_component = ""
}
# Nanite Dragon
ship_design = {
name = "NAME_RG_FAKE_Dragon"
ship_size = nanite_space_dragon_baby
is_event_design = yes
section = {
template = "nanite_space_dragon_baby_key"
slot = "mid"
component = {
slot = "PRIMARY_GUN_01"
template = "GRAY_BEAM_STATIC_X"
}
component = {
slot = "SECONDARY_GUN_01"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_02"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_03"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_04"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_05"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_06"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_07"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "SECONDARY_GUN_08"
template = "SMALL_GRAY_WEAPON_LANCE"
}
component = {
slot = "TERTIARY_GUN_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "TERTIARY_GUN_02"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "TERTIARY_GUN_03"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "TERTIARY_GUN_04"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_3"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_4"
template = "HUGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
component = {
slot = "AUX_UTILITY_2"
template = "RG_ARMOR_BOOSTER"
}
}
required_component = "GUARDIAN_DRIVE"
required_component = "RG_COMBAT_COMPUTER_battle"
required_component = "GUARDIAN_PROPULSION"
required_component = "GUARDIAN_SENSORS"
}
#运航舰
ship_design = {
name = "NAME_RG_carrier_destroyer"
ship_size = RG_armed_transport_ship
is_event_design = yes
section = {
template = "RG_carrier_destroyer_key"
slot = "mid"
component = {
slot = "STRIKE_CRAFT_01"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "STRIKE_CRAFT_02"
template = "RG_FIGHTER_HANGAR_BEAM"
}
component = {
slot = "PD_01"
template = "RG_FLAK_BATTERY"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}
#驱逐舰
ship_design = {
name = "NAME_RG_base_destroyer"
ship_size = RG_graygoo_destroyer
is_event_design = yes
section = {
template = "RG_base_destroyer_key"
slot = "mid"
component = {
slot = "MEDIUM_GUN_01"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_02"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "MEDIUM_GUN_03"
template = "MEDIUM_GRAY_WEAPON_LANCE"
}
component = {
slot = "TORPEDO_01"
template = "RG_ENERGY_MISSILE"
}
component = {
slot = "LARGE_UTILITY_1"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "LARGE_UTILITY_2"
template = "LARGE_GRAY_MIX_ARMOR"
}
component = {
slot = "AUX_UTILITY_1"
template = "RG_AUTO_REPAIR"
}
}
required_component = "RG_FUSION_NANO_REACTOR_S"
required_component = "RG_gatebuilder_jump"
required_component = "RG_gatebuilder_sensor"
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_torpedo"
}

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origin_rg_gray = {
is_origin = yes
icon = "gfx/interface/icons/origins/origins_fratricide.dds"
picture = GFX_evt_ship_in_orbit_2
flags = {
origin_rg_gray
}
non_colonizable_planet_class_neighbor = yes
description = "origin_tooltip_rg_gray_effects"
advanced_start = yes
max_once_global = yes
random_weight = {
base = 0
}
playable = {
host_has_dlc = "Distant Stars Story Pack"
}
possible = {
civics = {
OR = {
value = civic_rg_gray_cluster
value = civic_rg_gray_non_cluster
}
}
}
}
rg_origin_scion = {
is_origin = yes
icon = "gfx/interface/icons/origins/origins_scion_1.dds"
picture = GFX_origin_rg_scion
advanced_start = yes
max_once_global = yes
playable = {
host_has_dlc = Federations
}
# possible = {
# ethics = {
# NOR = {
# value = ethic_gestalt_consciousness
# #value = ethic_xenophobe
# value = ethic_fanatic_xenophobe
# }
# }
# civics = {
# NOT = { value = civic_pompous_purists }
# }
# }
description = "origin_tooltip_rg_scion_effects"
flags = { custom_start_screen }
random_weight = {
base = 0
}
}

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civic_rg_gray_cluster = {
icon = gfx/interface/icons/governments/civics/civic_efficient_bureaucracy.dds
potential = {
origin = { value = origin_rg_gray }
}
possible = {
civics = { NOT = { value = civic_rg_gray_non_cluster } }
origin = { value = origin_rg_gray }
}
random_weight = {
base = 0
}
modification = no
description = "civic_tooltip_rg_gray_cluster"
modifier = {
country_government_civic_points_add = 1
}
}
civic_rg_gray_non_cluster = {
icon = gfx/interface/icons/governments/civics/civic_nationalistic_zeal.dds
potential = {
origin = { value = origin_rg_gray }
}
possible = {
civics = { NOT = { value = civic_rg_gray_cluster } }
origin = { value = origin_rg_gray }
}
random_weight = {
base = 0
}
modification = no
description = "civic_tooltip_rg_gray_non_cluster"
modifier = {
country_government_civic_points_add = 1
}
}

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produces = {
trigger = {
OR = {
has_trait = rg_machine_maid_trait
}
}
nanites = -0.1
multiplier = value:rg_maid_trait_mult
}
# vanilla
produces = {
trigger = {
OR = {
has_trait = trait_lithoid_scintillating
has_trait = trait_advanced_scintillating
}
}
rare_crystals = @lithoid_trait_resource_production
multiplier = value:lithoid_trait_mult
}
produces = {
trigger = {
OR = {
has_trait = trait_lithoid_gaseous_byproducts
has_trait = trait_advanced_gaseous_byproducts
}
}
exotic_gases = @lithoid_trait_resource_production
multiplier = value:lithoid_trait_mult
}
produces = {
trigger = {
OR = {
has_trait = trait_lithoid_volatile_excretions
has_trait = trait_advanced_volatile_excretions
}
}
volatile_motes = @lithoid_trait_resource_production
multiplier = value:lithoid_trait_mult
}
produces = {
trigger = {
OR = {
has_trait = trait_notofthisworld
has_trait = trait_robot_notofthisworld
has_trait = trait_exd
}
}
physics_research = 0.5
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = astralnomical_interest_modifier
}
is_enslaved = no
is_robot_pop = no
}
physics_research = 1
}
produces = {
trigger = {
has_trait = trait_cybernetic
exists = owner
owner = {
has_country_flag = driven_neural_chorus
}
}
unity = 0.1
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = particle_storm_aftermath_modifier_severity_1
}
}
volatile_motes = 0.02
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = particle_storm_aftermath_modifier_severity_2
}
}
volatile_motes = 0.04
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = particle_storm_aftermath_modifier_severity_3
}
}
volatile_motes = 0.06
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = celestial_storm_aftermath_modifier_severity_1
}
}
rare_crystals = 0.02
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = celestial_storm_aftermath_modifier_severity_2
}
}
rare_crystals = 0.04
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = celestial_storm_aftermath_modifier_severity_3
}
}
rare_crystals = 0.06
}

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# example_class = {
# name = <name_key>
# name_plural = <name_plural_key>
# description = <description_key>
#
# #all the following default to no
# can_lead_army = yes/no # Applies skill_<class_id>_army scaled by level to armies
# can_lead_navy = yes/no # Applies skill_<class_id>_navy scaled by level to fleets
# can_govern_planet = yes/no # Applies skill_<class_id>_planet_governor scaled by level to governed planet
# Applies skill_<class_id>_sector_governor scaled by level to governed sector, if governing the sector capital
# Applies skill_<class_id>_background_planet_governor scaled by level togoverned planet, if governing their homeworld
# can_be_envoy = yes/no
# can_research_tech = yes/no
# can_research_special_projects = yes/no
# can_crew_science_ship = yes/no
# can_research_anomalies = yes/no
# can_research_archaeology_site = yes/no
# can_survey = yes/no
# can_boost_cloaking_detection = yes/no
# can_explore_rifts = yes/no
# can_conduct_active_reconnaissance = yes/no
# can_govern_planet = yes/no
# can_have_traits = yes/no # defaults to yes, if no this class will not gain LEADER_ASSIGNED_MONTHLY_EXPERIENCE when assigned
# can_rule_empire = yes/no # defaults to yes
# recruitable = yes/no # defaults to yes
# max_trait_points = <num>
# leader_capacity = <num> # maximum number of leader of this type before you get maluses, 0 means no cap
# 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
# # can appear multiple times
#
# resources = { #upkeep
# category = leader_scientists/etc
# cost = {
# ...
# }
# }
#
# ai_weight = { # used to determine which type of leader the AI prefers (frex: commanders for warlike leaders, and governor for pacifists)
# base = <num>
# modifier = {}
# }
#
# ai_location_weight = { # used to evaluate a specific leader for an assignment to a specific location (right now only used for fleet),
# # scope is the leader, from is the leader location (can be a planet, a fleet, an army etc)
# # if the score is 0 or less, the leader will not be assigned to that location
# base = <num>
# modifier = {}
# }
#
# minimum_ai_target = <num>
#
# leader_background_job_weight = {
# job_name = <weight>
# # etc
# }
# }
#
# icon = 1 # 1-based index in the icon file. might be replaced by an icon name later
#
# paragon_background_selector = <name of an asset_selector>, used to display a background behind paragon portraits
#
#
# How the AI assigns leaders now:
#
# 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)
# Step 2: Sort all available leaders by skill
# Step 3: for each leader in order, calculate a location weight based on the ai_location_weight of their class
# Step 4: Assign the highest leader/location pair based on the weight
# Step 5: if no leader was assigned, see if hiring a leader is possible repeating the same steps
# rg_nanite_leader = {
# name = rg_nanite_leader
# name_plural = rg_nanite_leader_plural
# description = rg_nanite_leader_description
#
# can_lead_army = yes
# can_lead_navy = yes
# can_govern_planet = yes
# can_be_envoy = yes
# can_research_tech = yes
# can_research_special_projects = yes
# can_crew_science_ship = yes
# can_research_anomalies = yes
# can_research_archaeology_site = yes
# can_survey = yes
# can_boost_cloaking_detection = yes
# can_explore_rifts = yes
# can_conduct_active_reconnaissance = yes
# can_govern_planet = yes
# can_have_traits = yes
# can_rule_empire = yes
# recruitable = no
# max_trait_points = 3
# leader_capacity = 3
#
# ai_weight = {
# modifier = {
# factor = 0
# }
# }
# icon = 4
# paragon_background_selector = "paragon_background_selector"
# }

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# see README.txt for example
@central_orbital_build_time = 1800
@central_orbital_alloy_cost = 1500
@central_orbital_influence_cost = 200
@major_orbital_build_time = 720
@major_orbital_alloy_cost = 200
@minor_orbital_build_time = 180
@minor_orbital_alloy_cost = 50
# Habitat Central Complex
RG_habitat_central_complex = {
entity = "gatebuilder_01_space_station_entity"
construction_entity = "habitat_phase_03_entity"
portrait = "GFX_megastructure_habitat_background"
place_entity_on_planet_plane = no
show_galactic_map_icon = no
hide_name = yes
show_in_outliner = no
entity_offset = { x = 7 y = -7 }
build_time = 360
resources = {
category = megastructures_habitat
cost = {
nanites = 4500
influence = 200
}
}
construction_blocks_and_blocked_by = self_type
potential = {
has_tradition = tr_rg_nanotech_2
# OR = {
# has_technology = tech_habitat_1
# has_civic = civic_diadochi
# has_civic = civic_great_khans_legacy
# has_country_flag = democratic_khanate_flag
# }
}
possible = {
exists = starbase
custom_tooltip = {
fail_text = "requires_inside_border"
is_inside_border = from
}
custom_tooltip = {
fail_text = "requires_not_habitat_central_complex"
NOT = {
OR = {
any_system_planet = {
has_planet_flag = habitat
}
has_megastructure = habitat_central_complex_ruined
}
}
}
custom_tooltip = {
fail_text = "requires_no_orbital_debris"
NOT = {
any_system_planet = {
has_planet_flag = has_orbital_debris
}
}
}
}
placement_rules = {
planet_possible = {
custom_tooltip = {
fail_text = "requires_surveyed_planet"
is_surveyed = { # prevent leaking habitability information
who = prev.from
status = yes
}
}
custom_tooltip = {
fail_text = "requires_no_anomaly"
NOT = { has_anomaly = yes }
}
custom_tooltip = {
fail_text = "requires_no_existing_megastructure"
#can_build_megastructure_on_planet = yes
NOR = {
solar_system = {
OR = {
has_star_flag = ithomes_gate
}
}
is_planet_class = pc_habitat
}
}
# balance for habitats
custom_tooltip = {
fail_text = "requires_not_minor_planetary_body"
NOR = {
is_asteroid = yes
is_moon = yes
}
}
custom_tooltip = {
fail_text = "requires_not_solarpunk"
NOT = {
solar_system = {
has_star_flag = solarpunk_system_02
}
}
}
if = {
limit = {
from = { is_ai = yes }
}
or = {
has_deposit_for = shipclass_mining_station
has_deposit_for = shipclass_research_station
}
}
} # use these for all non-star megastructures
}
# root = system
# from = country
ai_weight = {
factor = 0
}
on_build_complete = {
fromfrom.planet = {
save_event_target_as = target_planet
}
if = {
limit = {
fromfrom.planet = {
is_star = yes
}
}
spawn_rg_habitat_effect = {
DISTANCE = 19.798
}
}
else = {
spawn_rg_habitat_effect = {
DISTANCE = 9.899
}
}
fromfrom.solar_system = {
set_star_flag = has_habitat
}
if = {
limit = {
event_target:target_planet = {
OR = {
has_deposit_for = shipclass_research_station
has_deposit_for = shipclass_mining_station
}
}
}
on_orbital_complete_effect = {
BODY = major
TYPE = resource
}
}
else = {
on_orbital_complete_effect = {
BODY = major
TYPE = generic
}
}
remove_megastructure = fromfrom
from = { country_event = { id = megastructures.10 } }
}
}

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RG_orbital_ring = {
entity = ""
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes
entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes
show_galactic_map_icon = no
show_in_outliner = no
build_time = 720
resources = {
category = megastructures
cost = {
alloys = 1000
influence = 50
}
}
construction_blocks_and_blocked_by = none
potential = {
has_technology = tech_gray_noway
}
possible = {
exists = starbase
custom_tooltip = {
fail_text = "requires_inside_border"
is_inside_border = from
}
}
placement_rules = {
planet_possible = {
custom_tooltip = {
fail_text = "requires_surveyed_planet"
is_surveyed = {
# prevent leaking habitability information
who = prev.from
status = yes
}
}
custom_tooltip = {
fail_text = "requires_no_anomaly"
NOT = {
has_anomaly = yes
}
}
custom_tooltip = {
fail_text = "requires_colonized_planet_orbital_ring"
# is_colony = yes
exists = owner
exists = controller
controller = {
is_same_value = prev.owner
}
}
custom_tooltip = {
fail_text = "requires_not_hostile_or_primitive"
NOR = {
planet_is_hostile_or_crisis = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
}
}
custom_tooltip = {
fail_text = "requires_no_existing_megastructure"
#can_build_megastructure_on_planet = yes
NOR = {
has_planet_flag = megastructure
AND = {
has_planet_flag = has_megastructure
# Special exception so you can build an orbital ring even if you have MSI's warship as a habitat.
NOT = {
has_planet_flag = has_payback_habitat
}
}
has_planet_flag = ruined_orbital_ring_planet
solar_system = {
has_star_flag = ring_world_built
}
is_artificial = yes
}
}
custom_tooltip = {
fail_text = "requires_no_orbital_debris"
NOR = {
has_planet_flag = has_orbital_debris
}
}
if = {
limit = {
from = {
is_ai = yes
}
}
num_pops >= 25
}
}
}
# root = system
# from = country
ai_weight = {
factor = 5
modifier = {
factor = 3
solar_system = {
exists = owner
is_same_value = owner.capital_scope.solar_system
}
}
modifier = {
factor = 2
any_neighbor_system = {
exists = owner
is_same_value = owner.capital_scope.solar_system
}
}
modifier = {
factor = 0.1
any_neighbor_system = {
exists = owner
owner = {
NOT = {
is_same_value = from
}
}
}
}
modifier = {
factor = 3
any_system_colony = {
num_pops >= 50
NOT = {
exists = orbital_defence
}
}
}
}
on_build_start = {
}
on_build_cancel = {
}
on_build_complete = {
fromfrom.planet = {
set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet
if = {
limit = {
has_orbital_station = yes
}
orbital_station = {
dismantle = yes
}
}
create_starbase = {
size = orbital_ring_tier_1
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = {
}
}
}
remove_megastructure = fromfrom
from = {
country_event = {
id = tutorial.2121
}
}
}
}
orbital_ring_ruined = {
entity = "orbital_ring_01_destroyed_entity"
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes
entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes
potential = {
always = no
}
is_ruined_orbital_ring = yes
}
orbital_ring_restored = {
entity = ""
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
place_entity_on_planet_plane = yes
entity_offset = {
x = 0
y = 0
}
scales_with_planet = yes
show_galactic_map_icon = no
show_in_outliner = no
build_time = 720
resources = {
category = megastructures
cost = {
alloys = 500
influence = 50
}
}
upgrade_from = {
orbital_ring_ruined
}
possible = {
from = {
has_technology = tech_orbital_ring_tier_1
}
custom_tooltip = {
fail_text = "requires_outpost"
exists = starbase
}
custom_tooltip = {
fail_text = "requires_inside_border"
is_inside_border = from
}
custom_tooltip = {
fail_text = "requires_no_anomaly"
any_system_planet = {
has_planet_flag = ruined_orbital_ring_planet
NOT = {
has_anomaly = yes
}
}
}
custom_tooltip = {
fail_text = "requires_colonized_planet_orbital_ring"
any_system_colony = {
has_planet_flag = ruined_orbital_ring_planet
is_colony = yes
exists = owner
exists = controller
owner = {
is_same_value = from
}
controller = {
is_same_value = from
}
}
}
}
on_build_start = {
}
on_build_cancel = {
}
on_build_complete = {
random_system_planet = {
limit = {
has_planet_flag = ruined_orbital_ring_planet
}
set_planet_flag = has_megastructure
save_event_target_as = orbital_ring_planet
if = {
limit = {
has_orbital_station = yes
}
orbital_station = {
dismantle = yes
}
}
From = {
create_ship_design = {
design = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
}
add_ship_design = last_created_design
}
create_starbase = {
size = RG_orbital_ring_tier_1
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = {
}
}
From = {
remove_ship_design = last_created_design
}
}
every_system_ambient_object = {
limit = {
OR = {
is_ambient_object_type = medium_debris_01_object
is_ambient_object_type = medium_debris_02_object
}
distance = {
source = fromfrom
max_distance <= 100
same_solar_system = yes
}
}
destroy_ambient_object = this
}
remove_megastructure = fromfrom
from = {
country_event = {
id = tutorial.2121
}
}
}
}

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on_game_start = {
events = {
}
}
on_single_player_save_game_load = {
events = {
}
}
on_custom_diplomacy = {
events = {
graygoo.505
}
}
# Triggers when ground combat starts
# This = planet
# From = country attacking
on_ground_combat_started = {
events = {
# Tempest Incoming trait effect
}
}
#An army has been killed in ground combat
# This = owner
# From = army
# FromFrom = opponent
# FromFromFrom = planet
on_army_killed_in_combat = {
events = {
rg_skill.8 # Tempest Incoming trait effect
}
}
on_game_start_country = {
events = {
# rg_cluster.8
rg_event.1
rg_origin.1
rg_event.19
}
}
# This = country
# 最高优先级检测才放月检
on_monthly_pulse_country = {
events = {
rg_event.8 #领袖等级检测更新
rg_event.16 #陆军压制舰更新
# rg_event.22 #小灰复活检测
# rg_event.23 #月检移除L星门认知防止收容失效
# rg_skill.9
rg_planet.5025 # Virtual Machine pop creation
rg_planet.5030 # Virtual Machine pop destruction
}
}
on_yearly_pulse_country = {
events = {
rg_event.17
rg_event.20
rg_story.20
}
}
on_mid_game_pulse_country = {
events = {
# rg_event.18
}
}
# Triggers country_event for the attacker upon victory
# (Before controller is switched)
# This = country, leader attacker
# From = country, planet owner
# FromFrom = planet
# IDENTITIES: attacker is the side that "IsHostile" to
# the planet controller; e.g. spawned monster armies
# are attackers, but if they win and the player attempts
# to retake the planet, the player is the attacker
on_planet_attackers_win = {
events = {
rg_event.16
# rg_skill.9
}
}
# Triggers country_event for the attacker upon defeat
# This = country, attack leader
# From = country, planet owner
# FromFrom = planet
on_planet_attackers_lose = {
events = {
rg_event.16
# rg_skill.9
}
}
# A leader leveled up.
# Scope = Country
# From = Leader
on_leader_level_up = {
events = {
rg_event.23
}
}
# on_entering_battle = {
# events = {
# rg_skill.1
# }
# }
#
# on_space_battle_won = {
# events = {
# rg_skill.2
# }
# }
# this = country
#舰船建造完成
# Root = Ship
# From = Planet
on_ship_built = {
events = {
rg_skill.3 #科研舰在无主权星系中被建造出来
}
}
#进入星系
# Scope = Ship
# From = System
# FromFrom = Country
on_entering_system = {
events = {
rg_skill.3
}
}
#舰船完成星系探测
# Scope = ship
# From = system
on_system_survey_ship = {
events = {
rg_skill.3
}
}
# This = owner of ship 1 (combatant)
# From = owner of ship 2 (destroyed)
# FromFrom = ship 1
# FromFromFrom = ship 2
on_ship_destroyed_perp = {
events = {
rg_skill.11
rg_story.10
rg_story.22
rg_skill.12
rg_skill.13
}
}
# This = owner of fleet 1 (winner)
# From = owner of fleet 2 (loser)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_space_battle_won = {
events = {
rg_skill.14
}
}
# This = owner of fleet 1 (loser)
# From = owner of fleet 2 (winner)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_space_battle_lost = {
events = {
rg_skill.15
}
}
# A planet has been colonized.
# Scope = Planet
on_colonized = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
#A building construction has been completed.
# This = Planet
on_building_complete = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building construction has been completed, which is an upgrade of previous building.
# This = Planet
on_building_upgraded = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building construction has demolished.
# This = Planet
on_building_demolished = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building repair has finished
# This = Planet
on_building_repaired = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
#A district construction has been completed.
# This = Planet
on_district_complete = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building construction has finished, replacing another building.
# This = Planet
on_building_replaced = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A building construction has been downgraded and replaced.
# This = Planet
on_building_downgraded = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A district construction has demolished.
# This = Planet
on_district_demolished = {
events = {
rg_planet.2026 # Virtual Machine pop creation
rg_planet.2031 # Virtual Machine pop destruction
}
}
# A pop has finished purging
# This = Planet scope
# From = Country
# FromFrom = Pop
on_pop_purged = {
events = {
rg_event.24 # Necrophage Purge
}
}

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# Scope:
# this/root = planet that have been fired upon
# from = fleet that fired
#on_destroy_planet_with_PLANET_DESTRUCTION_COMPONENT = {
# events = {
# planet_destruction.1
# }
#}
# Note: The _queued on_actions also fire when the command is made even if there is nothing else in the queue
# Similarly, the _unqueued on_actions fire even if you cancel the order while the weapon is on the wind-up to fire
# They use the same scopes as the standard events
on_destroy_planet_with_RG_PLANET_KILLER = {
events = {
RG_planet_killer.1
RG_planet_killer.2
}
}
on_destroy_planet_with_RG_PLANET_KILLER_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_unqueued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL = {
events = {
RG_planet_killer.2
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SMALL_unqueued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SP = {
events = {
RG_planet_killer.3
rg_story.6
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SP_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_SP_unqueued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_NANO_SP = {
events = {
RG_planet_killer.4
# rg_story.6
}
}
on_destroy_planet_with_RG_PLANET_KILLER_NANO_SP_queued = {
}
on_destroy_planet_with_RG_PLANET_KILLER_NANO_SP_unqueued = {
}
# World Cracker
on_destroy_planet_with_RG_PLANET_KILLER_CRACKER = {
events = {
toxoids.8016 #Destroyed knight Keep
crisis.5015 # Menace Objective - Destroy World/Empire
planet_destruction.110
origin.3245 # Glassing a Progenitors Nest
planet_destruction.600 # frag holy world
planet_destruction.100 # goes last because it can kill a country, making some trigger checks impossible
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_CRACKER_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_CRACKER_unqueued = {
}
# Pacifier
on_destroy_planet_with_RG_PLANET_KILLER_SHIELDER = {
events = {
crisis.5015 # Menace Objective - Destroy World/Empire
toxoids.8016 #Destroyed knight Keep placed up here so events fire while it's a planet
planet_destruction.200
planet_destruction.600 # frag holy world
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SHIELDER_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_SHIELDER_unqueued = {
}
# Neutron Beam
on_destroy_planet_with_RG_PLANET_KILLER_NEUTRON = {
events = {
planet_destruction.300
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_NEUTRON_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_NEUTRON_unqueued = {
}
# God Ray
on_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
events = {
planet_destruction.400
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_GODRAY_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_GODRAY_unqueued = {
}
# Nanobot Assimilation
on_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS = {
events = {
crisis.5015 # Menace Objective - Destroy World/Empire
planet_destruction.500
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
}
}
on_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS_unqueued = {
}
# Deluge
on_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
events = {
planet_destruction.607 # frag holy world
planet_destruction.700
origin.3245
awareness.150 # Planet cracker used OR planet terraformed, chance to gain 20 awareness.
}
}
on_destroy_planet_with_RG_PLANET_KILLER_DELUGE_queued = {
events = {
fircon.5035 #Solarpunk Planet queued
# planet_destruction.705
}
}
on_destroy_planet_with_RG_PLANET_KILLER_DELUGE_unqueued = {
}

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# pc_nanotech = {
# entity = "gray_goo_planet"
# entity_scale = @planet_standard_scale
# icon = GFX_planet_type_toxic
#
# atmosphere_color = hsv { 0.19 0.45 0.9 } #DONE
# atmosphere_intensity = 0.1
# atmosphere_width = 1.2
#
# city_color_lut = "gfx/portraits/misc/colorcorrection_neutral.dds"
#
# min_distance_from_sun = @habitable_min_distance
# max_distance_from_sun = @habitable_max_distance
#
# spawn_odds = 0
#
# extra_orbit_size = 0
# extra_planet_count = 0
#
# chance_of_ring = 0.2
#
# planet_size = { min = 12 max = 25 }
# moon_size = { min = 6 max = 10 }
#
# can_be_invaded = yes
# can_have_no_pop_colony = no
# colonizable = yes
# district_set = machine_world
# starting_planet = no
# show_city = no
# }

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pc_rg_grayhabitat = {
habitat = yes
entity = "grey_tempesttw_orbital_habitat_entity"
entity_scale = @planet_standard_scale
icon = GFX_planet_type_habitat
enable_tilt = no
fixed_entity_scale = yes
place_entity_on_planet_plane = no
entity_face_object = no #disable rotation towards sun or planet we orbit around
atmosphere_color = hsv { 0.0 0.0 1.0 }
atmosphere_intensity = 1.0
atmosphere_width = 0.5
show_city = no
city_color_lut = "gfx/portraits/misc/colorcorrection_continental.dds"
extra_orbit_size = 0
extra_planet_count = 0
chance_of_ring = 0.0
planet_size = 30
moon_size = 1
colonizable = yes
district_set = rg_station
# ideal = yes
starting_planet = no
orbit_lines = no
has_colonization_influence_cost = no # applies when within own borders
is_artificial_planet = yes
default_planet_selection = yes
modifier = {
planet_colony_development_speed_mult = 2.0 # Habitats should be fast to colonize
pop_environment_tolerance = 1
planet_structures_cost_mult = -2
planet_buildings_cost_mult = -2
planet_building_build_speed_mult = 10
planet_crime_add = -1000
pop_resettlement_cost_mult = 10
}
carry_cap_per_free_district = @carry_cap_low
}

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rg_tempest_invocator = {
activation_duration = 3600
portrait = "GFX_relic_the_tempest_exsoulcillator"
sound = "relic_activation_vultaum_real_perforator"
resources = {
category = relics
# Activation cost
cost = {
nanties = 5000
}
}
triggered_country_modifier = {
potential = {
always = yes
}
country_unity_produces_mult = 0.1
ships_upkeep_mult = -0.15
}
active_effect = {
# custom_tooltip = r_the_tempest_invocator_active_effect_tt
set_country_flag = "started_placing_storm"
start_storm_area_placing = {
sacrifice_leader_with_ui = no
cosmic_storm = graytempest_storm
immediate = yes
reticle_radius = {
base = 100
modifier = {
mult = value:storm_area_placing_reticle_radius_multiplier
}
}
max_range = {
base = 1500
modifier = {
mult = value:storm_area_placing_max_range_multiplier
}
}
on_confirm = {
add_modifier = {
modifier = tempest_invocator_active_modifier
days = 3600
}
custom_tooltip = relic_triumph_cooldown
hidden_effect = {
add_modifier = {
modifier = "relic_activation_cooldown"
days = 3600
}
set_country_flag = used_tempest_invocator_relic_achievement
}
remove_country_flag = "started_placing_storm"
}
on_cancel = {
add_resource = {
energy = 0
}
remove_country_flag = "started_placing_storm"
}
}
}
# Possible check for activation
possible = {
inline_script = {
script = relics/activation_checks
RELIC = rg_tempest_invocator
}
custom_tooltip = {
fail_text = r_the_tempest_invocator_started_placing_fail_tt
NOT = { has_country_flag = "started_placing_storm" }
}
}
}

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rg_count_maid = {
base = 0
complex_trigger_modifier = {
trigger = num_traits
trigger_scope = pop
parameters = {
limit = {
has_trait = rg_machine_maid_trait
}
}
mode = add
}
# max = 20
}
rg_maid_trait_mult = {
base = 3
# modifier = {
# add = 0.5
# planet = {
# has_deposit = d_lithoid_crater
# }
# }
}

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#创造灰风总督
create_gray_governor = {
rg_create_gray_governor = yes
}
#创造灰风战舰
create_gray_warship = {
rg_create_gray_warship = yes
}
#创造灰风地面单位
create_gray_army = {
rg_create_gray_army = yes
}
#创造灰风科学舰
create_gray_const = {
rg_create_gray_const = yes
}
start_lcluster_chain = {
if = {
limit = {
NOR = {
is_same_value = event_target:origin_rg_gray_country
has_country_flag = origin_rg_gray_1st
}
}
hidden_effect = {
custom_tooltip = begin_lcluster_chain
begin_event_chain = {
event_chain = l_cluster_chain
target = this
}
set_variable = {
which = num_lcluster_clues
value = 0
}
}
}
}

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RG_leader_trait_tempest_incoming_random_kill_effect = {
if = {
limit = {
# Check if the general on side A has the supreme warrior trait
any_ground_combat_$SIDE_A$ = {
exists = leader
leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
}
if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value > 100
}
}
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
else = {
if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 5
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
95 = {
}
5 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 10
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
90 = {
}
10 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 20
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
80 = {
}
20 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 30
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
70 = {
}
30 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 40
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
60 = {
}
40 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 40
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
60 = {
}
40 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 50
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
50 = {
}
50 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 60
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
40 = {
}
60 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 70
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
30 = {
}
70 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 80
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
20 = {
}
80 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value <= 90
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
10 = {
}
90 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
else_if = {
limit = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value >= 90
}
}
random_list = {
# NOTE: Update custom loc for effect when changing probablity
5 = {
}
95 = {
random_ground_combat_$SIDE_B$ = {
limit = {
is_in_frontline = yes
}
remove_army = yes
}
}
}
}
}
}
}
RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = {
set_variable = {
which = rg_nanorebuild_counter
value = 0
}
}
RG_leader_trait_general_tempest_incoming_counter_init_effect = {
set_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
set_variable = {
which = rg_general_skill_combat_killed_variable
value = 0
}
}

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rg_event_effect_event1_dragon = {
set_country_flag = origin_gray_dragon_country
set_global_flag = has_origin_gray_dragon
rg_create_fake_dragon = yes
random_owned_leader = {
limit = {
has_leader_flag = rg_fake_dragon
}
remove_trait = RG_leader_trait_admiral_timed_life
add_trait = RG_leader_trait_admiral_born_tobe_dragon
set_leader_flag = rg_fake_dragon_reborn
set_age = 0
}
set_country_flag = rg_fake_dragon_reborn_country
set_variable = {
which = rg_fake_dragon_timedlife_counter
value = 0
}
start_lcluster_chain = yes
add_event_chain_counter = {
event_chain = l_cluster_chain
counter = clues
amount = 7
}
# increment variable
change_variable = {
which = num_lcluster_clues
value = 7
}
}
rg_event_effect_event1_cluster = {
if = {
limit = {
NOT = {
has_global_flag = origin_rg_gray_1st_global
}
}
rg_event_effect_event1_gray_cluster = yes
}
else = {
rg_event_effect_event1_dragon = yes
}
}
rg_event_effect_event1_cluster_galaxy = {
if = {
limit = {
NOT = {
has_global_flag = origin_rg_gray_1st_global
}
}
rg_event_effect_event1_gray_galaxy = yes
}
else = {
rg_event_effect_event1_dragon = yes
}
}
rg_event_effect_event1_gray_cluster = {
set_global_flag = origin_rg_gray_1st_global
set_country_flag = origin_rg_gray_cluster
set_country_flag = origin_rg_gray_1st
set_country_flag = rg_gray_level_1
country_event = {
id = rg_event.2
days = 30
}
add_resource = {
energy = 1000
minerals = 1000
alloys = 1000
consumer_goods = 1000
}
add_modifier = {
modifier = rg_distant_stars_modifier
}
save_global_event_target_as = origin_rg_gray_country
rg_lcluster_spawn_effect = yes
country_event = {
id = rg_event.18
days = 3600
random = 12800
}
}
rg_event_effect_event1_gray_galaxy = {
set_global_flag = origin_rg_gray_1st_global
set_country_flag = origin_rg_gray_galaxy
set_country_flag = origin_rg_gray_1st
set_country_flag = rg_gray_level_1
country_event = {
id = rg_event.2
days = 30
}
save_global_event_target_as = origin_rg_gray_country
rg_lcluster_spawn_effect = yes
}
rg_event_effect_lcluster_spawn_selecter = {
if = {
limit = {
event_target:origin_rg_gray_country = {
OR = {
has_civic = civic_rg_gray_cluster
}
}
}
country_event = {
id = rg_cluster.9
days = -1
}
}
else_if = {
limit = {
event_target:origin_rg_gray_country = {
has_civic = civic_rg_gray_non_cluster
}
}
rg_event_effect_lcluster_open = yes
}
else = {
country_event = {
id = rg_cluster.9
days = -1
}
}
}
rg_event_effect_lcluster_open = {
if = {
limit = {
OR = {
has_global_flag = l_cluster_origin # l-cluster plus
has_global_flag = rg_origin_l_cluster # 遥远约定
has_global_flag = gray_origin_activate # 远星之歌
has_global_flag = rg_origin_scion_l_cluster # 未来追迹
}
}
country_event = {
id = rg_cluster.2
}
}
else = {
country_event = {
id = distar.10950
}
}
}
#Species
rg_event_effect_planet2027_spawn_maid_species = {
modify_species = {
effect = {
create_species = {
is_mod = yes
name = "RG_MACHINE"
plural = this
class = RG_MACHINE
portrait = "rg_machine_maid"
can_be_modified = no
homeworld = this
namelist = this
gender = this
traits = {
trait = trait_machine_unit
trait = rg_machine_maid_trait
trait = trait_auto_mod_robotic
trait = trait_robot_streamlined_protocols
trait = trait_robot_luxurious
}
effect = {
save_global_event_target_as = rg_owner_main_maid_species
}
}
}
}
}

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rg_create_fallen_empire_species_effect = {
create_species = {
name = 纳米构造体
class = RG_MACHINE
portrait = "rg_machine_maid"
traits = {
trait = trait_machine_unit
trait = trait_robot_domestic_protocols
trait = rg_machine_maid_trait
trait = trait_auto_mod_robotic
trait = trait_robot_streamlined_protocols
trait = trait_robot_luxurious
}
extra_trait_points = 3
allow_negative_traits = no
namelist = MACHINE3
effect = {
save_event_target_as = rg_fallen_maid_species
}
}
}
rg_create_fallen_empire_country_effect = {
create_country = {
name = 德萨努-纳迪沙协议
type = fallen_empire
flag = {
icon = {
category = "special"
file = "gray_goo.dds"
}
background = {
category = "backgrounds"
file = "sinus.dds"
}
colors = {
"grey"
"dark_grey"
"null"
"null"
}
}
ignore_initial_colony_error = yes
authority = auth_machine_intelligence
civics = {
civic = civic_machine_remnants
civic = civic_custodian_directives
}
species = last_created_species
ethos = {
ethic = ethic_gestalt_consciousness
}
origin = "origin_fallen_empire"
effect = {
set_built_species = last_created_species
save_global_event_target_as = rg_scion_fe
set_country_flag = rg_fallen_empire_machine
add_resource = {
minerals = 10000
energy = 10000
food = 1000
influence = 500
}
if = {
limit = { host_has_dlc = "Apocalypse" }
give_technology = {
tech = tech_colossus
message = no
}
}
# must initialize global designs here
add_global_ship_design = "NAME_Gray_Omega"
add_global_ship_design = "NAME_Gray_Alpha"
add_global_ship_design = "NAME_Gray_Beta"
add_global_ship_design = "NAME_Gray_Gamma"
add_global_ship_design = "NAME_Gray_Theta"
add_global_ship_design = "NAME_Gray_Tau"
add_global_ship_design = "NAME_Gray_Sigma"
add_global_ship_design = "NAME_Gray_FE_Starbase"
set_graphical_culture = fallen_machine_empire_01
add_modifier = {
modifier = fe_ship_cost_modifier
days = -1
}
if = {
limit = {
NOT = {
exists = event_target:rg_gray_country_leader
}
}
rg_gray_country_leader_init = yes
set_leader = last_created_leader
}
else = {
set_leader = last_created_leader
}
ruler = {
add_skill = 9
}
}
}
}
rg_create_fallen_empire_reinforcements = {
create_fleet = {
effect = {
set_owner = prev.owner
while = {
count = 4
rg_create_fallen_empire_large_ship = yes
}
while = {
count = 8
rg_create_fallen_empire_small_ship = yes
}
random_list = {
25 = {
set_location = {
target = prev
distance = 30
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 45
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 60
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 75
angle = random
}
}
}
}
}
}
rg_create_fallen_empire_fleet = {
owner = {
create_leader = {
class = commander
species = owner_main_species
name = random
skill = 10
leader_age_min = 25
leader_age_max = 45
}
}
create_fleet = {
effect = {
set_owner = prev.owner
while = {
count = 8
rg_create_fallen_empire_large_ship = yes
}
while = {
count = 18
rg_create_fallen_empire_small_ship = yes
}
random_list = {
25 = {
set_location = {
target = prev
distance = 30
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 45
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 60
angle = random
}
}
25 = {
set_location = {
target = prev
distance = 75
angle = random
}
}
}
}
}
last_created_fleet = { assign_leader = last_created_leader }
}
rg_create_fallen_empire_starting_navy = {
rg_create_fallen_empire_fleet = yes
rg_create_fallen_empire_fleet = yes
random = {
chance = 33
rg_create_fallen_empire_fleet = yes
}
if = {
limit = {
host_has_dlc = "Apocalypse"
}
random = {
chance = 10
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_colossus = yes
set_location = {
target = prev
distance = 30
angle = random
}
}
}
}
}
random = {
chance = 25
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_titan = yes
set_location = {
target = prev
distance = 20
angle = random
}
}
}
}
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_construction_ship = yes
set_location = {
target = prev
distance = 60
angle = random
}
}
}
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_construction_ship = yes
set_location = {
target = prev
distance = 80
angle = random
}
}
}
create_fleet = {
effect = {
set_owner = prev.owner
rg_create_fallen_empire_construction_ship = yes
set_location = {
target = prev
distance = 100
angle = random
}
}
}
}
rg_create_fallen_empire_platform = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Sigma"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_colossus = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Omega"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_titan = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Alpha"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_large_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Beta"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_small_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Gamma"
graphical_culture = owner
}
}
}
rg_create_fallen_empire_construction_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
}
create_ship = {
name = random
design = "NAME_Gray_Theta"
graphical_culture = owner
}
}
}
rg_create_fe_citadel = {
create_starbase = {
size = "starbase_citadel"
module = "shipyard"
module = "anchorage"
module = "anchorage"
module = "hangar_bay"
module = "gun_battery"
module = "gun_battery"
building = "crew_quarters"
building = "command_center"
building = "target_uplink_computer"
building = "dark_matter_listening_post"
effect = {
set_owner = event_target:rg_scion_fe
while = {
count = 4
rg_create_fallen_empire_platform = yes
}
}
}
}
#scope = scion
rg_create_scion_wormhole_link = {
capital_scope = {
solar_system = { save_event_target_as = home_system }
}
event_target:rg_scion_master = {
random_system_within_border = { save_event_target_as = fe_target_system }
}
event_target:home_system = {
event_target:fe_target_system = {
prev = { # done this way to ensure we don't spawn "orphan wormholes (wormholes that aren't linked to anything)
spawn_natural_wormhole = {
bypass_type = wormhole
random_pos = no
orbit_angle = 360
}
}
spawn_natural_wormhole = {
bypass_type = wormhole
random_pos = no
orbit_angle = 270
}
link_wormholes = prev
}
}
set_country_flag = encountered_first_wormhole
add_seen_bypass_type = wormhole
}
rg_lcluster_spawn_effect_scion = {
set_global_flag = rg_origin_scion_l_cluster
set_spawn_system_batch = begin
no_scope = {
# makes system positions originate from galactic core
spawn_system = {
min_distance >= 550
max_distance <= 560
min_orientation_angle = 44
max_orientation_angle = 46
initializer = rg_cluster_init_01
hyperlane = no
}
random_system = {
limit = {
has_star_flag = lcluster1
}
save_global_event_target_as = lcluster1
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 24
max_orientation_angle = 66
initializer = rg_cluster_init_02
}
spawn_system = {
min_distance >= 29
max_distance <= 31
min_orientation_angle = 114
max_orientation_angle = 156
initializer = rg_cluster_init_03
}
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 340
max_orientation_angle = 20
initializer = rg_cluster_init_01b
}
}
random_system = {
limit = {
has_star_flag = lcluster2
}
save_global_event_target_as = lcluster2
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 0
max_orientation_angle = 40
initializer = rg_cluster_init_02b
}
}
random_system = {
limit = {
has_star_flag = lcluster3
}
save_global_event_target_as = lcluster3
spawn_system = {
min_distance >= 20
max_distance <= 30
min_orientation_angle = 24
max_orientation_angle = 66
initializer = rg_fallen_machine
}
spawn_system = {
min_distance >= 10
max_distance <= 50
min_orientation_angle = 250
max_orientation_angle = 290
initializer = rg_cluster_init_03b
}
}
random_system = {
limit = {
has_star_flag = lcluster4
}
save_global_event_target_as = lcluster4
spawn_system = {
min_distance >= 5
max_distance <= 10
min_orientation_angle = 250
max_orientation_angle = 290
initializer = rg_cluster_init_05
}
spawn_system = {
min_distance >= 30
max_distance <= 60
min_orientation_angle = 20
max_orientation_angle = 160
initializer = rg_cluster_init_04b
}
}
}
random_system = {
limit = {
has_star_flag = lcluster5
}
save_global_event_target_as = lcluster5
}
random_system = {
limit = {
has_star_flag = lcluster1b
}
save_global_event_target_as = lcluster1b
}
random_system = {
limit = {
has_star_flag = lcluster2b
}
save_global_event_target_as = lcluster2b
}
random_system = {
limit = {
has_star_flag = lcluster3b
}
save_global_event_target_as = lcluster3b
}
random_system = {
limit = {
has_star_flag = lcluster4b
}
save_global_event_target_as = lcluster4b
}
# clear all hyperlanes to and within the cluster
every_system = {
limit = {
has_star_flag = lcluster
}
isolate_system = yes
}
# add hyperlanes
event_target:lcluster5 = {
add_hyperlane = {
from = event_target:lcluster5
to = event_target:lcluster4
}
}
event_target:lcluster4 = {
add_hyperlane = {
from = event_target:lcluster4
to = event_target:lcluster3
}
add_hyperlane = {
from = event_target:lcluster4
to = event_target:lcluster2
}
add_hyperlane = {
from = event_target:lcluster4
to = event_target:lcluster4b
}
}
event_target:lcluster3 = {
add_hyperlane = {
from = event_target:lcluster3
to = event_target:lcluster1
}
add_hyperlane = {
from = event_target:lcluster3
to = event_target:lcluster3b
}
}
event_target:lcluster2 = {
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster1
}
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster3
}
add_hyperlane = {
from = event_target:lcluster2
to = event_target:lcluster2b
}
}
event_target:lcluster1 = {
add_hyperlane = {
from = event_target:lcluster1
to = event_target:lcluster1b
}
}
event_target:lcluster1b = {
add_hyperlane = {
from = event_target:lcluster1b
to = event_target:lcluster2b
}
}
set_spawn_system_batch = end
}

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#灰风舰船刷新位置检测
rg_global_gray_location_check = {
if = {
limit = {
has_country_flag = gray_constship_active
}
if = {
limit = {
exists = event_target:global_gray_constship
}
event_target:global_gray_constship = {
save_global_event_target_as = global_gray_location
}
}
else = {
random_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_warship_active
}
if = {
limit = {
exists = event_target:gray_warship
}
event_target:gray_warship = {
save_global_event_target_as = global_gray_location
}
}
else = {
random_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_juggernaut_active
}
if = {
limit = {
exists = event_target:gray_juggernaut
}
event_target:gray_juggernaut = {
save_global_event_target_as = global_gray_location
}
}
else = {
random_controlled_fleet = {
limit = {
has_fleet_flag = gray_juggernaut_fleet
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
if = {
limit = {
any_owned_planet = {
exists = sector.leader
sector.leader = {
has_leader_flag = gray_governor
}
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = {
has_leader_flag = gray_governor
}
}
save_global_event_target_as = global_gray_location
}
}
else = {
capital_scope = {
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_army_active
}
if = {
limit = {
any_owned_army = {
army_type = gray_army
exists = planet
}
}
random_owned_army = {
limit = {
army_type = gray_army
}
planet = {
save_global_event_target_as = global_gray_location
}
}
}
else = {
random_owned_army = {
limit = {
army_type = gray_army
}
fleet = {
save_global_event_target_as = global_gray_location
}
}
}
}
else_if = {
limit = {
has_country_flag = rg_habitat_enabled
}
if = {
limit = {exists = event_target:rg_gray_habitat_target}
event_target:rg_gray_habitat_target = {
save_global_event_target_as = global_gray_location
}
}
}
else = {
capital_scope = {
save_global_event_target_as = global_gray_location
}
}
}
#创造灰风总督
rg_create_gray_governor = {
if = {
limit = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
}
else = {
#延迟执行
optimize_memory
#删除战舰
every_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
#删除科学舰
every_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
#删除陆军
every_owned_army = {
limit = {
army_type = gray_army
}
if = {
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
#存储当前领袖等级
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
#导出等级到暂存
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
#导入变量
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
#清理暂存区
clear_variable = rg_gray_level_temp
}
}
#把所有种类的小灰领袖都送回娘家
every_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
#把娘家的总督领袖接回来
if = {
limit = {
exists = event_target:gray_governor
}
event_target:gray_governor = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
#如果不存在总督备份,现场变一个
else = {
rg_gray_govener_init = yes
}
#设置总督已启用标识
set_country_flag = gray_official_active #新版flag
set_country_flag = gray_governor_active #旧版flag
#更新灰风形态
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_constship_active
remove_country_flag = gray_army_active
#等级导入,把存储的领袖等级赋予到领袖身上
random_owned_leader = {
limit = {
has_leader_flag = gray_governor
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风战舰
rg_create_gray_warship = {
if = {
limit = {
has_country_flag = gray_warship_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
# 存储当前领袖等级
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_admiral
}
event_target:gray_leader_admiral = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
rg_gray_commander_init = yes
}
set_country_flag = gray_warship_active
if = {
limit = {
has_country_flag = rg_gray_level_2
}
rg_warship_init_mod1 = yes
}
else_if = {
limit = {
has_country_flag = rg_gray_level_3
NOT = {
has_country_flag = gray_warship_is_juggernaut
}
}
rg_warship_init_mod2 = yes
}
else_if = {
limit = {
has_country_flag = gray_warship_is_juggernaut
}
rg_warship_init_mod3 = yes
}
else = {
rg_warship_init_mod0 = yes
}
every_owned_army = {
limit = {
army_type = gray_army
}
if = {
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
every_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
remove_country_flag = gray_constship_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_army_active
random_owned_leader = {
limit = {
has_leader_flag = gray_admiral
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风地面单位
rg_create_gray_army = {
if = {
limit = {
has_country_flag = gray_army_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_general
}
event_target:gray_leader_general = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
rg_gray_commander_init = yes
}
create_ship_design = {
design = "NAME_RG_armed_transport_ship"
}
add_ship_design = last_created_design
set_country_flag = gray_army_active
create_fleet = {
name = "NAME_Gray"
effect = {
set_owner = prev
create_army_transport = {
ship_name = "NAME_Gray"
army_name = "NAME_Gray"
army_type = "gray_army"
}
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
# set_cloaking_active = yes
set_fleet_stance = aggressive
}
}
last_created_army = {
assign_leader = event_target:gray_leader_general
}
every_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_constship_active
remove_ship_design = last_created_design
random_owned_leader = {
limit = {
has_leader_flag = gray_general
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风科学舰
rg_create_gray_const = {
if = {
limit = {
has_country_flag = gray_constship_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_scientist
}
event_target:gray_leader_scientist = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
rg_gray_scientist_init = yes
}
set_country_flag = gray_constship_active
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_RG_GRAY_scienceship"
prefix = no
upgradable = yes
}
set_fleet_stance = evasive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_constship
save_global_event_target_as = global_gray_constship
set_cloaking_active = yes
assign_leader = event_target:gray_leader_scientist
}
}
every_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_army = {
limit = {
army_type = gray_army
}
if = {
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
remove_country_flag = gray_army_active
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
random_owned_leader = {
limit = {
has_leader_flag = gray_scientist
}
set_skill = owner.rg_gray_level
}
}
}
rg_harbitar_size_calculate = {
set_variable = {
which = rg_habitat_size
value = 10
}
set_variable = {
which = rg_habitat_size_temp
value = rg_gray_level
}
multiply_variable = {
which = rg_habitat_size_temp
value = 2
}
change_variable = {
which = rg_habitat_size_temp
value = 10
}
set_variable = {
which = rg_habitat_size
value = rg_habitat_size_temp
}
}
rg_juggernaut_habitat_init = {
if = {
limit = {
has_country_flag = rg_habitat_enabled
}
}
else = {
optimize_memory
rg_global_gray_location_check = yes
set_country_flag = rg_habitat_enabled
rg_harbitar_size_calculate = yes
event_target:global_gray_location = {
solar_system = {
spawn_planet = {
class = pc_rg_grayhabitat
location = event_target:global_gray_location
orbit_location = yes
orbit_angle = 225
orbit_distance = 360
orbit_angle_offset = 45
orbit_distance_offset = 9.899
size = 10
has_ring = no
init_effect = {
prevent_anomaly = yes
set_planet_entity = {
entity = "grey_tempesttw_orbital_habitat_entity"
}
set_surveyed = {
surveyed = yes
surveyor = FROM
}
set_all_comms_surveyed = yes
clear_blockers = yes
set_owner = root
set_controller = root
create_colony = {
owner = root
species = owner_main_species
ethos = owner
}
if = {
limit = {
NOT = {
exists = event_target:rg_owner_main_maid_species
}
}
every_owned_pop = {
rg_event_effect_planet2027_spawn_maid_species = yes
}
}
set_name = "NAME_rg_gray_habitat_base"
if = {
limit = {
event_target:gray_owner = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
}
assign_leader = event_target:gray_governor
}
set_planet_size = owner.rg_habitat_size
generate_start_buildings_and_districts = yes
while = {
count = 1
add_district = district_rg_generator
}
while = {
count = 1
add_district = district_rg_mining
}
while = {
count = 1
add_district = district_rg_farming
}
while = {
count = 1
add_district = district_rg_industrial
}
if = {
limit = {
exists = owner
owner = { is_hive_empire = yes }
}
while = {
count = 1
add_district = district_rg_hive
}
}
if = {
limit = {
exists = owner
owner = { is_regular_empire = yes }
}
while = {
count = 1
add_district = district_rg_city
}
}
if = {
limit = {
exists = owner
from = { is_machine_empire = yes }
}
while = {
count = 1
add_district = district_rg_nexus
}
}
while = {
count = 5
create_pop = {
species = owner_main_species
}
}
set_planet_flag = megastructure
set_planet_flag = habitat
set_planet_flag = advanced_habitat
set_planet_flag = advanced_habitat_2
set_planet_flag = rg_gray_habitat
save_global_event_target_as = rg_gray_habitat_target
}
}
}
}
}
}
rg_clear_harbitat = {
remove_country_flag = rg_habitat_enabled
event_target:rg_gray_habitat_target = {
remove_planet = yes
}
}

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@@ -0,0 +1,611 @@
rg_gray_govener_init = {
event_target:rg_gray_country = {
create_leader = {
class = official
species = event_target:gray_species
name = "NAME_Gray"
gender = female
immortal = yes
event_leader = yes
skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
skill = 10
set_age = 18
traits = {
0 = RG_leader_trait_governor_gray
}
effect = {
save_global_event_target_as = gray_governor
save_global_event_target_as = gray_official
set_leader_flag = gray_governor
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
set_leader_flag = rg_gray_leader
if = {
limit = {
has_global_flag = has_wsg_mod
}
set_leader_flag = not_has_wg_affection_normal
}
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
set_leader_flag = "gray_leader"
set_leader_flag = gray_leader
add_trait_no_notify = leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
if = {
limit = {
owner = {
has_country_flag = origin_gray_weaken
has_country_flag = origin_gray_country
}
}
remove_trait = leader_trait_governor_gray
add_trait_no_notify = leader_trait_governor_gray_weak
}
}
else = {
add_trait_no_notify = RG_leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
}
}
}
last_created_leader = {
set_owner = event_target:gray_owner
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
random_owned_leader = {
limit = {
has_leader_flag = gray_governor
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
}
if = {
limit = {
has_leader_flag = has_wg_affection_wg_gray
}
if = {
limit = {
owner = { has_country_flag = married_gray }
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
}
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_governor_wg_the_loop
# }
rg_set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else = {
rg_set_gray_portrait = yes
}
}
}
rg_gray_commander_init = {
event_target:rg_gray_country = {
create_leader = {
class = commander
species = event_target:gray_species
name = "NAME_Gray"
immortal = yes
event_leader = yes
skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
gender = female
skill = 10
set_age = 18
traits = {
0 = RG_leader_trait_admiral_gray
}
effect = {
save_global_event_target_as = gray_leader_admiral
set_leader_flag = gray_admiral
save_global_event_target_as = gray_leader_general
set_leader_flag = gray_general
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
if = {
limit = {
has_global_flag = has_wsg_mod
}
set_leader_flag = not_has_wg_affection_normal
}
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
set_leader_flag = gray_leader
add_trait_no_notify = gray_admiral
if = {
limit = {
owner = {
has_country_flag = origin_gray_weaken
has_country_flag = origin_gray_country
}
}
remove_trait = gray_admiral
add_trait_no_notify = leader_trait_admiral_gray_weak
# 缺少特质leader_trait_admiral_gray_weak将导致KDC故事包远星之歌起源研究纳米星球特殊项目无法完成
}
}
set_leader_flag = rg_gray_leader
add_trait_no_notify = RG_leader_trait_admiral_gray
add_trait_no_notify = RG_leader_trait_admiral_nanorebuild_gray
# add_trait_no_notify = RG_leader_trait_general_gray_skill
# 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成
add_trait_no_notify = subclass_commander_councilor
add_trait_no_notify = leader_trait_carrier_specialization
add_trait_no_notify = leader_trait_juryrigger_2
add_trait_no_notify = leader_trait_reinforcer_2
}
}
last_created_leader = {
set_owner = event_target:gray_owner
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
random_owned_leader = {
limit = {
has_leader_flag = gray_admiral
}
if = {
limit = {
owner = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
}
if = {
limit = {
has_leader_flag = has_wg_affection_wg_gray
}
if = {
limit = {
owner = { has_country_flag = married_gray }
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
}
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_admiral_wg_the_loop
# }
rg_set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else = {
rg_set_gray_portrait = yes
}
}
RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = yes
RG_leader_trait_general_tempest_incoming_counter_init_effect = yes
}
#
# rg_gray_admiral_init = {
# event_target:rg_gray_country = {
# create_leader = {
# class = admiral
# species = root
# name = "NAME_Gray"
# immortal = yes
# event_leader = yes
# skip_background_generation = yes
# custom_catch_phrase = gray_catch_phrase
# custom_description = gray_backstory
# background_ethic = ethic_gestalt_consciousness
# hide_age = yes
# gender = female
# skill = 10
# set_age = 18
# traits = {
# trait = RG_leader_trait_admiral_gray
# }
# effect = {
# save_global_event_target_as = gray_leader_admiral
# set_leader_flag = gray_admiral
# set_leader_flag = legendary_leader
# set_leader_flag = immune_to_negative_traits
# if = {
# limit = {
# has_global_flag = has_wsg_mod
# }
# set_leader_flag = not_has_wg_affection_normal
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
# set_leader_flag = gray_leader
# add_trait_no_notify = gray_admiral
# if = {
# limit = {
# owner = {
# has_country_flag = origin_gray_weaken
# has_country_flag = origin_gray_country
# }
# }
# remove_trait = gray_admiral
# add_trait_no_notify = leader_trait_admiral_gray_weak
# # 缺少特质leader_trait_admiral_gray_weak将导致KDC故事包远星之歌起源研究纳米星球特殊项目无法完成
# }
# }
# set_leader_flag = rg_gray_leader
# add_trait_no_notify = RG_leader_trait_admiral_gray
# add_trait_no_notify = RG_leader_trait_admiral_nanorebuild_gray
# # 缺少特质RG_leader_trait_admiral_gray将导致小灰改造项目无法完成
# add_trait_no_notify = subclass_admiral_aggressor
# add_trait_no_notify = leader_trait_carrier_specialization
# add_trait_no_notify = leader_trait_artillerist_2
# add_trait_no_notify = leader_trait_juryrigger_2
# }
# }
# last_created_leader = {
# set_owner = event_target:gray_owner
# }
# }
# last_created_leader = {
# set_leader_flag = has_gained_level_trait
# }
# random_owned_leader = {
# limit = {
# has_leader_flag = gray_admiral
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# if = {
# limit = {
# has_leader_flag = has_wg_affection_wg_gray
# }
# if = {
# limit = {
# owner = { has_country_flag = married_gray }
# }
# set_leader_flag = married
# }
# set_variable = { which = affection value = owner.wg_gray_affection }
# }
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_admiral_wg_the_loop
# }
# set_gray_portrait = yes
# # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
# }
# else = {
# rg_set_gray_portrait = yes
# }
# }
# RG_leader_trait_admiral_nanorebuild_gray_counter_init_effect = yes
# }
#
# rg_gray_general_init = {
# event_target:rg_gray_country = {
# create_leader = {
# class = general
# species = root
# name = "NAME_Gray"
# immortal = yes
# event_leader = yes
# skip_background_generation = yes
# custom_catch_phrase = gray_catch_phrase
# custom_description = gray_backstory
# background_ethic = ethic_gestalt_consciousness
# hide_age = yes
# gender = female
# skill = 10
# set_age = 18
# traits = {
# trait = RG_leader_trait_general_gray
# trait = RG_leader_trait_general_gray_skill
# trait = subclass_general_marshall
# trait = leader_trait_heavy_hitter_2
# trait = leader_trait_reinforcer_2
# }
# effect = {
# save_global_event_target_as = gray_leader_general
# set_leader_flag = rg_gray_leader
# set_leader_flag = gray_general
# set_leader_flag = legendary_leader
# set_leader_flag = immune_to_negative_traits
# if = {
# limit = {
# has_global_flag = has_wsg_mod
# }
# set_leader_flag = not_has_wg_affection_normal
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
# set_leader_flag = gray_leader
# }
# }
# }
# last_created_leader = {
# set_owner = event_target:gray_owner
# }
# }
# last_created_leader = {
# set_leader_flag = has_gained_level_trait
# }
# random_owned_leader = {
# limit = {
# has_leader_flag = gray_general
# }
# if = {
# limit = {
# owner = {
# OR = {
# has_global_flag = has_wsg_mod
# has_global_flag = kdc_event_mod_active
# }
# }
# }
# if = {
# limit = {
# has_leader_flag = has_wg_affection_wg_gray
# }
# if = {
# limit = {
# owner = { has_country_flag = married_gray }
# }
# set_leader_flag = married
# }
# set_variable = { which = affection value = owner.wg_gray_affection }
# }
# # add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_admiral_wg_the_loop
# }
# set_gray_portrait = yes
# # add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
# }
# else = {
# rg_set_gray_portrait = yes
# }
# }
# set_variable = {
# which = rg_general_skill_combat_daypassed_variable
# value = 1
# }
# set_variable = {
# which = rg_general_skill_combat_killed_variable
# value = 0
# }
#
# }
rg_gray_scientist_init = {
event_target:rg_gray_country = {
create_leader = {
class = scientist
species = event_target:gray_species
name = "NAME_Gray"
immortal = yes
event_leader = yes
skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
gender = female
skill = 10
set_age = 18
traits = {
0 = RG_leader_trait_scientist_gray
1 = subclass_scientist_explorer
2 = leader_trait_engineering_focus_2
3 = leader_trait_salvager_3
}
effect = {
save_global_event_target_as = gray_leader_scientist
set_leader_flag = rg_gray_leader
set_leader_flag = gray_scientist
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
if = {
limit = {
has_global_flag = has_wsg_mod
}
set_leader_flag = not_has_wg_affection_normal
}
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
set_leader_flag = "gray_leader" # "gray_leader"==rg_gray_leader
set_leader_flag = gray_leader
}
}
}
last_created_leader = {
set_owner = event_target:gray_owner
}
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
}
random_owned_leader = {
limit = {
has_leader_flag = gray_scientist
}
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
if = {
limit = {
has_leader_flag = has_wg_affection_wg_gray
}
if = {
limit = {
owner = { has_country_flag = married_gray }
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
}
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# if = {
# limit = {
# owner = {
# has_country_flag = gray_encountered_the_loop
# }
# }
# add_trait_no_notify = leader_trait_admiral_wg_the_loop
# }
rg_set_gray_portrait = yes
# add_special_leader_affection_trait = { LEADER = gray LEADER_CLASS = governor MARRIED_FLAG = married_gray }
}
else = {
rg_set_gray_portrait = yes
}
}
}
rg_gray_country_leader_init = {
create_leader = {
# 只用作看板娘
class = official
species = event_target:gray_species
name = "NAME_Gray"
gender = female
immortal = yes
event_leader = yes
skip_background_generation = yes
randomize_traits = no
custom_catch_phrase = gray_catch_phrase
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
skill = 10
set_age = 18
traits = {
0 = RG_leader_trait_governor_gray
1 = RG_leader_trait_ruler_gray
}
effect = {
save_global_event_target_as = rg_gray_country_leader
set_leader_flag = rg_gray_country_governor
set_leader_flag = legendary_leader
set_leader_flag = immune_to_negative_traits
# 暂时和小灰网络断开连接
# set_leader_flag = rg_gray_leader
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
# 暂时和小灰网络断开连接
# set_leader_flag = "gray_leader"
# set_leader_flag = gray_leader
add_trait_no_notify = leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
}
else = {
add_trait_no_notify = RG_leader_trait_governor_gray
add_trait_no_notify = RG_leader_trait_ruler_gray
add_trait_no_notify = subclass_official_governor
add_trait_no_notify = trait_ruler_architectural_sense_3
add_trait_no_notify = leader_trait_distribution_lines_2
}
}
}
last_created_leader = {
rg_set_gray_portrait = yes
}
}

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spawn_rg_habitat_effect = {
spawn_planet = {
class = "pc_rg_grayhabitat"
location = event_target:target_planet
orbit_location = yes
orbit_angle_offset = 135
orbit_distance_offset = $DISTANCE$
size = 15
has_ring = no
init_effect = {
set_name = {
key = HABITAT_PLANET_NAME
variable_string = "\\[FROM.from.solar_system.GetName]"
}
set_planet_entity = {
entity = "grey_tempesttw_orbital_habitat_entity"
}
set_surveyed = {
surveyed = yes
surveyor = FROM
}
set_all_comms_surveyed = yes
clear_blockers = yes
set_planet_flag = megastructure
set_planet_flag = habitat
set_planet_flag = rg_gray_habitat
set_planet_flag = habitat_level_1
save_event_target_as = target_habitat
add_deposit_if_missing = {
DEPOSIT = d_system_resources
}
add_deposit_if_missing = {
DEPOSIT = d_orbital_research
}
add_deposit_if_missing = {
DEPOSIT = d_orbital_energy
}
add_deposit_if_missing = {
DEPOSIT = d_orbital_mining
}
event_target:target_planet = {
set_planet_flag = habitat@PREV
}
}
}
}

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rg_storyline_trigger = {
# 初始化故事事件触发
country_event = {
id = rg_story.2
days = 3600
random = 12800
}
country_event = {
id = rg_story.8
days = 3600
random = 12800
}
if = {
limit = {
exists = event_target:guardian_dragon_country
NOT = {
has_global_flag = has_origin_gray_dragon
}
}
country_event = {
id = rg_story.11
days = 3600
random = 12800
}
}
}
rg_create_gray_planetkiller_testship_1 = {
create_fleet = {
name = "NAME_RG_TESTSHIP"
settings = {
can_disband = yes
can_upgrade = no
can_change_composition = no
can_change_leader = no
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = root
create_ship = {
name = "NAME_RG_TESTSHIP"
design = "RG_COLOSSUS_interdictor_SP"
prefix = no
upgradable = no
effect = {
save_global_event_target_as = rg_test_ship_global_event_target
}
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_gray_planetkiller_testship_2 = {
create_fleet = {
name = "NAME_RG_TESTSHIP"
settings = {
can_disband = yes
can_upgrade = no
can_change_composition = no
can_change_leader = no
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = root
create_ship = {
name = "NAME_RG_TESTSHIP"
design = "RG_COLOSSUS_interdictor_NANO_SP"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_gray_paperwork_testship_1 = {
create_fleet = {
name = "NAME_RG_TESTSHIP"
settings = {
can_disband = yes
can_upgrade = no
can_change_composition = no
can_change_leader = no
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = root
create_ship = {
name = "NAME_RG_TESTSHIP"
design = "RG_Buff_interdictor_SP"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_gray_mod1_testship_1 = {
create_fleet = {
name = "NAME_RG_TESTSHIP"
settings = {
can_disband = yes
can_upgrade = no
can_change_composition = no
can_change_leader = no
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = root
create_ship = {
name = "NAME_RG_TESTSHIP"
design = "RG_aircruiser_Interdictor"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_gray_mod1_testship_2 = {
create_fleet = {
name = "NAME_RG_TESTSHIP"
settings = {
can_disband = yes
can_upgrade = no
can_change_composition = no
can_change_leader = no
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = root
create_ship = {
name = "NAME_RG_TESTSHIP"
design = "RG_Buff_interdictor"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_test_ship_fleet
}
}
}
rg_create_fake_dragon_species = {
create_species = {
name = RG_SIMULATION_DRAGON_SPECIES
plural = RG_SIMULATION_DRAGON_SPECIES
class = ART
portrait = art13
namelist = ART1
effect = {
save_global_event_target_as = RG_sim_dragon_species
}
}
}
rg_create_fake_dragon = {
rg_create_fake_dragon_species = yes
if = {
limit = {
NOT = {
has_country_flag = rg_fake_dragon_reborn_country
}
}
create_leader = {
class = commander
species = root
name = "Name_rg_fake_dragon"
event_leader = yes
gender = female
custom_description = rg_fake_dragon_desc
skill = 1
set_age = 0
traits = {
trait = RG_leader_trait_admiral_fake_dragon
trait = RG_leader_trait_admiral_timed_life
}
effect = {
set_leader_flag = has_gained_level_trait
set_leader_flag = has_gained_trait
set_leader_flag = legendary_leader
set_leader_flag = rg_fake_dragon
save_global_event_target_as = rg_fake_dragon_admiral
}
}
set_variable = {
which = rg_fake_dragon_timedlife_counter
value = 0
}
set_country_flag = rg_fake_dragon_owner
save_global_event_target_as = rg_fake_dragon_owner
create_fleet = {
name = "NAME_RG_Nanite_Dragon"
settings = {
can_disband = yes
can_upgrade = no
can_change_composition = no
can_change_leader = no
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = root
create_ship = {
name = "NAME_RG_Nanite_Dragon"
design = "NAME_RG_FAKE_Dragon"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
set_fleet_flag = rg_fake_dragon_fleet
assign_leader = last_created_leader
save_global_event_target_as = rg_fake_dragon_fleet
}
}
}
}
rg_create_gray_constship_1 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_disband = yes
can_upgrade = yes
can_change_composition = yes
can_change_leader = yes
uses_naval_capacity = yes
spawn_debris = yes
}
effect = {
set_owner = root
create_ship = {
name = "NAME_Gray"
design = "NAME_RG_GRAY_constructor"
prefix = no
upgradable = yes
}
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
}
}
}
rg_create_gray_colony_1 = {
create_ship_design = {
design = "NAME_RG_armed_colony_ship"
}
add_ship_design = last_created_design
create_fleet = {
name = "NAME_Gray"
settings = {
can_disband = yes
can_upgrade = yes
can_change_composition = yes
can_change_leader = yes
uses_naval_capacity = yes
spawn_debris = yes
}
effect = {
set_owner = root
create_ship = {
name = "NAME_Gray"
design = "NAME_RG_armed_colony_ship"
prefix = no
upgradable = yes
}
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
}
}
remove_ship_design = last_created_design
}
rg_create_gray_destroyer_1 = {
create_fleet = {
name = "NAME_RG_base_destroyer"
settings = {
can_disband = yes
can_upgrade = no
can_change_composition = no
can_change_leader = no
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = root
create_ship = {
name = "NAME_RG_base_destroyer"
design = "RG_base_destroyer_key"
prefix = no
upgradable = no
}
set_location = {
target = root.capital_scope
distance = 0
angle = random
}
}
}
}

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rg_storm_relic_add = {
add_relic = rg_tempest_invocator
}
graytempest_storm_add = {
set_star_flag = storm_system
set_global_flag = cosmic_storm_has_occurred
inline_script = {
script = cosmic_storms/StormVisuals
STORM_NAME = "graytempest_storm"
}
}
graytempest_storm_remove = {
remove_storm_visuals_effect = yes
remove_star_flag = storm_system
graytempest_storm_apply_aftermath_modifier = yes
graytempest_storm_apply_deposits = yes
}
graytempest_storm_apply_aftermath_modifier = {
every_system_planet = {
limit = {
OR = {
is_colonizable = yes
is_colony = yes
}
}
storm_apply_aftermath_modifier = {
severity = {
modifier = "graytempest_storm_aftermath_modifier_severity_1"
days = 1080
chance = {
base = 33
modifier = {
factor = 0
OR = {
has_modifier = "graytempest_storm_aftermath_modifier_severity_2"
has_modifier = "graytempest_storm_aftermath_modifier_severity_3"
}
}
modifier = {
factor = $FactorSev1|1$
}
}
}
severity = {
modifier = "graytempest_storm_aftermath_modifier_severity_2"
days = 1080
chance = {
base = 3
modifier = {
factor = 0
has_modifier = "graytempest_storm_aftermath_modifier_severity_3"
}
modifier = {
factor = $FactorSev2|1$
}
}
}
severity = {
modifier = "graytempest_storm_aftermath_modifier_severity_3"
days = 1080
chance = {
base = 33
modifier = {
factor = $FactorSev3|1$
}
}
}
}
if = {
limit = { is_colony = yes }
owner = {
create_message = {
type = TEMPEST_STORM_AFTERMATH
localization = MESSAGE_STORM_AFTERMATH_DESC
days = @toast_important_message_days
target = prev
variable = {
type = name
localization = PLANET
scope = prev
}
custom_toast_content_text = tempest_storm_aftermath_custom_desc
}
}
}
}
}
graytempests_storm_apply_deposits = {
every_system_planet = {
limit = {
OR = {
is_colonizable = yes
is_colony = yes
}
is_artificial = no
NOR = {
has_deposit = d_rg_tempest_storm_1
has_deposit = d_rg_tempest_storm_2
has_deposit = d_rg_tempest_storm_3
}
}
random_list = {
80 = {}
20 = {
random_list = {
30 = { add_deposit = d_rg_tempest_storm_1 }
30 = { add_deposit = d_rg_tempest_storm_2 }
30 = { add_deposit = d_rg_tempest_storm_3 }
}
if = {
limit = {
has_owner = yes
}
planet_event = { id = cstorms.8000 }
}
}
}
}
}

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#普通的母舰
rg_warship_init_mod1 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
# design = "NAME_Gray_Warship_rg"
random_existing_design = RG_graygoo_mothership
prefix = no
upgradable = yes
effect = {
PREV = {
set_fleet_flag = gray_fleet_ship
}
save_global_event_target_as = gray_warship_ship
}
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
#纳米旗舰
rg_warship_init_mod2 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
random_existing_design = RG_graygoo_capitalship
prefix = no
upgradable = yes
effect = {
PREV = {
set_fleet_flag = gray_fleet_ship
}
save_global_event_target_as = gray_warship_ship
}
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
#纳米主宰
rg_warship_init_mod3 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
# design = "NAME_gray_juggernautship"
random_existing_design = RG_gray_juggernaut
prefix = no
upgradable = yes
effect = {
PREV = {
set_fleet_flag = gray_fleet_ship
}
save_global_event_target_as = gray_warship_ship
}
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}
#略有磨损的母舰
rg_warship_init_mod0 = {
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_Gray_Warship_base"
prefix = no
upgradable = yes
effect = {
PREV = {
set_fleet_flag = gray_fleet_ship
}
save_global_event_target_as = gray_warship_ship
}
}
set_fleet_stance = aggressive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_fleet
save_global_event_target_as = gray_warship
assign_leader = event_target:gray_leader_admiral
if = {
limit = {
has_global_flag = kdc_event_mod_active
}
add_modifier = {
modifier = remove_fleet_maintenance
}
}
}
}
}

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has_budding_trait = {
OR = {
has_trait = trait_plantoid_budding
has_trait = trait_lithoid_budding
has_trait = trait_advanced_budding
has_trait = rg_machine_maid_trait
}
}

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RG_planet_can_auto_build = {
OR = {
AND = {
has_deposit_for = shipclass_mining_station
has_mining_station = no
}
AND = {
has_deposit_for = shipclass_research_station
has_research_station = no
}
}
NOR = {
has_deposit = d_trade_value_1
has_deposit = d_trade_value_2
has_deposit = d_trade_value_3
has_deposit = d_trade_value_4
has_deposit = d_trade_value_5
has_deposit = d_trade_value_6
has_deposit = d_trade_value_7
has_deposit = d_trade_value_8
has_deposit = d_trade_value_9
has_deposit = d_trade_value_10
has_planet_flag = RG_work_bees_built
}
}

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# Check if a planet can be targetd by a planet killer weapon
# Scope:
# this = planet being targeted
# from = fleet
#can_destroy_planet_with_PLANET_DESTRUCTION_COMPONENT = {
# ...
#}
can_destroy_planet_with_RG_PLANET_KILLER = {
custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer"
NOR = {
is_planet_class = pc_ag_void_star
is_planet_class = pc_ag_void_planet
}
}
custom_tooltip = {
fail_text = "RG_requires_outside_border_star_killer"
NOR = {
AND = {
is_inside_border = from.owner
solar_system = {
any_system_planet = {
OR = {
is_colony = yes
is_under_colonization = yes
}
}
}
}
AND = {
exists = owner
owner = {
is_same_value = from.owner
}
}
}
}
custom_tooltip = {
fail_text = "RG_requires_no_pacifist_star_killer"
from.owner = {
NOR = {
has_ethic = ethic_fanatic_pacifist
has_ethic = ethic_pacifist
}
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_SMALL = {
custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer"
NOR = {
is_star = yes
is_planet_class = pc_ag_void_star
is_planet_class = pc_ag_void_planet
}
}
custom_tooltip = {
fail_text = "RG_requires_outside_border_star_killer"
NOR = {
AND = {
is_inside_border = from.owner
solar_system = {
any_system_planet = {
OR = {
is_colony = yes
is_under_colonization = yes
}
}
}
}
AND = {
exists = owner
owner = {
is_same_value = from.owner
}
}
}
}
custom_tooltip = {
fail_text = "RG_requires_no_pacifist_star_killer"
from.owner = {
NOR = {
has_ethic = ethic_fanatic_pacifist
has_ethic = ethic_pacifist
}
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_SP = {
custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer"
NOR = {
is_star = yes
is_planet_class = pc_ag_void_star
is_planet_class = pc_ag_void_planet
}
}
custom_tooltip = {
fail_text = "RG_requires_inside_border_star_killer"
is_inside_border = from.owner
}
}
can_destroy_planet_with_RG_PLANET_KILLER_NANO_SP = {
custom_tooltip = {
fail_text = "RG_requires_a_star_star_killer"
NOR = {
is_star = yes
is_planet_class = pc_ag_void_star
is_planet_class = pc_ag_void_planet
}
}
custom_tooltip = {
fail_text = "RG_requires_inside_border_star_killer"
is_inside_border = from.owner
}
}
can_destroy_planet_with_RG_PLANET_KILLER_CRACKER = {
custom_tooltip = {
fail_text = is_not_a_standard_planet_or_megastructure
is_a_planet_megastructure = yes
}
custom_tooltip = {
fail_text = is_shielded
NOR = {
is_planet_class = pc_shielded
is_planet_class = pc_ringworld_shielded
is_planet_class = pc_habitat_shielded
}
}
custom_tooltip = {
fail_text = fotd_cant_collossus
NOT = { has_planet_flag = fotd_seperatist_planet@from.owner }
exists = from.owner
from.owner = {
NOT = { has_country_flag = fotd_seperatist_country@from.owner }
}
}
OR = {
custom_tooltip = {
text = is_not_hostile_cracker
OR = {
AND = {
exists = space_owner
space_owner = {
OR = {
is_at_war_with = from.owner
is_country_type = swarm
is_country_type = extradimensional
is_country_type = extradimensional_2
is_country_type = extradimensional_3
is_country_type = ai_empire
}
}
}
AND = { # colony
exists = owner
owner = {
OR = {
is_at_war_with = from.owner
is_country_type = swarm
is_country_type = extradimensional
is_country_type = extradimensional_2
is_country_type = extradimensional_3
is_country_type = ai_empire
}
}
}
}
}
AND = {
# primitive target
custom_tooltip = {
text = cannot_crack_pre_ftl_planet_ownership
exists = space_owner
exists = owner
owner = {
is_primitive = yes
}
space_owner = {
OR = {
is_same_value = from.owner
is_at_war_with = from.owner
is_country_type = swarm
is_country_type = extradimensional
is_country_type = extradimensional_2
is_country_type = extradimensional_3
is_country_type = ai_empire
}
}
}
custom_tooltip = {
text = cannot_crack_pre_ftl_planet_interference
# primitive
exists = owner
owner = {
is_primitive = yes
}
from.owner = {
has_policy_flag = interference_aggressive
}
}
}
custom_tooltip = {
text = not_barren_molten_frozen_toxic_test_fire
NOT = { exists = owner }
OR = {
NOT = { exists = space_owner }
AND = {
exists = space_owner
space_owner = { is_same_value = from.owner }
}
}
OR = {
is_planet_class = pc_barren
is_planet_class = pc_barren_cold
is_planet_class = pc_frozen
is_planet_class = pc_molten
is_planet_class = pc_toxic
is_planet_class = pc_desert
is_planet_class = pc_tropical
is_planet_class = pc_arid
is_planet_class = pc_continental
is_planet_class = pc_ocean
is_planet_class = pc_tundra
is_planet_class = pc_arctic
is_planet_class = pc_alpine
is_planet_class = pc_savannah
is_planet_class = pc_gaia
is_planet_class = pc_relic
is_planet_class = pc_nuked
is_planet_class = pc_ringworld_habitable
is_planet_class = pc_habitat
}
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_SHIELDER = {
custom_tooltip = {
fail_text = is_not_a_habitable_planet_or_megastructure
OR = {
is_a_habitable_planet_megastructure = yes
is_planet_class = pc_ai
}
}
custom_tooltip = {
fail_text = is_not_hostile_or_primitive
OR = {
planet_is_hostile_or_crisis = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
}
}
if = {
limit = {
exists = owner
owner = {
is_country_type = primitive
}
}
custom_tooltip = {
fail_text = primitives_not_active_or_full_interference
from.owner = {
OR = {
has_policy_flag = interference_active
has_policy_flag = interference_aggressive
}
}
}
}
custom_tooltip = {
fail_text = is_shielded
NOR = {
is_planet_class = pc_shielded
is_planet_class = pc_ringworld_shielded
is_planet_class = pc_habitat_shielded
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_NEUTRON = {
custom_tooltip = {
fail_text = is_not_a_habitable_planet_or_megastructure
is_a_habitable_planet_megastructure = yes
}
custom_tooltip = {
fail_text = is_shielded
NOR = {
is_planet_class = pc_shielded
is_planet_class = pc_ringworld_shielded
is_planet_class = pc_habitat_shielded
}
}
custom_tooltip = {
fail_text = is_not_hostile
OR = {
planet_is_hostile_or_crisis = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
from.owner = {
OR = {
has_ethic = ethic_xenophobe
has_ethic = ethic_fanatic_xenophobe
}
}
}
AND = {
# at war with primitive space owner
exists = space_owner
exists = owner
owner = {
is_primitive = yes
}
space_owner = {
OR = {
is_at_war_with = from.owner
is_country_type = swarm
is_country_type = extradimensional
is_country_type = extradimensional_2
is_country_type = extradimensional_3
is_country_type = ai_empire
}
}
}
}
}
custom_tooltip = {
fail_text = is_unpopulated
OR = {
num_pops > 0
is_planet_class = pc_infested
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_GODRAY = {
custom_tooltip = {
fail_text = is_not_a_habitable_planet_or_megastructure
OR = {
is_a_habitable_planet_megastructure = yes
is_planet_class = pc_ai
}
}
custom_tooltip = {
fail_text = is_shielded
NOR = {
is_planet_class = pc_shielded
is_planet_class = pc_ringworld_shielded
is_planet_class = pc_habitat_shielded
}
}
custom_tooltip = {
#success_text = "is at war with player"
fail_text = is_not_hostile_or_primitive
OR = {
planet_is_hostile = yes
is_planet_class = pc_ai
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
AND = {
exists = owner
owner = {
is_same_value = from.owner
}
}
}
}
if = {
limit = {
exists = owner
owner = {
is_country_type = primitive
}
}
custom_tooltip = {
fail_text = primitives_not_active_or_full_interference
from.owner = {
OR = {
has_policy_flag = interference_active
has_policy_flag = interference_aggressive
}
}
}
}
# target own colony
if = {
limit = {
NOR = {
planet_is_hostile = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
}
exists = owner
owner = {
is_same_value = from.owner
}
}
custom_tooltip = {
text = not_owned_test_fire
exists = owner
owner = {
is_same_value = from.owner
}
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS = {
custom_tooltip = {
fail_text = is_not_a_habitable_planet_or_megastructure
is_a_habitable_planet_megastructure = yes
}
custom_tooltip = {
fail_text = is_shielded
NOR = {
is_planet_class = pc_shielded
is_planet_class = pc_ringworld_shielded
is_planet_class = pc_habitat_shielded
}
}
custom_tooltip = {
fail_text = is_not_hostile_or_primitive
OR = {
planet_is_hostile = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
}
}
if = {
limit = {
exists = owner
owner = {
is_country_type = primitive
}
}
custom_tooltip = {
fail_text = primitives_not_in_borders
exists = space_owner
space_owner = {
is_same_value = from.owner
}
}
custom_tooltip = {
fail_text = primitives_not_full_interference
from.owner = {
has_policy_flag = interference_aggressive
}
}
}
custom_tooltip = {
fail_text = no_assimilatable_pops
any_owned_pop = {
is_valid_pop_for_PLANET_KILLER_NANOBOTS = yes
}
}
}
can_destroy_planet_with_RG_PLANET_KILLER_DELUGE = {
# custom_tooltip = { #feedback suggests this isn't fun, but leaving it here in case we need it
# fail_text = requires_free_ice_mining_station
# from.owner = {
# any_owned_starbase = {
# has_starbase_building = ice_mining_station
# solar_system = {
# OR = {
# NOT = { has_star_flag = ice_mining_in_progress }
# has_star_flag = ice_mining@root.from
# }
# }
# }
# }
# }
custom_tooltip = {
fail_text = is_habitable_non_artificial
OR = {
is_colonizable = yes
is_colony = yes
}
is_artificial = no
}
custom_tooltip = {
fail_text = is_not_oceanic
NOT = {
is_planet_class = pc_ocean
}
}
if = {
limit = {
is_inside_border = from.owner
}
if = {
limit = {
#Uninhabited and primitive planets are always fine, if own colony then check if pops would be purged
exists = owner
owner = {
is_same_value = from.owner
}
any_owned_species = {
NOT = {
has_trait = trait_aquatic
}
}
}
custom_tooltip = {
fail_text = requires_purge_allowed
success_text = will_purge_non_aquatic_pops
from.owner = {
is_ai = no
has_policy_flag = purge_allowed
}
}
}
}
else = {
custom_tooltip = {
fail_text = is_not_hostile_or_primitive_or_ours
OR = {
planet_is_hostile = yes
AND = {
exists = owner
owner = {
is_country_type = primitive
}
}
}
}
}
if = {
limit = {
exists = owner
owner = {
is_country_type = primitive
}
}
custom_tooltip = {
fail_text = primitives_not_in_borders
exists = space_owner
space_owner = {
is_same_value = from.owner
}
}
custom_tooltip = {
fail_text = primitives_not_full_interference
from.owner = {
has_policy_flag = interference_aggressive
}
}
}
}
is_valid_pop_for_RG_PLANET_KILLER_NANOBOTS = {
NOR = {
has_trait = trait_hive_mind
has_trait = trait_mechanical
has_trait = trait_machine_unit
}
}
can_destroy_planet_with_RG_PLANET_KILLER_STAR_CRACKER = {
custom_tooltip = {
fail_text = is_your_megastructure_system
NOT = {
solar_system = {
has_star_flag = crisis_sphere_system@from.owner
any_system_megastructure = {
has_megastructure_flag = crisis_sphere
}
}
}
}
custom_tooltip = {
fail_text = is_not_star
is_star = yes
}
custom_tooltip = {
fail_text = is_black_hole
NOT = {
is_planet_class = pc_black_hole
}
}
custom_tooltip = {
fail_text = star_owner_is_not_hostile
OR = {
NOT = {
exists = space_owner
}
space_owner = {
is_hostile = from.owner
}
space_owner = {
is_same_value = from.owner
}
}
}
}

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RG_gray_mod1_trigger = {
event_target:gray_leader_admiral = {
has_skill >= 10
}
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
has_special_project = RG_GRAY_MOD1
any_situation = {
is_situation_type = situation_rg_gray_mod1
}
}
}
RG_gray_mod1_allow_trigger = {
hidden_trigger = {
event_target:gray_warship = {
num_ships > 0
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
event_target:gray_warship = {
is_in_combat = no
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.b
event_target:gray_warship = {
NOT = {
has_hp_percentage < 0.97
}
}
}
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_10
event_target:gray_leader_admiral = {
has_skill >= 10
}
}
resource_stockpile_compare = {
resource = energy
value >= 15000
}
resource_stockpile_compare = {
resource = alloys
value >= 15000
}
}
RG_gray_mod2_trigger = {
AND = {
event_target:gray_leader_admiral = {
has_skill >= 10
}
has_country_flag = rg_gray_level_2
}
NOR = {
has_country_flag = rg_gray_level_3
has_special_project = RG_GRAY_MOD2
any_situation = {
is_situation_type = situation_rg_gray_mod2
}
}
}
RG_gray_mod2_allow_trigger = {
hidden_trigger = {
# To prevent exploit
event_target:gray_warship = {
num_ships > 0
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
event_target:gray_warship = {
is_in_combat = no
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.b
event_target:gray_warship = {
NOT = {
has_hp_percentage < 0.97
}
}
}
OR = {
custom_tooltip = {
fail_text = requires_rg_has_tech_juggernaut
has_technology = tech_juggernaut
}
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_10
event_target:gray_leader_admiral = {
has_skill >= 10
}
}
}
resource_stockpile_compare = {
resource = energy
value >= 150000
}
resource_stockpile_compare = {
resource = alloys
value >= 150000
}
}
RG_gray_mod3_trigger = {
NOR = {
has_country_flag = gray_reforming
has_country_flag = rg_juggernaut_fired
}
has_country_flag = rg_gray_level_3
}
RG_gray_mod3_allow_trigger = {
resource_stockpile_compare = {
resource = energy
value >= 150000
}
resource_stockpile_compare = {
resource = alloys
value >= 150000
}
custom_tooltip = {
fail_text = requires_rg_has_tech_juggernaut
has_technology = tech_juggernaut
}
}

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@gray_portrait = Gray

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ship_section_template = {
key = "RG_armed_colony_ship"
ship_size = RG_armed_colony_ship
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 6
aux_utility_slots = 2
}
ship_section_template = {
key = "RG_armed_transport_ship"
ship_size = RG_armed_transport_ship
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 6
aux_utility_slots = 2
}
ship_section_template = {
key = "RG_armed_constructor_ship"
ship_size = RG_armed_constructor_ship
fits_on_slot = mid
entity = "grey_tempesttw_construction_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "turret_01"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "turret_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "turret_01"
}
large_utility_slots = 6
aux_utility_slots = 2
}
ship_section_template = {
key = "RG_armed_science_ship"
ship_size = RG_armed_science_ship
fits_on_slot = mid
entity = "grey_tempesttw_science_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 6
aux_utility_slots = 2
}
# Baby Dragon
ship_section_template = {
key = "RG_nanite_space_dragon_baby_key"
ship_size = nanite_space_dragon_baby
fits_on_slot = mid
#entity = "guardian_01_space_dragon_red_entity"
#entity = "empty_section_entity_entity"
entity = "nanite_space_dragon_baby_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "PLANET_KILLER_GUN_01"
template = "invisible_planet_killer_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_01"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_02"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_03"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_04"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_05"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TITAN_06"
template = "invisible_titanic_fixed"
locatorname = "xl_gun_01"
}
component_slot = {
name = "EXTRA_LARGE_01"
template = "invisible_extra_large_fixed"
locatorname = "wing_1_3"
}
component_slot = {
name = "EXTRA_LARGE_02"
template = "invisible_extra_large_fixed"
locatorname = "wing_1_3"
}
component_slot = {
name = "EXTRA_LARGE_03"
template = "invisible_extra_large_fixed"
locatorname = "wing_2_3"
}
component_slot = {
name = "EXTRA_LARGE_04"
template = "invisible_extra_large_fixed"
locatorname = "wing_2_3"
}
component_slot = {
name = "EXTRA_LARGE_05"
template = "invisible_extra_large_fixed"
locatorname = "wing_3_4"
}
component_slot = {
name = "EXTRA_LARGE_06"
template = "invisible_extra_large_fixed"
locatorname = "wing_3_4"
}
component_slot = {
name = "EXTRA_LARGE_07"
template = "invisible_extra_large_fixed"
locatorname = "wing_4_3"
}
component_slot = {
name = "EXTRA_LARGE_08"
template = "invisible_extra_large_fixed"
locatorname = "wing_4_3"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "TORPEDO_05"
template = "invisible_missile_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "TORPEDO_06"
template = "invisible_missile_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "TORPEDO_07"
template = "invisible_missile_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "TORPEDO_08"
template = "invisible_missile_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_01"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_02"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_03"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_04"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_05"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_06"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_07"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_08"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_09"
template = "large_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "LARGE_GUN_10"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_11"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_12"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_13"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_14"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_15"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_16"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_17"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_18"
template = "large_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "LARGE_GUN_19"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_20"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_21"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_22"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_23"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_24"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_25"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_26"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_27"
template = "large_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "LARGE_GUN_28"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_29"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_30"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_31"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_32"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_33"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_34"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_35"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "LARGE_GUN_36"
template = "large_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "wing_1_3"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "PD_05"
template = "point_defence_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "PD_06"
template = "point_defence_turret"
locatorname = "wing_2_3"
}
component_slot = {
name = "PD_07"
template = "point_defence_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "PD_08"
template = "point_defence_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "PD_09"
template = "point_defence_turret"
locatorname = "wing_3_4"
}
component_slot = {
name = "PD_10"
template = "point_defence_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "PD_11"
template = "point_defence_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "PD_12"
template = "point_defence_turret"
locatorname = "wing_4_3"
}
component_slot = {
name = "SECONDARY_GUN_01"
template = "medium_turret"
locatorname = "wing_1_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_02"
template = "medium_turret"
locatorname = "wing_2_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_03"
template = "medium_turret"
locatorname = "wing_3_4"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_04"
template = "medium_turret"
locatorname = "wing_4_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_05"
template = "medium_turret"
locatorname = "wing_1_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_06"
template = "medium_turret"
locatorname = "wing_2_3"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_07"
template = "medium_turret"
locatorname = "wing_3_4"
is_side_slot = yes
}
component_slot = {
name = "SECONDARY_GUN_08"
template = "medium_turret"
locatorname = "wing_4_3"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_01"
template = "point_defence_turret"
locatorname = "wing_1_3"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_02"
template = "point_defence_turret"
locatorname = "wing_2_3"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_03"
template = "point_defence_turret"
locatorname = "wing_3_4"
is_side_slot = yes
}
component_slot = {
name = "TERTIARY_GUN_04"
template = "point_defence_turret"
locatorname = "wing_4_3"
is_side_slot = yes
}
large_utility_slots = 48
aux_utility_slots = 8
}
ship_section_template = {
key = "RG_carrier_destroyer_key"
ship_size = RG_graygoo_destroyer
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "xl_gun_01"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "xl_gun_01"
}
large_utility_slots = 2
aux_utility_slots = 1
}
ship_section_template = {
key = "RG_base_destroyer_key"
ship_size = RG_graygoo_destroyer
fits_on_slot = mid
entity = "grey_tempesttw_colony_ship_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "MEDIUM_GUN_01"
template = "medium_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_02"
template = "medium_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_03"
template = "medium_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "wing_1_3"
}
large_utility_slots = 2
aux_utility_slots = 1
}

View File

@@ -0,0 +1,319 @@
ship_section_template = {
key = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
ship_size = RG_orbital_ring_tier_1
fits_on_slot = "core"
entity = "grey_tempesttw_gateway_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "LARGE_GUN_01"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_02"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_03"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_04"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_05"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_06"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_07"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_08"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_07"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_08"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_01"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_02"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_03"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_04"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "rotate"
}
small_utility_slots = 0
medium_utility_slots = 0
large_utility_slots = 8
aux_utility_slots = 1
}
ship_section_template = {
key = "RG_Nanite_STARBASE_SECTION"
ship_size = starbase_starfortress
fits_on_slot = "core"
entity = "grey_tempesttw_starbase_starfortress_section_entity"
icon = "GFX_ship_part_core_mid"
component_slot = {
name = "LARGE_GUN_01"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_02"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_03"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "LARGE_GUN_04"
template = "invisible_large_turret"
locatorname = "rotate"
}
component_slot = {
name = "TORPEDO_01"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_02"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_03"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_04"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_05"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_06"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_07"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "TORPEDO_08"
template = "invisible_missile_turret"
locatorname = "xl_gun_01"
}
component_slot = {
name = "STRIKE_CRAFT_01"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_02"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_03"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_04"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_05"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_06"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_07"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "STRIKE_CRAFT_08"
template = "large_strike_craft"
rotation = 90
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_01"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_02"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_03"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "MEDIUM_GUN_04"
template = "invisible_medium_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_01"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_02"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_03"
template = "point_defence_turret"
locatorname = "rotate"
}
component_slot = {
name = "PD_04"
template = "point_defence_turret"
locatorname = "rotate"
}
small_utility_slots = 0
medium_utility_slots = 0
large_utility_slots = 8
aux_utility_slots = 1
}

View File

@@ -0,0 +1,169 @@
#this file ( and all files in this folder ) is reloadable with console command "reload behavior"
#filewatcher is enabled for all files in this folder
@engagement_range = 300
@return_range = 500
ship_behavior = {
name = "rg_fighters_behavior"
preferred_attack_range = 12
formation_distance = @engagement_range
return_to_formation_distance = @return_range
attack_move_pattern = orbit
passive_move_pattern = charge
# targeting = {
# component_target_weight_mult = 0
# keep_previous_target_bonus = 100
# damage_value = 5
# low_health_bonus = 5000
# shield_focus_value = 5
# armor_focus_value = 5
# already_incoming_damage_penalty = 200
# distance_to_fleet_penalty = 0
# size_difference_penalty = 0
# transport_target_penalty = 50000
# civilian_target_penalty = 100000
# }
}
ship_behavior = {
name = "rg_bombers_behavior"
preferred_attack_range = max
formation_distance = @engagement_range
return_to_formation_distance = @return_range
attack_move_pattern = charge #orbit
passive_move_pattern = charge
}
ship_behavior = {
name = "RG_GrayMotherShip"
preferred_attack_range = 100
formation_distance = 100
return_to_formation_distance = 110
collision_awareness = 0.2
collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5
attack_move_pattern = stay_at_range
passive_move_pattern = charge
ignore_combat_movement = yes
desc = "RG_GrayMotherShip_BEHAVIOR_DESC"
}
ship_behavior = {
name = "rg_carrier_behavior"
preferred_attack_range = max
formation_distance = 400
return_to_formation_distance = 390
collision_awareness = 1
collision_radius = 20
collision_strafe = 10
attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge
desc = "rg_carrier_BEHAVIOR_DESC"
}
ship_behavior = {
name = "rg_aura_behavior"
preferred_attack_range = max
formation_distance = 600
return_to_formation_distance = 590
collision_awareness = 1
collision_radius = 20
collision_strafe = 10
attack_move_pattern = follow #stationary
passive_move_pattern = stay_at_range #follow #charge
desc = "rg_aura_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_artillery"
preferred_attack_range = 390
formation_distance = 390
return_to_formation_distance = 400
combat_target_anchor = root
collision_awareness = 0.2
collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range
passive_move_pattern = charge
desc = "RG_artillery_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_battle"
preferred_attack_range = 100
formation_distance = 100
return_to_formation_distance = 110
combat_target_anchor = root
collision_awareness = 0.2
collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range
passive_move_pattern = charge
desc = "RG_battle_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_torpedo"
preferred_attack_range = 170
formation_distance = 170
return_to_formation_distance = 180
combat_target_anchor = root
collision_awareness = 0.2
collision_radius = 1 #collision_radius is a multiplier on the radius specified in the ship size
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range
passive_move_pattern = charge
desc = "RG_torpedo_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_line"
preferred_attack_range = 50 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 50 #when orbing/following ship will try to keep this distance to assigned position
return_to_formation_distance = 60 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this
collision_awareness = 0.75
collision_radius = 1
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = follow #stationary/charge/follow/stationary/none
passive_move_pattern = charge
desc = "RG_line_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_AA"
preferred_attack_range = 150 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 150 #when orbing/following ship will try to keep this distance to assigned position
return_to_formation_distance = 160 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this
collision_awareness = 0.75
collision_radius = 1
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = follow #stationary/charge/follow/stationary/none
passive_move_pattern = charge
desc = "RG_AA_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_colossus"
preferred_attack_range = 0
formation_distance = 0
return_to_formation_distance = 0
collision_awareness = 0
collision_strafe = 0
collision_radius = 0
attack_move_pattern = none
passive_move_pattern = none
ignore_combat_movement = yes
desc = "RG_COLOSSUS_BEHAVIOR_DESC"
}
ship_behavior = {
name = "RG_icebreak"
preferred_attack_range = 1 #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking
formation_distance = 1 #when orbing/following ship will try to keep this distance to assigned position
return_to_formation_distance = 5 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this
collision_awareness = 0.75
collision_radius = 1
collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another
attack_move_pattern = stay_at_range #stationary/charge/follow/stationary/none
passive_move_pattern = charge
desc = "RG_icebreak_BEHAVIOR_DESC"
}

View File

@@ -0,0 +1,861 @@
#reloadable with 'reload stats'
# This file is where you start when you want to configure something new, then go to sections
####################
# NOTE FOR MODDERS #
####################
# modifier = { } only takes the following modifiers
# hull, shield & armor add/mult and regen add perc/static
# evasion add/mult
# speed/base speed mult
# weapon damage mult
# upkeep mult
# for other modifiers, use ship_modifier = { }
# use_shipnames_from = other_size # allows a ship size to use names from another size
# icon = ship_size_military_1
#ship_size_military_1 is default. The following sprite keys are generated from it:
#GFX_text_<key>
#GFX_<key>
#GFX_<key>_top
#GFX_<key>_top_damaged
# icon_frame: now only used for starbases. Value of 2 or more means it shows up on the galaxy map, 1-5 denote which icon it uses on starbase sprite sheets (e.g. gfx/interface/icons/starbase_ship_sizes.dds)
####################
# Gray Goo Mothership
RG_graygoo_mothership = {
graphical_culture = no
entity = "gatebuilder_01_mothership_entity"
max_speed = 100
acceleration = 0.2
rotation_speed = 0.15
collision_radius = 5
modifier = {
ship_evasion_add = 50
ship_armor_add = 25600
# ship_shield_add = 25600
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
max_hitpoints = 25600
size_multiplier = 16
fleet_slot_size = 16
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 12
is_space_station = no
icon = ship_size_military_16
base_buildtime = @titan_build_time
use_shipnames_from = titan
can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes
default_behavior = colossus
prerequisites = {
"tech_object_gray_5"
}
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 30000
}
}
}
RG_graygoo_capitalship = {
graphical_culture = no
entity = "grey_tempesttw_juggernaut_entity"
max_speed = 100
acceleration = 0.2
rotation_speed = 0.15
collision_radius = 5
modifier = {
ship_evasion_add = 100
ship_armor_add = 128000
# ship_shield_add = 128000
ship_weapon_damage = 2
ship_cloaking_detection_add = 5
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 2
ship_armor_hardening_add = 2
}
max_hitpoints = 128000
size_multiplier = 32
fleet_slot_size = 32
section_slots = {
"core" = {
locator = "part1"
}
"behind" = {
locator = "part2"
}
}
num_target_locators = 16
is_space_station = no
icon = ship_size_military_16
base_buildtime = @titan_build_time
use_shipnames_from = juggernaut
can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes
default_behavior = colossus
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
potential_construction = {
OR = {
is_scope_type = starbase
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
}
}
possible_construction = {
custom_tooltip = {
fail_text = starbase_citadel_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_size >= starbase_citadel
}
}
}
custom_tooltip = {
fail_text = starbase_colossal_yards_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_building = colossus_yards
}
}
}
}
combat_size_multiplier = 4
prerequisites = {
"tech_gray_juggernaut_8"
}
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 150000
}
}
}
RG_gray_juggernaut = {
max_speed = 100
entity = "grey_tempesttw_juggernaut_entity"
acceleration = 0.2
rotation_speed = 0.15
collision_radius = @juggernaut_collision_radius
modifier = {
ship_evasion_add = 100
ship_armor_add = 108000
# ship_shield_add = 108000
ship_weapon_damage = 2
starbase_shipyard_capacity_add = 12
ship_cloaking_detection_add = 5
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 2
ship_armor_hardening_add = 2
}
max_hitpoints = 108000
base_buildtime = @juggernaut_build_time
use_shipnames_from = juggernaut
combat_size_multiplier = 5
size_multiplier = 32
fleet_slot_size = 32
section_slots = {
"core" = {
locator = "part1"
}
"behind" = {
locator = "part2"
}
}
num_target_locators = 16
can_have_federation_design = no
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
icon_frame = 7 #probably unused, but mobile starbases are special
icon = ship_size_military_64
ship_class_icon_frame = 35
default_behavior = colossus
is_designable = yes
prerequisites = {
"tech_gray_juggernaut_8"
}
class = shipclass_starbase
construction_type = starbase_shipyard
potential_construction = {
OR = {
is_scope_type = starbase
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
}
}
possible_construction = {
custom_tooltip = {
fail_text = starbase_citadel_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_size >= starbase_citadel
}
}
}
custom_tooltip = {
fail_text = starbase_colossal_yards_trigger
OR = {
AND = {
is_scope_type = megastructure
OR = {
is_megastructure_type = mega_shipyard_3
is_megastructure_type = mega_shipyard_restored
}
}
AND = {
is_scope_type = starbase
has_starbase_building = colossus_yards
}
}
}
}
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
required_component_set = "ship_aura_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 150000
}
}
}
RG_armed_constructor_ship = {
max_speed = 150
acceleration = 0.1
rotation_speed = 0.2
max_hitpoints = 2000
entity = "grey_tempesttw_constructor_entity"
modifier = {
ship_evasion_add = 10
ship_armor_add = 1280
# ship_shield_add = 12800
}
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = {
"mid" = {
locator = "part1"
}
}
use_shipnames_from = constructor
icon = ship_size_constructor
base_buildtime = @construction_build_time
num_target_locators = 2
is_space_station = no
combat_disengage_chance = 2
enable_default_design = no #if yes, countries will have an auto-generated design at start
components_add_to_cost = no
is_designable = no
is_civilian = yes
class = shipclass_constructor
icon = ship_size_constructor
valid_target_aggressive_stance = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
resources = {
category = ships
cost = {
nanites = 1000
}
}
}
RG_armed_science_ship = {
max_speed = 200
acceleration = 0.35
rotation_speed = 0.2
max_hitpoints = 1200
entity = "grey_tempesttw_science_entity"
modifier = {
ship_evasion_add = 100
ship_armor_add = 1200
# ship_shield_add = 12000
}
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = {
"mid" = {
locator = "part1"
}
}
use_shipnames_from = science
icon = ship_size_science
base_buildtime = @science_build_time
num_target_locators = 2
is_space_station = no
combat_size_multiplier = 1
combat_disengage_chance = 2
enable_default_design = no #if yes, countries will have an auto-generated design at start
components_add_to_cost = no
is_designable = no
is_civilian = yes
class = shipclass_science_ship
valid_target_aggressive_stance = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
resources = {
category = ships
cost = {
nanites = 1000
}
}
}
# Gray Goo Interdictor
RG_graygoo_interdictor = {
graphical_culture = no
entity = "gatebuilder_01_cruiser_entity"
max_speed = 150
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 2800
# ship_shield_add = 2800
}
max_hitpoints = 5000
size_multiplier = 8
fleet_slot_size = 4
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
base_buildtime = @battleship_build_time
use_shipnames_from = battleship
can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes
default_behavior = line
prerequisites = {
"tech_gray_interdictor_4"
}
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 3000
}
}
}
# Gray Goo destroyer
RG_graygoo_destroyer = {
graphical_culture = no
entity = "grey_tempesttw_colonizer_entity"
max_speed = 220
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 40
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 1100
# ship_shield_add = 1100
}
max_hitpoints = 2000
size_multiplier = 2
fleet_slot_size = 2
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
icon = ship_size_military_2
base_buildtime = @destroyer_build_time
use_shipnames_from = destroyer
can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes
default_behavior = line
potential_country = {
has_tradition = tr_rg_nanotech_4
}
ship_roles = { screen gunship artillery brawler }
triggered_ship_roles = {
{
name = artillery_stealth
trigger = { has_technology = tech_cloaking_2 }
}
}
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 1000
}
}
}
# Gray Goo Icebreaker
RG_graygoo_icebreaker_interdictor = {
graphical_culture = no
entity = "gatebuilder_01_cruiser_entity"
max_speed = 200
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 4800
# ship_shield_add = 4800
}
max_hitpoints = 10000
size_multiplier = 8
fleet_slot_size = 4
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
base_buildtime = @battleship_build_time
use_shipnames_from = battleship
can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes
default_behavior = colossus
prerequisites = {
"tech_gray_buffnut_6"
}
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "science_cloaking_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 6000
}
}
}
# Gray Goo Arsenal
RG_graygoo_Arsenal = {
graphical_culture = no
entity = "gatebuilder_01_cruiser_entity"
max_speed = 150
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 2800
# ship_shield_add = 2800
}
max_hitpoints = 3000
size_multiplier = 8
fleet_slot_size = 4
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 64
is_space_station = no
icon = ship_size_military_4
base_buildtime = @battleship_build_time
use_shipnames_from = battleship
can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes
default_behavior = line
prerequisites = {
"tech_gray_matter_spray_5"
}
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 6000
}
}
}
RG_graygoo_Buff = {
graphical_culture = no
entity = "gatebuilder_01_cruiser_entity"
max_speed = 100
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 12800
# ship_shield_add = 12800
}
max_hitpoints = 20000
size_multiplier = 8
fleet_slot_size = 4
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
base_buildtime = @battleship_build_time
use_shipnames_from = colossus
can_have_federation_design = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
enable_3dview_in_ship_browser = yes #if yes, ship design will have a 3d view in the ship browser
is_designable = yes
default_behavior = colossus
prerequisites = {
"tech_gray_buffnut_6"
}
combat_disengage_chance = 1.25
class = shipclass_military
construction_type = starbase_shipyard
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "ship_aura_components"
required_component_set = "science_cloaking_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 8000
}
}
}
# Armed Transport
RG_armed_transport_ship = {
max_speed = 150
acceleration = 0.1
rotation_speed = 0.2
max_hitpoints = 2000
entity = "grey_tempesttw_colonizer_entity"
modifier = {
ship_evasion_add = 10
ship_armor_add = 1280
# ship_shield_add = 12800
}
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
icon = ship_size_transport
is_designable = no
class = shipclass_transport
use_shipnames_from = transport
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
components_add_to_cost = no
}
# Armed Colonizer
RG_armed_colony_ship = {
max_speed = 150
acceleration = 0.1
rotation_speed = 0.2
max_hitpoints = 2000
entity = "grey_tempesttw_colonizer_entity"
modifier = {
ship_evasion_add = 10
ship_armor_add = 1280
# ship_shield_add = 12800
}
ship_modifier = {
ship_hyperlane_range_add = 3
ship_piracy_suppression_add = 100
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
size_multiplier = 1
fleet_slot_size = 1
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 2
is_space_station = no
icon = ship_size_colonizer
base_buildtime = @colony_build_time
is_civilian = yes
is_designable = no
class = shipclass_colonizer
use_shipnames_from = colonizer
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 1000
}
}
}
RG_orbital_ring_tier_1 = {
max_speed = 0
acceleration = 0
rotation_speed = 0
modifier = {
ship_evasion_mult = -1
ship_armor_add = 125000
# ship_shield_add = 125000
starbase_defense_platform_capacity_add = 12
starbase_module_capacity_add = 12
starbase_building_capacity_add = 12
starbase_shipyard_capacity_add = 12
ship_cloaking_detection_add = 5
}
ship_modifier = {
ship_fire_rate_mult = 1
ship_weapon_range_mult = 1
}
max_hitpoints = 125000
base_buildtime = 720
resources = {
category = starbase_stations
cost = {
alloys = 1000
influence = 50
}
upkeep = {
energy = 2
}
}
combat_size_multiplier = 5
size_multiplier = 4
fleet_slot_size = 2
section_slots = {
"core" = {
locator = "part1"
}
"1" = {
locator = "part2"
}
"2" = {
locator = "part3"
}
}
potential_construction = {
# This is build through a megastructure
always = no
}
possible_construction = {
always = no
}
is_designable = yes
num_target_locators = 0
is_space_station = no
can_have_federation_design = no
is_civilian = no
components_add_to_cost = no
can_disable = yes
flip_control_on_disable = yes
enable_default_design = yes #if yes, countries will have an auto-generated design at start
prerequisites = {
"tech_object_gray_6"
}
class = shipclass_starbase
required_component_set = "power_core"
required_component_set = "sensor_components"
required_component_set = "combat_computers"
required_component_set = "science_cloaking_components"
required_component_set = "ship_aura_components"
build_block_radius = 20
formation_priority = 1
icon_frame = 7
scales_with_planet = yes
graphical_culture = yes
}

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@salvagecostsmall = 100
@salvagecostmedium = 250
@salvagecostlarge = 500
@salvagecostsmallrare = 25
@salvagecostmediumrare = 50
@salvagecostlargerare = 100
# Gray Goo Mothership
graygoo_mothership = {
graphical_culture = no
entity = "gatebuilder_01_mothership_entity"
max_speed = 100
acceleration = 0.2
rotation_speed = 0.15
collision_radius = 5
modifier = {
ship_evasion_add = 50
ship_armor_add = 25600
# ship_shield_add = 25600
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
}
max_hitpoints = 25600
size_multiplier = 16
fleet_slot_size = 16
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 12
is_space_station = no
icon = ship_size_military_16
class = shipclass_military
is_designable = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
required_component_set = "ship_aura_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 30000
}
}
}
# Gray Goo Interdictor
graygoo_interdictor = {
graphical_culture = no
entity = gatebuilder_01_cruiser_entity
max_speed = 150
acceleration = 0.25
rotation_speed = 0.175
collision_radius = 4
modifier = {
ship_evasion_add = 20
ships_upkeep_mult = -1
ship_piracy_suppression_add = 4
ship_armor_add = 2800
# ship_shield_add = 2800
}
max_hitpoints = 5000
size_multiplier = 8
fleet_slot_size = 4
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 4
is_space_station = no
icon = ship_size_military_4
class = shipclass_military
is_designable = no
required_component_set = "power_core"
required_component_set = "ftl_components"
required_component_set = "combat_computers"
required_component_set = "thruster_components"
required_component_set = "sensor_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 3000
}
}
}
# Nanite Factory
graygoo_factory = {
graphical_culture = no
entity = gatebuilder_01_space_station_entity
max_speed = 0
acceleration = 0
rotation_speed = 0
modifier = {
ship_cloaking_detection_add = 5
ship_evasion_add = 50
ship_armor_add = 2048000
# ship_shield_add = 1024000
}
ship_modifier = {
ship_shield_hardening_add = 5
ship_armor_hardening_add = 5
ship_armor_regen_add_static = 10240
ship_hull_regen_add_static = 5120
}
max_hitpoints = 2048000
size_multiplier = 32
fleet_slot_size = 4
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 0
is_space_station = yes
build_block_radius = @build_block_radius_civilian
class = shipclass_military_station
is_designable = no
icon = ship_size_military_station
required_component_set = "combat_computers"
required_component_set = "sensor_components"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 30000
}
}
}
# Baby Drake
nanite_space_dragon_baby = {
is_space_object = yes
#graphical_culture = { "guardian_01" }
graphical_culture = no
can_be_inspected = no
max_speed = 200
acceleration = 0.8
rotation_speed = 0.8
collision_radius = 7
modifier = {
ship_evasion_add = 100
ship_armor_add = 128000
ship_shield_add = 128000
ship_weapon_damage = 2
}
ship_modifier = {
ship_disengage_chance_reduction = 8
ships_upkeep_mult = -1
ship_shield_hardening_add = 2
ship_armor_hardening_add = 2
}
max_hitpoints = 128000
size_multiplier = 16
fleet_slot_size = 16
section_slots = {
"mid" = {
locator = "part1"
}
}
num_target_locators = 16
is_space_station = no
icon = ship_size_space_monster
class = shipclass_military
is_designable = no
required_component_set = "ftl_components"
required_component_set = "sensor_components"
required_component_set = "thruster_components"
required_component_set = "combat_computers"
components_add_to_cost = no
resources = {
category = ships
cost = {
nanites = 30000
}
}
}

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situation_nanties_deficit = {
picture = GFX_evt_deficit
category = negative
fail_icon = GFX_situation_outcome_meh
fail_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_bankrupcy
complete_icon_frame = GFX_situation_outcome_frame_red
on_start = {
set_situation_flag = deficit_situation
owner = {
country_event = { id = advisor.20 days = 10 random = 20 }
save_event_target_as = kaleidoscope_new_owner
}
random_playable_country = {
limit = {
has_country_flag = gave_kaleidoscope_to@owner
}
country_event = { id = situation.2025 days = 10 random = 20 }
}
}
on_abort = {
owner = {
add_resource = {
energy = @bailout_basic_base_amount
mult = value:bailout_scaling_factor
}
}
}
start_value = 15
on_monthly = {
random_events = {
80 = 0
20 = origin.4170 # Payback | MSI helping you
}
}
stages = {
deficit_first = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_red
end = 25
modifier = {
planet_researchers_physics_research_produces_add = -0.5
planet_researchers_society_research_produces_add = -0.5
planet_researchers_engineering_research_produces_add = -0.5
diplo_weight_economy_mult = -0.1
planet_pop_assembly_reduction = 0.1
ship_disengage_chance_mult = -0.1
ship_weapon_damage = -0.20
ship_speed_mult = -0.20
}
}
deficit_second = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_red
end = 50
modifier = {
planet_researchers_physics_research_produces_add = -1
planet_researchers_society_research_produces_add = -1
planet_researchers_engineering_research_produces_add = -1
diplo_weight_economy_mult = -0.2
planet_pop_assembly_reduction = 0.2
ship_disengage_chance_mult = -0.25
ship_weapon_damage = -0.40
ship_speed_mult = -0.40
}
}
deficit_third = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_red
end = 75
modifier = {
planet_researchers_physics_research_produces_add = -1.5
planet_researchers_society_research_produces_add = -1.5
planet_researchers_engineering_research_produces_add = -1.5
diplo_weight_economy_mult = -0.33
planet_pop_assembly_reduction = 0.33
ship_disengage_chance_mult = -0.50
ship_weapon_damage = -0.60
ship_speed_mult = -0.60
}
}
deficit_fourth = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_red
end = 100
on_first_enter = {
situation_event = { id = deficit.100 }
}
modifier = {
planet_researchers_physics_research_produces_add = -2
planet_researchers_society_research_produces_add = -2
planet_researchers_engineering_research_produces_add = -2
diplo_weight_economy_mult = -0.5
planet_pop_assembly_reduction = 0.5
ship_disengage_chance_mult = -0.75
planet_jobs_produces_mult = -0.1
ship_weapon_damage = -0.8
ship_speed_mult = -0.8
}
}
}
on_progress_complete = {
country_defaulted_in_situation_tooltip = yes
hidden_effect = {
situation_event = { id = deficit.110 }
}
}
on_fail = {
custom_tooltip = deficit_situation_finish_tooltip
hidden_effect = { destroy_situation = this }
}
monthly_progress = {
base = 0
modifier = {
add = value:deficit_situation_progress_value|RESOURCE|energy|
desc = string_expenditures_greater_than_income_energy
owner = { has_actual_deficit = { RESOURCE = energy } }
}
modifier = {
subtract = 5
desc = string_not_in_deficit_energy
owner = {
resource_income_compare = {
resource = energy
value >= 0
}
}
}
modifier = {
subtract = 1
desc = string_resource_reserves_energy
owner = {
has_negative_income_with_stockpile = { RESOURCE = energy }
}
}
modifier = {
desc = civilian_difficulty
mult = 0.1
situation_monthly_progress > 0
is_difficulty = 0
owner = {
is_ai = no
}
}
modifier = {
desc = cadet_difficulty
mult = 0.5
situation_monthly_progress > 0
is_difficulty = 1
owner = {
is_ai = no
}
}
}
approach = {
name = deficit_approach_do_nothing
icon = GFX_situation_approach_this_is_fine
icon_background = GFX_situation_approach_bg_yellow
default = yes
on_select = {
custom_tooltip = deficit_approach_do_nothing_tooltip
}
ai_weight = {
base = 1
}
}
approach = {
name = deficit_approach_cut_science_investment
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
modifier = {
planet_researchers_produces_mult = -0.5
planet_buildings_energy_upkeep_mult = -0.2
}
ai_weight = {
base = 0
modifier = {
add = 2
current_stage = deficit_third
}
modifier = {
add = 2
current_stage = deficit_fourth
}
}
}
}

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situation_rg_gray_mod1 = {
picture = GFX_evt_planet_beam
complete_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_positive
on_progress_complete = {
custom_tooltip = situation_rg_gray_mod1_finish_tooltip
hidden_effect = {
owner = {
country_event = {
id = rg_story.29
}
}
}
destroy_situation = this
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_monthly = {
events = {
}
}
stages = {
situation_rg_gray_mod1_stage_1 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 17
custom_tooltip = situation_rg_gray_mod1_stage_1_tooltip
on_first_enter = {
event_target:gray_warship = {
set_event_locked = yes
}
owner = {
country_event = {
id = rg_story.23
}
}
}
}
situation_rg_gray_mod1_stage_2 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 33
custom_tooltip = situation_rg_gray_mod1_stage_2_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.24
}
}
}
}
situation_rg_gray_mod1_stage_3 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 50
custom_tooltip = situation_rg_gray_mod1_stage_3_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.25
}
}
}
}
situation_rg_gray_mod1_stage_4 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 66
custom_tooltip = situation_rg_gray_mod1_stage_4_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.26
}
}
}
}
situation_rg_gray_mod1_stage_5 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 83
custom_tooltip = situation_rg_gray_mod1_stage_5_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.27
}
}
}
}
situation_rg_gray_mod1_stage_6 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_red
end = 100
custom_tooltip = situation_rg_gray_mod1_stage_6_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.28
}
}
event_target:gray_warship = {
set_event_locked = no
}
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_1
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_green
default = yes
on_select = {
if = {
limit = {
NOT = {
has_situation_flag = rg_stage6_locked
}
has_situation_flag = locked
}
set_situation_locked = no
remove_situation_flag = locked
}
event_target:gray_warship = {
set_event_locked = yes
}
custom_tooltip = situation_rg_gray_mod1_approach_1_tooltip
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
country_physics_research_produces_mult = -1
}
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
country_engineering_research_produces_mult = -1
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_2
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_yellow
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_2_tooltip
set_situation_locked = yes
set_situation_flag = locked
event_target:gray_warship = {
set_event_locked = no
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_3
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_3_tooltip
abort_situation = this
event_target:gray_warship = {
set_event_locked = no
}
}
}
monthly_progress = {
base = 0.5
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_1_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
subtract = 0.1
desc = situation_rg_gray_mod1_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_3_booster
}
modifier = {
subtract = 0.1
desc = situation_rg_gray_mod1_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_4_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_5_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod1_stage_6_booster_tooltip
has_situation_flag = situation_rg_gray_mod1_stage_6_booster
}
}
abort_trigger = {
OR = {
NOT = { exists = event_target:gray_warship }
owner = {
NOT = {
has_country_flag = gray_warship_active
}
}
}
}
on_abort = {
owner = {
country_event = {
id = rg_event.10
}
}
destroy_situation = this
}
}
situation_rg_gray_mod2 = {
picture = GFX_evt_planet_beam
complete_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_positive
on_progress_complete = {
custom_tooltip = situation_rg_gray_mod1_finish_tooltip
hidden_effect = {
owner = {
country_event = {
id = rg_story.29
}
}
}
destroy_situation = this
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_monthly = {
events = {
}
}
stages = {
situation_rg_gray_mod2_stage_1 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 8
custom_tooltip = situation_rg_gray_mod2_stage_1_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.30
}
}
}
}
situation_rg_gray_mod2_stage_2 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 17
custom_tooltip = situation_rg_gray_mod2_stage_2_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.31
}
}
}
}
situation_rg_gray_mod2_stage_3 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 25
custom_tooltip = situation_rg_gray_mod2_stage_3_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.32
}
}
}
}
situation_rg_gray_mod2_stage_4 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 34
custom_tooltip = situation_rg_gray_mod2_stage_4_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.33
}
}
}
}
situation_rg_gray_mod2_stage_5 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 42
custom_tooltip = situation_rg_gray_mod2_stage_5_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.34
}
}
}
}
situation_rg_gray_mod2_stage_6 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_green
end = 50
custom_tooltip = situation_rg_gray_mod2_stage_6_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.35
}
}
}
}
situation_rg_gray_mod2_stage_7 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 59
custom_tooltip = situation_rg_gray_mod2_stage_7_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.36
}
}
}
}
situation_rg_gray_mod2_stage_8 = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_green
end = 67
custom_tooltip = situation_rg_gray_mod2_stage_8_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.37
}
}
}
}
situation_rg_gray_mod2_stage_9 = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_green
end = 76
custom_tooltip = situation_rg_gray_mod2_stage_9_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.38
}
}
}
}
situation_rg_gray_mod2_stage_10 = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_green
end = 84
custom_tooltip = situation_rg_gray_mod2_stage_10_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.39
}
}
}
}
situation_rg_gray_mod2_stage_11 = {
icon = GFX_situation_stage_5
icon_background = GFX_situation_stage_frame_green
end = 92
custom_tooltip = situation_rg_gray_mod2_stage_11_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.40
}
}
}
}
situation_rg_gray_mod2_stage_12 = {
icon = GFX_situation_stage_6
icon_background = GFX_situation_stage_frame_red
end = 100
custom_tooltip = situation_rg_gray_mod2_stage_12_tooltip
on_first_enter = {
owner = {
country_event = {
id = rg_story.41
}
}
event_target:gray_warship = {
set_event_locked = no
}
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_1
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_green
default = yes
on_select = {
if = {
limit = {
NOT = {
has_situation_flag = rg_stage6_locked
}
has_situation_flag = locked
}
set_situation_locked = no
remove_situation_flag = locked
}
event_target:gray_warship = {
set_event_locked = yes
}
custom_tooltip = situation_rg_gray_mod1_approach_1_tooltip
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
modifier = {
country_physics_research_produces_mult = -1
}
}
triggered_modifier = {
potential = {
has_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
modifier = {
country_engineering_research_produces_mult = -1
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_2
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_yellow
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_2_tooltip
set_situation_locked = yes
set_situation_flag = locked
event_target:gray_warship = {
set_event_locked = no
}
}
}
approach = {
name = situation_rg_gray_mod1_approach_3
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
on_select = {
custom_tooltip = situation_rg_gray_mod1_approach_3_tooltip
abort_situation = this
event_target:gray_warship = {
set_event_locked = no
}
}
}
monthly_progress = {
base = 0.5
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_1_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_2_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_1_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_4_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_5_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_6_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_7_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_8_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_3_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_9_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_10_booster
}
modifier = {
add = 0.1
desc = situation_rg_gray_mod2_stage_2_booster_tooltip
has_situation_flag = situation_rg_gray_mod2_stage_11_booster
}
}
abort_trigger = {
}
on_abort = {
owner = {
country_event = {
id = rg_event.10
}
}
destroy_situation = this
}
}
situation_rg_nanotech_consume_planet = {
complete_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_exploding_planet
picture = {
trigger = {
target = { is_planet_class = pc_desert }
}
picture = GFX_evt_desert
}
picture = {
trigger = {
target = { is_planet_class = pc_tropical }
}
picture = GFX_evt_tropical
}
picture = {
trigger = {
target = { is_planet_class = pc_arid }
}
picture = GFX_evt_arid
}
picture = {
trigger = {
target = { is_planet_class = pc_continental }
}
picture = GFX_evt_continental
}
picture = {
trigger = {
target = { is_planet_class = pc_alpine }
}
picture = GFX_evt_alpine_city
}
picture = {
trigger = {
target = { is_planet_class = pc_savannah }
}
picture = GFX_evt_savannah
}
picture = {
trigger = {
target = { is_planet_class = pc_ocean }
}
picture = GFX_evt_ocean
}
picture = {
trigger = {
target = { is_planet_class = pc_tundra }
}
picture = GFX_evt_tundra
}
picture = {
trigger = {
target = { is_planet_class = pc_arctic }
}
picture = GFX_evt_arctic
}
picture = {
trigger = {
target = { is_planet_class = pc_gaia }
}
picture = GFX_evt_gaia
}
picture = {
trigger = {
target = { is_planet_class = pc_nuked }
}
picture = GFX_evt_tomb_world
}
picture = {
trigger = {
target = { is_planet_class = pc_hive }
}
picture = GFX_evt_infested
}
picture = {
trigger = {
target = { is_planet_class = pc_machine }
}
picture = GFX_evt_ai_planet
}
picture = {
trigger = {
target = { is_planet_class = pc_city }
}
picture = GFX_evt_city_planet
}
stages = {
stage_1 = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_green
end = 1000
custom_tooltip = stage_slushify
}
}
category = positive
start_value = 0
on_progress_complete = {
custom_tooltip = nanotech_consume_finish_tooltip
hidden_effect = {
situation_event = { id = colony.200 }
}
}
on_monthly = {
events = {
colony.195 #Adds blockers and grants reward
}
}
on_abort = {
target = {
remove_planet_flag = being_devoured
remove_modifier = being_devoured_modifier
}
}
approach = {#Devour
name = approach_devour
on_select = {
custom_tooltip = nanotech_devour_effect
}
default = yes
icon = GFX_situation_approach_amenities
icon_background = GFX_situation_approach_bg_green
ai_weight = {
base = 10
}
}
approach = {#Restraint
name = approach_restraint
on_select = {
custom_tooltip = terravore_restraint_effect
owner = {
add_resource = { unity = -1000 }
}
abort_situation = this
}
icon = GFX_situation_approach_influence
icon_background = GFX_situation_approach_bg_yellow
ai_weight = {
base = 10
}
}
monthly_progress = {
base = 0
modifier = {
add = value:terravore_progress
desc = string_terravore_progress
}
}
abort_trigger = {
OR = {
NOT = { exists = target.owner }
target.owner = { NOT = { is_same_value = root.owner } }
}
}
}

View File

@@ -0,0 +1,907 @@
# Home System - Machine
rg_fallen_machine = {
usage = fallen_empire_init
name = 芬里尔III
class = "rl_standard_stars"
flags = {
lcluster
lcluster4
ring_world_built
}
planet = {
class = star
orbit_distance = 0
orbit_angle = 0
}
change_orbit = 45
planet = {
class = "pc_ringworld_tech"
name = 外环
orbit_angle = -30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 泡芙碗
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 菠萝包工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
create_cluster = {
id = fe_mach_cluster
radius = 80
center = this.solar_system
}
rg_create_fallen_empire_species_effect = yes
rg_create_fallen_empire_country_effect = yes
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
set_controller = event_target:rg_scion_fe
set_capital = yes
add_building = building_ancient_control_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_ancient_palace
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
while = {
count = 5
add_district = district_rw_science
}
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 105
create_pop = {
species = owner_main_species
}
}
while = {
count = 94
create_pop = {
species = event_target:rg_scion_slave.species
}
}
rg_create_fallen_empire_starting_navy = yes
while = {
count = 40
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
init_effect = {
spawn_megastructure = {
type = "ring_world_ruined"
orbit_angle = -90
orbit_distance = 45
}
# rg_create_fe_citadel = yes
}
planet = {
class = "pc_ringworld_tech"
name = 中环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 烤面包机
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 可颂工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 50
create_pop = {
species = owner_main_species
}
}
while = {
count = 20
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 20
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
planet = {
class = "pc_ringworld_tech"
name = 内环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 奶油核心
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 糖霜工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_generator
}
while = {
count = 22
create_pop = {
species = owner_main_species
}
}
while = {
count = 10
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 10
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
# spawn_megastructure = {
# type = lgate_base
# orbit_angle = 225
# orbit_distance = 30
# }
}
rg_fallen_machine_1 = {
usage = fallen_empire_init
name = 芬里尔III
class = "rl_standard_stars"
flags = {
ring_world_built
}
planet = {
class = star
orbit_distance = 0
orbit_angle = 0
}
change_orbit = 45
planet = {
class = "pc_ringworld_tech"
name = 外环
orbit_angle = -30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 泡芙碗
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 菠萝包工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
create_cluster = {
id = fe_mach_cluster
radius = 80
center = this.solar_system
}
rg_create_fallen_empire_species_effect = yes
rg_create_fallen_empire_country_effect = yes
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
set_controller = event_target:rg_scion_fe
set_capital = yes
add_building = building_ancient_control_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_nourishment_center
add_building = building_ancient_palace
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_affluence_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
while = {
count = 5
add_district = district_rw_science
}
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 105
create_pop = {
species = owner_main_species
}
}
while = {
count = 94
create_pop = {
species = event_target:rg_scion_slave.species
}
}
rg_create_fallen_empire_starting_navy = yes
while = {
count = 40
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
init_effect = {
spawn_megastructure = {
type = "ring_world_ruined"
orbit_angle = -90
orbit_distance = 45
}
# rg_create_fe_citadel = yes
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
rg_create_fe_citadel = yes
}
planet = {
class = "pc_ringworld_tech"
name = 中环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 烤面包机
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 可颂工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_dimensional_fabricator
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 50
create_pop = {
species = owner_main_species
}
}
while = {
count = 20
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 20
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
planet = {
class = "pc_ringworld_tech"
name = 内环
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_seam"
name = 奶油核心
orbit_angle = 30
orbit_distance = 0
}
planet = {
class = "pc_ringworld_habitable"
name = 糖霜工厂
orbit_angle = 30
orbit_distance = 0
deposit_blockers = none
modifiers = none
init_effect = {
set_planet_flag = fallen_empire_world
prevent_anomaly = yes
set_owner = event_target:rg_scion_fe
add_building = building_ancient_control_center
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_class_4_singularity
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
add_building = building_nano_forge
while = {
count = 5
add_district = district_rw_generator
}
while = {
count = 22
create_pop = {
species = owner_main_species
}
}
while = {
count = 10
create_pop = {
species = event_target:rg_scion_slave.species
}
}
while = {
count = 10
create_army = {
name = random
owner = event_target:rg_scion_fe
type = "gray_army"
}
}
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_01b
}
}
}
# EXTRAS
rg_fallen_machine_01b = {
class = "rl_trinary_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 140
}
init_effect = {
rg_create_fe_citadel = yes
}
planet = {
count = 1
class = star
orbit_distance = 25
orbit_angle = 0
size = {
min = 20
max = 30
}
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = {
min = 0
max = 20
}
orbit_angle = 120
size = {
min = 25
max = 30
}
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = {
min = 0
max = 20
}
orbit_angle = 120
size = {
min = 25
max = 30
}
has_ring = no
}
change_orbit = 92
planet = {
count = {
min = 3
max = 6
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
count = 1
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
init_effect = {
set_deposit = d_rare_crystals_2
}
}
change_orbit = -60
planet = {
class = pc_gray_goo
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 80
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_02b
}
add_hyperlane = {
from = this
to = prev
}
}
}
rg_fallen_machine_02b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 135
}
init_effect = {
rg_create_fe_citadel = yes
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 0
size = {
min = 30
max = 35
}
has_ring = no
}
change_orbit = 135
planet = {
count = {
min = 3
max = 6
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = -80
planet = {
class = pc_gray_goo
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 90
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_03b
}
add_hyperlane = {
from = this
to = prev
}
}
}
rg_fallen_machine_03b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 120
}
init_effect = {
rg_create_fe_citadel = yes
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = {
min = 20
max = 30
}
has_ring = no
}
change_orbit = 120
planet = {
count = {
min = 3
max = 5
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
count = 1
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
init_effect = {
set_deposit = d_volatile_motes_2
}
}
change_orbit = -70
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 70
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gas_giant
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
init_effect = {
spawn_system = {
min_distance >= 10
max_distance <= 50
initializer = rg_fallen_machine_04b
}
add_hyperlane = {
from = this
to = prev
}
}
}
rg_fallen_machine_04b = {
class = "rl_standard_stars"
init_effect = {
rg_create_fe_citadel = yes
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = {
min = 20
max = 30
}
has_ring = no
}
change_orbit = 50
planet = {
class = pc_broken
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gray_goo
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_barren_cold
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
change_orbit = @base_moon_distance
moon = {
class = "pc_frozen"
orbit_angle = {
min = 90
max = 270
}
}
}
init_effect = {
add_hyperlane = {
from = this
to = prev
}
}
}

View File

@@ -0,0 +1,948 @@
# REGULAR START
# Terminal Egress
rg_cluster_init_01 = {
class = "sc_black_hole"
name = "NAME_Final_Egress"
usage = misc_system_init
usage_odds = 0
asteroid_belt = {
type = rocky_asteroid_belt
radius = 190
}
flags = {
lcluster
lcluster1
lcluster_lgate
}
planet = {
name = "NAME_Final_Egress"
class = "pc_black_hole"
orbit_distance = 0
orbit_angle = 1
size = 30
has_ring = no
}
change_orbit = 45
planet = {
name = "NAME_Sel-Ufaan"
class = "pc_shattered"
orbit_distance = 40
orbit_angle = 15
size = 10
has_ring = no
}
planet = {
name = "NAME_Ten-Aard-Shel"
class = "pc_gray_goo"
orbit_distance = 25
orbit_angle = 125
size = 20
has_ring = no
}
planet = {
name = "NAME_Diim-Fu-Rem"
class = "pc_shattered"
orbit_distance = 25
orbit_angle = 120
size = 16
starting_planet = yes
has_ring = no
deposit_blockers = none
modifiers = none
flags = {
planet_earth
}
init_effect = {
prevent_anomaly = yes
}
moon = {
name = "NAME_Dora-Fu-Rem"
class = "pc_broken"
size = {
min = 8
max = 22
}
orbit_distance = 12
orbit_angle = 40
has_ring = no
entity = "cold_barren_planet_luna_entity"
}
}
planet = {
name = "NAME_Naal-Di-Kor"
class = "pc_shattered"
orbit_distance = 25
orbit_angle = 60
size = 13
has_ring = no
}
planet = {
name = "NAME_Tao-Enar-Vi"
class = "pc_asteroid"
orbit_distance = 30
orbit_angle = -210
size = 5
has_ring = no
}
planet = {
name = "NAME_Tao-Fun-Vi"
class = "pc_asteroid"
orbit_distance = 0
orbit_angle = -95
size = 5
has_ring = no
}
planet = {
name = "NAME_Tao-Arl-Vi"
class = "pc_asteroid"
orbit_distance = 0
orbit_angle = 285
size = 5
has_ring = no
}
planet = {
name = "NAME_Tao-Got-Vi"
class = "pc_asteroid"
orbit_distance = 0
orbit_angle = -80
size = 5
has_ring = no
}
planet = {
name = "NAME_Gol-Unda-Fiir"
class = "pc_gas_giant"
orbit_distance = 40
orbit_angle = -160
size = 35
has_ring = no
change_orbit = 6
moon = {
name = "NAME_Dora-Enar-Fiir"
class = "pc_barren_cold"
size = {
min = 8
max = 22
}
orbit_distance = 10
orbit_angle = 110
has_ring = no
}
moon = {
name = "NAME_Dora-Fun-Fiir"
class = "pc_shattered"
size = {
min = 8
max = 22
}
orbit_distance = 4
orbit_angle = 100
has_ring = no
}
moon = {
name = "NAME_Dora-Arl-Fiir"
class = "pc_frozen"
size = {
min = 8
max = 22
}
orbit_distance = 4
orbit_angle = 80
has_ring = no
}
moon = {
name = "NAME_Dora-Got-Fiir"
class = "pc_gray_goo"
size = {
min = 8
max = 22
}
orbit_distance = 4
orbit_angle = -155
has_ring = no
}
}
planet = {
name = "NAME_Gol-Umn-Toor"
class = "pc_gas_giant"
orbit_distance = 25
orbit_angle = 170
size = 30
has_ring = yes
entity = "gas_giant_05_entity"
change_orbit = 7
moon = {
name = "NAME_Dora-Enar-Toor"
class = "pc_gray_goo"
size = {
min = 8
max = 22
}
orbit_distance = 12
orbit_angle = 320
has_ring = no
}
}
planet = {
name = "NAME_Gol-Salm-Ri"
class = "pc_gas_giant"
orbit_distance = 25
orbit_angle = 125
size = 20
has_ring = no
entity = "gas_giant_03_entity"
}
planet = {
name = "NAME_Gol-Mel-Rood"
class = "pc_gas_giant"
orbit_distance = 25
orbit_angle = -195
size = 20
has_ring = no
entity = "gas_giant_02_entity"
change_orbit = 4
moon = {
name = "NAME_Dora-Enar-Rood"
class = "pc_broken"
size = {
min = 8
max = 22
}
orbit_distance = 7
orbit_angle = 115
has_ring = no
}
}
init_effect = {
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 360
}
}
}
rg_cluster_init_02 = {
class = "rl_binary_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 125
}
asteroid_belt = {
type = icy_asteroid_belt
radius = 240
}
usage = misc_system_init
usage_odds = 0
flags = {
lcluster
lcluster2
}
planet = {
count = 1
class = star
orbit_distance = 25
orbit_angle = 1
size = {
min = 20
max = 30
}
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = 0
size = {
min = 15
max = 25
}
has_ring = no
}
change_orbit = 30
planet = {
class = pc_broken
orbit_distance = 20
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 25
planet = {
count = {
min = 1
max = 4
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gas_giant
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
size = 35
change_orbit = 11
moon = {
class = pc_broken
orbit_angle = {
min = 90
max = 270
}
orbit_distance = 5
}
}
planet = {
class = pc_shattered
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 30
planet = {
count = {
min = 1
max = 4
}
class = pc_ice_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
}
rg_cluster_init_03 = {
class = "rl_standard_stars"
usage = misc_system_init
usage_odds = 0
flags = {
lcluster
lcluster3
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = {
min = 20
max = 30
}
has_ring = no
}
change_orbit = 70
planet = {
class = pc_shattered
orbit_distance = 10
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
count = {
min = 1
max = 2
}
orbit_distance = 35
class = pc_gas_giant
orbit_angle = {
min = 90
max = 270
}
size = 25
change_orbit = @base_moon_distance
moon = {
count = {
min = 1
max = 3
}
size = {
min = 8
max = 20
}
orbit_angle = {
min = 90
max = 270
}
orbit_distance = 6
}
}
}
rg_cluster_init_04 = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 120
}
usage = misc_system_init
usage_odds = 0
flags = {
lcluster
lcluster4
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = {
min = 20
max = 30
}
has_ring = no
}
change_orbit = 120
planet = {
count = {
min = 3
max = 6
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = -80
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
flags = {
start_gatebuilders_mining_station1
}
init_effect = {
set_deposit = d_minerals_5
}
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 80
planet = {
class = pc_nuked
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
flags = {
start_rg_cluster_gatebuilders
ignore_startup_effect
}
init_effect = {
prevent_anomaly = yes
add_deposit = d_underwater_vent
add_deposit = d_searing_desert
add_deposit = d_submerged_ore_veins
add_deposit = d_fungal_forest
add_deposit = d_fungal_caves
add_deposit = d_lichen_fields
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
init_effect = {
set_deposit = d_minerals_6
}
}
}
rg_cluster_init_05 = {
class = "sc_trinary_2"
flags = {
lcluster
lcluster5
}
usage = misc_system_init
usage_odds = 0
asteroid_belt = {
type = rocky_asteroid_belt
radius = 185
}
planet = {
class = star
orbit_distance = 60
orbit_angle = 90
size = 30
has_ring = no
flags = {
main_star
}
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 135
size = 30
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 90
size = 30
has_ring = no
}
planet = {
class = "pc_nuked"
orbit_distance = 85
orbit_angle = 40
size = 17
has_ring = no
}
change_orbit = 40
planet = {
count = {
min = 2
max = 4
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = "pc_gas_giant"
orbit_distance = 40
orbit_angle = 165
size = 32
has_ring = no
moon = {
class = "pc_gray_goo"
size = 20
orbit_angle = {
min = 90
max = 270
}
orbit_distance = 20
}
init_effect = {
set_deposit = d_exotic_gases_3
}
}
planet = {
class = "pc_gray_goo"
orbit_distance = 45
orbit_angle = 165
size = 18
has_ring = no
}
}
# EXTRAS
rg_cluster_init_01b = {
class = "rl_trinary_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 140
}
usage = misc_system_init
usage_odds = 0
flags = {
lcluster
lcluster1b
}
planet = {
count = 1
class = star
orbit_distance = 25
orbit_angle = 0
size = {
min = 20
max = 30
}
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = {
min = 0
max = 20
}
orbit_angle = 120
size = {
min = 25
max = 30
}
has_ring = no
}
planet = {
count = 1
class = star
orbit_distance = {
min = 0
max = 20
}
orbit_angle = 120
size = {
min = 25
max = 30
}
has_ring = no
}
change_orbit = 92
planet = {
count = {
min = 3
max = 6
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
count = 1
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
init_effect = {
set_deposit = d_rare_crystals_2
}
}
change_orbit = -60
planet = {
class = pc_gray_goo
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 80
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
}
rg_cluster_init_02b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 135
}
usage = misc_system_init
usage_odds = 0
flags = {
lcluster
lcluster2b
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 0
size = {
min = 30
max = 35
}
has_ring = no
}
change_orbit = 135
planet = {
count = {
min = 3
max = 6
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = -80
planet = {
class = pc_gray_goo
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 90
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
}
rg_cluster_init_03b = {
class = "rl_standard_stars"
asteroid_belt = {
type = rocky_asteroid_belt
radius = 120
}
usage = misc_system_init
usage_odds = 0
flags = {
lcluster
lcluster3b
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = {
min = 20
max = 30
}
has_ring = no
}
change_orbit = 120
planet = {
count = {
min = 3
max = 5
}
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
count = 1
class = pc_asteroid
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
init_effect = {
set_deposit = d_volatile_motes_2
}
}
change_orbit = -70
planet = {
class = pc_shattered
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_broken
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
change_orbit = 70
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gas_giant
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gray_goo
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
}
rg_cluster_init_04b = {
class = "rl_standard_stars"
usage = misc_system_init
usage_odds = 0
flags = {
lcluster
lcluster4b
}
planet = {
count = 1
class = star
orbit_distance = 0
orbit_angle = 1
size = {
min = 20
max = 30
}
has_ring = no
}
change_orbit = 50
planet = {
class = pc_broken
orbit_distance = 0
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_shattered
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_gray_goo
orbit_distance = 30
orbit_angle = {
min = 90
max = 270
}
}
planet = {
class = pc_barren_cold
orbit_distance = 25
orbit_angle = {
min = 90
max = 270
}
change_orbit = @base_moon_distance
moon = {
class = "pc_frozen"
orbit_angle = {
min = 90
max = 270
}
}
}
}

View File

@@ -0,0 +1,150 @@
# on_fail
# this = country (project owner)
# from = project creation scope (usually equals location)
special_project = {
key = "RG_LCLUSTER_PROJECT"
cost = 0
days_to_research = 180
tech_department = engineering_technology
picture = GFX_evt_surreal_visions
icon = "gfx/interface/icons/situation_log/situation_log_planet.dds"
event_scope = ship_event
requirements = {
shipclass_science_ship = 1
leader = scientist
#skill = 3
}
on_success = {
owner = {
rg_event_effect_lcluster_open = yes
}
}
on_fail = {
}
on_start = {
}
abort_trigger = {
has_global_flag = l_cluster_opened # someone else got to it first
}
AI_wait_days = {
base = 0
modifier = {
mid_game_years_passed < 0
subtract = trigger:mid_game_years_passed
}
mult = 360
}
}
special_project = {
key = "RG_GRAY_MOD1"
# cost = 20000
days_to_research = 840
tech_department = engineering_technology
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_cancel = {
owner = {
country_event = {
id = rg_event.10
}
}
}
on_success = {
this = {
set_event_locked = no
}
owner = {
country_event = {
id = rg_event.11
}
}
}
}
special_project = {
key = "RG_GRAY_MOD2"
# cost = 100000
days_to_research = 1840
tech_department = engineering_technology
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_cancel = {
country_event = {
id = rg_event.13
}
}
on_success = {
event_target:gray_warship = {
set_event_locked = no
}
owner = {
country_event = {
id = rg_event.12
}
}
}
}
special_project = {
key = "RG_GRAY_MOD3"
cost = 200000
# days_to_research = 1840
tech_department = engineering_technology
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_planet_beam
event_scope = ship_event
requirements = {
shipclass_military = 1
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
on_start = {
owner = {
country_event = {
id = rg_event.9
}
}
}
on_cancel = {
country_event = {
id = rg_event.14
}
}
on_success = {
fleet = {
set_event_locked = no
}
owner = {
country_event = {
id = rg_event.15
}
}
}
}

View File

@@ -0,0 +1,118 @@
special_project = {
key = "RG_FAKE_DRAGON_SCAN_PROJECT"
#cost = 2000
days_to_research = 300
#tech_department = society_research
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_space_dragon
event_scope = ship_event
requirements = {
shipclass_science_ship = 1
leader = scientist
}
on_start = {
owner = {
country_event = {
id = rg_story.13
}
}
}
on_cancel = {
owner = {
country_event = {
id = rg_story.14
}
}
}
on_success = {
this = {
set_event_locked = no
}
owner = {
country_event = {
id = rg_story.15
}
}
}
}
special_project = {
key = "rg_gray_mod2_stage1_project"
cost = 2000
#days_to_research = 300
tech_department = physics_technology
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_l-gateway
event_scope = country_event
requirements = {
}
on_start = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
}
}
on_cancel = {
owner = {
}
}
on_success = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_1_booster
remove_situation_flag = rg_stage6_locked
set_situation_locked = no
remove_situation_flag = locked
}
}
}
}
special_project = {
key = "rg_gray_mod2_stage4_project"
cost = 2000
#days_to_research = 300
tech_department = engineering_technology
icon = "gfx/interface/icons/situation_log/situation_log_main_quest.dds"
picture = GFX_evt_l-gateway
event_scope = country_event
requirements = {
}
on_start = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
}
}
on_cancel = {
owner = {
}
}
on_success = {
owner = {
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_4_booster
remove_situation_flag = rg_stage6_locked
set_situation_locked = no
remove_situation_flag = locked
}
}
}
}

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# species_trait_points: base number of species trait points available for this species class
# species_max_traits: maximum number of traits that species of this class can have (doesn't count those with cost == 0)
#EXAMPLE OF MODDED SPECIES ARCHETYPE
#Will be able to use traits valid for BIOLOGICAL, ROBOT and BIOLOGICAL2
#Has the exact same trait points as BIOLOGICAL
#BIOLOGICAL2 = {
# inherit_trait_points_from = BIOLOGICAL
# inherit_traits_from = { BIOLOGICAL ROBOT }
# robotic: is this archetype's species robotic? Governs various things:
# - does the species count as robotic (for is_robotic = yes, and various hardcoded checks)
# - notably can the species grow, or is just assembled?
# uses_modifiers: should modifiers be generated for this archetype at all?
#}
RG_MACHINE = {
species_trait_points = 10
species_max_traits = 6
robotic = yes
}

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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.
# 'graphical_culture' is connected to the looks used for ships and cities; see "common/graphical_culture/".
# These may be overwitten in an "extendable" manner, meaning (for example) you can create a second "HUM" with extra portraits in it.
# playable = yes/no/trigger (default: yes) if this species class can is playable
# randomized = yes/no/trigger (default: yes) if this species class is randomized
# custom_portraits = {}
# randomized = yes/no/trigger (default: yes) to specify if portraits are randomized
# playable = yes/no/trigger (default: yes) to specify if portraits are playable
# portraits = list portrait keys
# species_trait_points base number of species trait points available for this species class
# species_max_traits maximum number of traits that species of this class can have (doesn't count those with cost == 0)
# possible ethics/government requirements; see common/governments/readme_requirements.txt
# gender = yes/no (default: yes) whether the species has a gender
# portrait_modding yes/no (default: yes) whether the portrait can be modified with e.g. genemodding or robomodding
GRAY_SPECIES = {
archetype = OTHER
playable = { always = no }
randomized = no
gender = no
portraits = {
"Gray"
}
move_pop_sound_effect = "moving_pop_confirmation"
}
RG_MACHINE = {
archetype = MACHINE
randomized = no
# possible = { always = yes }
# possible_secondary = { always = no text = SECONDARY_SPECIES_CLASS_INVALID }
gender = no
use_climate_preference = no
portrait_modding = yes
leader_age_min = 2
leader_age_max = 10
custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above
portraits = {
"rg_machine_maid"
}
}
graphical_culture = mammalian_01
move_pop_sound_effect = "robot_pops_move"
resources = {}
}

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purge_nanophage = {
pop_escape_chance = 0.25
pop_decline_rate = 20 # 1 pop per 5 months, overrides BASE_POP_DECLINE, will only work on purge types
pop_modifier = {
pop_happiness = -0.5
}
potential = {
exists = from
from = {
has_tradition = tr_rg_nanotech_5
# has_trait = trait_necrophage
}
}
allow = {
hidden_trigger = { exists = from }
# custom_tooltip = {
# fail_text = CANNOT_NECROPHAGE_MACHINES
# is_robotic = no
# }
# if = {
# limit = { is_lonely_hive_mind_pop = no }
# custom_tooltip = {
# fail_text = PURGES_ALLOWED
# from = {
# OR = {
# has_valid_civic = civic_fanatic_purifiers
# has_policy_flag = purge_allowed
# }
# }
# }
# }
}
ai_will_do = {
factor = 200
}
}

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# L-Cluster Origin
part = {
location = 0
localization = "START_SCREEN_RG_GRAY_ORIGIN"
trigger = {
has_origin = origin_rg_gray
}
}

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nanites_deficit = {
planet_jobs_produces_mult = -0.5
custom_tooltip = nanites_deficit_tooltip
}

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rg_distant_stars_modifier = {
ship_ftl_jumpdrive_range_mult = -2
catapult_range_mult = -2
}
###################################
gray_affection_warship_lv2 = {
ship_accuracy_add = 5
ship_tracking_add = 5
ship_evasion_add = 5
ship_hull_regen_add_static = 5
ship_armor_regen_add_static = 5
ship_shield_regen_add_static = 5
}
gray_affection_warship_lv3 = {
ship_accuracy_add = 10
ship_tracking_add = 10
ship_evasion_add = 10
ship_hull_regen_add_static = 10
ship_armor_regen_add_static = 10
ship_shield_regen_add_static = 10
}
gray_affection_warship_lv4 = {
ship_accuracy_add = 20
ship_tracking_add = 20
ship_evasion_add = 20
ship_hull_regen_add_static = 20
ship_armor_regen_add_static = 20
ship_shield_regen_add_static = 20
}
gray_affection_warship_lv5 = {
ship_accuracy_add = 30
ship_tracking_add = 30
ship_evasion_add = 30
ship_accuracy_mult = 0.3
ship_tracking_mult = 0.3
ship_evasion_mult = 0.3
ship_hull_regen_add_static = 30
ship_armor_regen_add_static = 30
ship_shield_regen_add_static = 30
ship_windup_mult = -0.5
ship_winddown_mult = -0.5
ship_jumpdrive_cooldown_mult = -0.5
ship_ftl_jumpdrive_range_mult = 0.5
force_disparity_fire_rate_mult = 3
}
skill_rg_nanite_leader_navy = {
ship_weapon_range_mult = 0.05
ship_hull_mult = 0.05
ship_fire_rate_mult = 0.1
}
skill_rg_nanite_leader_army = {
army_damage_mult = 0.1
army_morale_damage_mult = 0.1
army_health = 0.1
army_morale = 0.1
}
skill_rg_nanite_leader = {
custom_tooltip = skill_official_delegate_tt
science_ship_survey_speed = 0.10
ship_archaeological_site_clues_add = 1
ship_astral_rift_clues_add = 1
}
skill_rg_nanite_leader_planet_governor = {
custom_tooltip = skill_official_planet_governor_tt
planet_jobs_energy_produces_mult = @planet_job_mult
planet_jobs_minerals_produces_mult = @planet_job_mult
planet_jobs_food_produces_mult = @planet_job_mult
planet_jobs_alloys_produces_mult = @planet_job_mult
planet_jobs_consumer_goods_produces_mult = @planet_job_mult
planet_jobs_exotic_gases_produces_mult = @planet_job_mult
planet_jobs_rare_crystals_produces_mult = @planet_job_mult
planet_jobs_volatile_motes_produces_mult = @planet_job_mult
# planet_jobs_ruler_produces_mult = @negative_planet_job_mult
# planet_jobs_specialist_produces_mult = @negative_planet_job_mult
planet_jobs_worker_produces_mult = @planet_job_mult
planet_jobs_slave_produces_mult = @planet_job_mult
job_soldier_or_warrior_add = 1
planet_crime_add = -1
planet_jobs_physics_research_produces_mult = @planet_job_mult
planet_jobs_society_research_produces_mult = @planet_job_mult
planet_jobs_engineering_research_produces_mult = @planet_job_mult
species_empire_size_mult = @planet_empire_size
}
skill_rg_nanite_leader_sector_governor = {
custom_tooltip = skill_official_sector_governor_tt
planet_jobs_energy_produces_mult = @sector_job_mult
planet_jobs_minerals_produces_mult = @sector_job_mult
planet_jobs_food_produces_mult = @sector_job_mult
planet_jobs_alloys_produces_mult = @sector_job_mult
planet_jobs_consumer_goods_produces_mult = @sector_job_mult
planet_jobs_exotic_gases_produces_mult = @sector_job_mult
planet_jobs_rare_crystals_produces_mult = @sector_job_mult
planet_jobs_volatile_motes_produces_mult = @sector_job_mult
# planet_jobs_ruler_produces_mult = @negative_sector_job_mult
# planet_jobs_specialist_produces_mult = @negative_sector_job_mult
planet_jobs_worker_produces_mult = @sector_job_mult
planet_jobs_slave_produces_mult = @sector_job_mult
job_soldier_or_warrior_add = 0.5
planet_crime_add = -0.5
planet_jobs_physics_research_produces_mult = @sector_job_mult
planet_jobs_society_research_produces_mult = @sector_job_mult
planet_jobs_engineering_research_produces_mult = @sector_job_mult
species_empire_size_mult = @sector_empire_size
}
skill_rg_nanite_leader_background_planet_governor = {
planet_amenities_add = 2
planet_stability_add = 0.5
planet_jobs_upkeep_mult = -0.01
}

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graytempest_storm_aftermath_modifier_severity_1 = {
planet_stability_add = -5
planet_building_build_speed_mult = -1
custom_tooltip = graytempest_storm_aftermath_1_tt
icon = "gfx/interface/icons/planet_modifiers/pm_particle_aftermath_modifier.dds"
icon_frame = 2
}
graytempest_storm_aftermath_modifier_severity_2 = {
planet_stability_add = -10
planet_building_build_speed_mult = -2
custom_tooltip = graytempest_storm_aftermath_2_tt
icon = "gfx/interface/icons/planet_modifiers/pm_particle_aftermath_modifier.dds"
icon_frame = 2
}
graytempest_storm_aftermath_modifier_severity_3 = {
planet_stability_add = -20
planet_building_build_speed_mult = -10
custom_tooltip = graytempest_storm_aftermath_3_tt
icon = "gfx/interface/icons/planet_modifiers/pm_particle_aftermath_modifier.dds"
icon_frame = 2
}

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# graytempest Storm Type
graytempest_storm = {
inline_script = "cosmic_storms/BaseModifier"
inline_script = {
script = "cosmic_storms/StormConfig"
MIN_RADIUS = 40
MAX_RADIUS = 100
MIN_RANGE = value:storm_range_min
MAX_RANGE = value:storm_range_max
STORM_SPEED = 0.01
ACTIVATION_PERIOD_IN_MONTHS = 120
MONTHLY_ADDED_DEVASTATION = 0.2
}
affect_hp_regen = yes
affect_armor_regen = yes
spawn_weight = 0
description = graytempest_storm_lore_description
### positive effects ###
triggered_planet_modifier = {
potential = {
OR = {
is_colony = yes
is_colonizable = yes
}
system_has_negating_storm_building = no
}
modifier = {
planet_building_build_speed_mult = 2
planet_clear_blocker_speed_mult = 2
custom_tooltip = graytempest_storm_fleet_tt
show_only_custom_tooltip = no
}
}
triggered_system_modifier = {
potential = {
system_has_negating_storm_building = no
}
modifier = {
starbase_shipyard_build_speed_mult = 4
}
}
### negative effects ###
triggered_planet_modifier = {
potential = {
is_colony = no
system_has_negating_storm_building = no
}
modifier = {
stations_upkeep_mult = 2
}
}
triggered_fleet_modifier = {
potential = {
always = yes
}
modifier = {
ships_upkeep_mult = 2
custom_tooltip = graytempest_storm_fleet_tt
show_only_custom_tooltip = no
}
}
on_start = {
every_system_within_storm = {
added_to_storm_base_effect = yes
graytempest_storm_add = yes
}
}
on_finished = {
every_system_within_storm = {
removed_from_storm_base_effect = yes
graytempest_storm_remove = yes
}
}
on_moved = {
every_system_added_to_storm = {
added_to_storm_base_effect = yes
graytempest_storm_add = yes
}
every_system_removed_from_storm= {
removed_from_storm_base_effect = yes
graytempest_storm_remove = yes
}
}
cosmic_storm_texture_path = "gfx/map/storms/NebulaOpacity.dds"
cosmic_storm_texture_color_path = "gfx/map/storms/graytempest_storm_color.dds"
cosmic_storm_event_sprite = "GFX_particle_storm"
icon = GFX_planetview_storm_particle_modifier_frame
cosmic_storm_texture_lightning_paths = {
"gfx/map/storms/lightning/lightning_small_storm_01.dds"
"gfx/map/storms/lightning/lightning_small_storm_02.dds"
"gfx/map/storms/lightning/lightning_mid_storm_01.dds"
"gfx/map/storms/lightning/lightning_mid_storm_02.dds"
}
cosmic_storm_galaxy_lightning_time = 7.0
cosmic_storm_galaxy_max_opacity = 0.4
}

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tech_gray_weapon_lance_1 = {
area = physics
cost = 5000
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = {
particles
}
ai_update_type = military
prerequisites = {
"tech_object_gray_5"
"tech_zero_point_power"
}
weight = @tier2weight3
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_minilaser_gray_1 = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = {
particles
}
ai_update_type = military
prerequisites = {
"tech_gray_weapon_lance_1"
"tech_zero_point_power"
}
weight = @tier2weight3
## unlock
ai_weight = {
factor = 0
}
}
# Elite Cloaking Devices
tech_gray_cloaking_3 = {
cost = @tier4cost3
area = physics
tier = 4
category = { field_manipulation }
ai_update_type = all
is_rare = yes
prerequisites = { "tech_cloaking_3" "tech_gray_weapon_lance_1" }
is_reverse_engineerable = no
weight = @tier4weight3
potential = {
has_first_contact_dlc = yes
}
prereqfor_desc = {
hide_prereq_for_desc = component
custom = {
title = "TECH_UNLOCK_RG_CLOAKING_3_TITLE"
desc = "TECH_UNLOCK_RG_CLOAKING_3_DESC"
}
}
weight_modifier = {
modifier = {
factor = value:tech_weight_likelihood
has_trait_in_council = { TRAIT = leader_trait_curator }
}
modifier = {
factor = value:tech_weight_likelihood
has_trait_in_council = { TRAIT = leader_trait_fotd_scientist }
}
modifier = {
factor = @ap_technological_ascendancy_rare_tech
has_ascension_perk = ap_technological_ascendancy
}
modifier = {
factor = @federation_perk_factor
has_federation = yes
federation = {
has_federation_perk = rare_tech_boost
any_member = { has_technology = tech_cloaking_3 }
}
}
modifier = {
factor = 5
has_tradition = tr_subterfuge_adopt
}
}
ai_weight = {
factor = 0
}
}
tech_gray_matter_remix_2 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = {
materials
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_weapon_lance_1"
"tech_ship_armor_5"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_gray_nano_fusion_3 = {
area = physics
cost = 5000
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = {
particles
}
ai_update_type = military
weight = @tier2weight3
prerequisites = {
"tech_gray_matter_remix_2"
"tech_zero_point_power"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_gray_nano_boost_3 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = {
propulsion
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_matter_remix_2"
"tech_thrusters_4"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_gray_interdictor_4 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = {
voidcraft
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_nano_boost_3"
"tech_battleships"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_gray_matter_spray_5 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = {
propulsion
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_interdictor_4"
"tech_kinetic_artillery_2"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_gray_buffnut_6 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = {
voidcraft
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_interdictor_4"
"tech_juggernaut"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_gray_army_7 = {
area = society
cost = 5000
tier = 5
is_rare = yes
category = {
military_theory
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_matter_remix_2"
"tech_self_aware_logic"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_gray_juggernaut_8 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = {
voidcraft
}
ai_update_type = military
weight = @tier2weight3
is_reverse_engineerable = no
prerequisites = {
"tech_gray_matter_remix_2"
"tech_juggernaut"
"tech_mega_engineering"
}
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
tech_gray_repair_system_1 = {
area = engineering
cost = 5000
tier = 5
is_rare = yes
category = {
voidcraft
}
is_reverse_engineerable = yes
ai_update_type = military
weight = 0
ai_weight = {
factor = 0 #weapons are good
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}
}
}
# UNLOCKED BY PROJECT
tech_object_gray_5 = {
cost = 5000
area = engineering
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = {
voidcraft
}
weight = 0
## unlock
ai_weight = {
factor = 1
}
}
tech_object_gray_6 = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = {
particles
}
weight = 0
## unlock
ai_weight = {
factor = 0
}
}
tech_object_gray_7 = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = {
particles
}
weight = 0
## unlock
ai_weight = {
factor = 0
}
}
tech_gray_machine = {
area = society
cost = 2000
tier = 5
is_rare = yes
category = {
biology
}
weight = 0
## unlock
ai_weight = {
factor = 0
}
}
tech_gray_noway = {
cost = 2000
area = physics
tier = 5
is_rare = yes
is_reverse_engineerable = no
category = {
particles
}
weight = 0
## unlock
ai_weight = {
factor = 0
}
}

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tradition_rg_nanotech = {
tree_template = "tree_21_12"
adoption_bonus = "tr_rg_nanotech_adopt"
finish_bonus = "tr_rg_nanotech_finish"
potential = {
OR = {
has_country_flag = origin_rg_gray
has_country_flag = gray_owner
AND = {
has_event_chain = l_cluster_chain
has_technology = tech_lgate_activation
}
}
}
traditions = {
"tr_rg_nanotech_1"
"tr_rg_nanotech_2"
"tr_rg_nanotech_5"
"tr_rg_nanotech_3"
"tr_rg_nanotech_4"
}
ai_weight = {
factor = 0
}
}

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tr_rg_nanotech_adopt = {
possible = {
custom_tooltip = {
fail_text = REQUIRES_lgate_or_gray
OR = {
has_country_flag = origin_rg_gray
has_country_flag = gray_owner
AND = {
has_event_chain = l_cluster_chain
has_technology = tech_lgate_activation
}
}
}
}
custom_tooltip = tr_rg_nanotech_adopt_modifier_desc
unlocks_agenda = agenda_nanotech_unstoppable_swarm
#Unlocks nanolab 1 and Starbase building
}
tr_rg_nanotech_finish = {
custom_tooltip_with_modifiers = tr_rg_nanotech_finish_modifier_desc
on_enabled = {
give_technology = {
tech = tech_object_gray_5
message = no
}
}
modifier = {
empire_size_colonies_mult = -0.5
ascension_perks_add = 1
}
}
tr_rg_nanotech_1 = {
custom_tooltip_with_modifiers = tr_rg_nanotech_1_modifier_desc
#Unlocks nanolab 2 and buffs nano research units
modifier = {
planet_farmers_food_produces_add = -1
planet_farmers_nanites_produces_add = 0.2
planet_miners_minerals_produces_add = -1
planet_miners_nanites_produces_add = 0.2
}
ai_weight = {
factor = 1000
}
}
tr_rg_nanotech_2 = {
custom_tooltip = tr_rg_nanotech_2_modifier_desc
#Unlocks the Cauldron and the Nanite Transmutation Tech option
on_enabled = {
add_research_option = tech_nanite_transmutation
add_tech_progress = {
tech = tech_nanite_transmutation
progress = 0.33
}
}
ai_weight = {
factor = 1000
}
}
tr_rg_nanotech_5 = {
possible = {
has_tradition = tr_rg_nanotech_1
has_tradition = tr_rg_nanotech_2
}
custom_tooltip_with_modifiers = tr_rg_nanotech_5_modifier_desc
#Unlocks the nanite edicts
on_enabled = {
country_event = {
id = rg_event.25
}
}
#Every 5 years, double the size of orbital nanite deposits that you're harvesting, up to a max of 50 OR spawns a number of nanite swarmers depending on the size of the deposit
ai_weight = {
factor = 1000
}
}
tr_rg_nanotech_3 = {
possible = {
has_tradition = tr_rg_nanotech_5
}
custom_tooltip = tr_rg_nanotech_3_modifier_desc
on_enabled = {
give_technology = {
tech = tech_object_gray_7
message = no
}
}
#Unlocks Starbase Building and Make Nanite World Decision
ai_weight = {
factor = 1000
}
}
tr_rg_nanotech_4 = {
possible = {
has_tradition = tr_rg_nanotech_5
}
custom_tooltip = tr_rg_nanotech_4_modifier_desc
#Unlocks Nanite Swarmer ship and nanite ship component research options
on_enabled = {
rg_storm_relic_add = yes
}
ai_weight = {
factor = 1000
}
}

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###################
# Governor Traits #
###################
# leader_trait_governor_gray = {
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = official
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# immortal_leaders = yes
# planet_modifier = {
# planet_buildings_cost_mult = -0.4
# planet_building_build_speed_mult = 0.4
# planet_jobs_energy_produces_mult = 0.15
# planet_jobs_minerals_produces_mult = 0.15
# deposit_blockers_cost_mult = -0.4
# planet_clear_blocker_speed_mult = 0.4
# }
# sector_modifier = {
# planet_buildings_cost_mult = -0.2
# planet_building_build_speed_mult = 0.2
# planet_jobs_energy_produces_mult = 0.075
# planet_jobs_minerals_produces_mult = 0.075
# deposit_blockers_cost_mult = -0.2
# planet_clear_blocker_speed_mult = 0.2
# }
# leader_class = { official }
# initial = no
# randomized = no
# }
# RG_leader_trait_offical_gray = {
# #唯一特质
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = leader
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# immortal_leaders = yes
# triggered_self_modifier = {
# potential = {
# always = yes
# }
# leader_skill_levels = 1
# mult = trigger:has_skill
# }
# self_modifier = {
# species_leader_exp_gain = 1
# }
# councilor_modifier = {
# all_technology_research_speed = 0.5
# }
# planet_modifier = {
# planet_buildings_cost_mult = -0.4
# planet_building_build_speed_mult = 0.6
# planet_jobs_alloys_produces_mult = 0.25
# planet_jobs_engineering_research_produces_mult = 0.25
# deposit_blockers_cost_mult = -0.4
# planet_clear_blocker_time_mult = -0.6
# }
# sector_modifier = {
# planet_buildings_cost_mult = -0.2
# planet_building_build_speed_mult = 0.2
# planet_jobs_alloys_produces_mult = 0.1
# planet_jobs_engineering_research_produces_mult = 0.1
# deposit_blockers_cost_mult = -0.2
# planet_clear_blocker_time_mult = -0.2
# starbase_shipyard_build_cost_mult = -0.25
# starbase_shipyard_build_speed_mult = -0.3
# }
# fleet_modifier = {
# ship_armor_mult = 3.5
# ship_hull_mult = 3.5
# ships_upkeep_mult = -0.4
# ship_hull_regen_add_perc = 5
# ship_armor_regen_add_perc = 5
# }
# army_modifier = {
# army_collateral_damage_mult = 0.15
# army_disengage_chance_mult = 0.5
# army_health = 0.35
# }
# modifier = {
# ship_archaeological_site_excavation_speed_mult = 0.5
# science_ship_survey_speed = 1
# # ship_windup_mult = -1
# # ship_speed_mult = 0.5
# ship_anomaly_generation_chance_mult = -1
# }
# triggered_modifier = {
# potential = {
# has_astral_planes_dlc = yes
# }
# country_astral_rift_speed_mult = 0.5
# }
# leader_class = { rg_nanite_leader }
# initial = no
# randomized = no
# }
RG_leader_trait_governor_gray = {
#总督特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = official
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
immortal_leaders = yes
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
planet_modifier = {
planet_buildings_cost_mult = -0.4
planet_building_build_speed_mult = 0.6
planet_jobs_alloys_produces_mult = 0.25
planet_jobs_engineering_research_produces_mult = 0.25
deposit_blockers_cost_mult = -0.4
planet_clear_blocker_time_mult = -0.6
}
sector_modifier = {
planet_buildings_cost_mult = -0.2
planet_building_build_speed_mult = 0.2
planet_jobs_alloys_produces_mult = 0.1
planet_jobs_engineering_research_produces_mult = 0.1
deposit_blockers_cost_mult = -0.2
planet_clear_blocker_time_mult = -0.2
starbase_shipyard_build_cost_mult = -0.25
starbase_shipyard_build_speed_mult = -0.3
}
leader_class = {
official
}
initial = no
randomized = no
}
RG_leader_trait_ruler_gray = {
#天选化身
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = leader
ICON = "GFX_leader_trait_legendary_spiritualist_two"
RARITY = paragon
COUNCIL = yes
TIER = none
}
# forced_councilor_trait = yes
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value <= 5
}
}
}
# leader_skill_levels = 1
leaders_upkeep_mult = 0.1
mult = trigger:has_skill
}
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value >= 5
}
check_variable = {
which = rg_gray_level
value <= 10
}
}
}
# leader_skill_levels = 1
leaders_upkeep_mult = 0.15
mult = trigger:has_skill
}
triggered_self_modifier = {
potential = {
is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value > 10
}
}
}
# leader_skill_levels = 1
leaders_upkeep_mult = 0.2
mult = trigger:has_skill
}
triggered_councilor_modifier = {
potential = {
# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value <= 5
}
}
}
# country_energy_produces_mult = -0.02
planet_stability_add = -1
mult = trigger:has_skill
}
triggered_councilor_modifier = {
potential = {
# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value >= 5
}
check_variable = {
which = rg_gray_level
value <= 10
}
}
}
# country_energy_produces_mult = -0.03
planet_stability_add = -1.5
mult = trigger:has_skill
}
triggered_councilor_modifier = {
potential = {
# is_councilor = yes
owner = {
check_variable = {
which = rg_gray_level
value > 10
}
}
}
# country_energy_produces_mult = -0.04
planet_stability_add = -2
mult = trigger:has_skill
}
triggered_councilor_modifier = {
potential = {
always = yes
}
country_produces_mult = 0.1
country_engineering_research_produces_mult = 0.1
planet_jobs_upkeep_mult = -0.05
planet_buildings_upkeep_mult = -0.05
planet_building_build_speed_mult = 0.1
starbase_shipyard_build_speed_mult = 0.1
megastructure_build_speed_mult = 0.1
country_unity_produces_mult = 0.05
country_base_influence_produces_add = 1
mult = trigger:has_skill
}
leader_class = {
official
}
initial = no
randomized = no
}
RG_leader_trait_admiral_gray_1 = {
#1级舰长
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
fleet_modifier = {
ship_armor_mult = 1
ship_hull_mult = 1
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 1
ship_armor_regen_add_perc = 1
}
army_modifier = {
army_collateral_damage_mult = 0.05
army_disengage_chance_mult = 0.3
army_health = 0.15
}
leader_class = {
commander
}
initial = no
randomized = no
}
RG_leader_trait_admiral_gray_2 = {
#2级舰长
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
fleet_modifier = {
ship_armor_mult = 2
ship_hull_mult = 2
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 2
ship_armor_regen_add_perc = 2
}
army_modifier = {
army_collateral_damage_mult = 0.1
army_disengage_chance_mult = 0.4
army_health = 0.25
}
leader_class = {
commander
}
initial = no
randomized = no
}
RG_leader_trait_admiral_gray = {
#3级舰长默认
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = commander
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
fleet_modifier = {
ship_armor_mult = 3.5
ship_hull_mult = 3.5
ships_upkeep_mult = -0.4
ship_hull_regen_add_perc = 5
ship_armor_regen_add_perc = 5
}
army_modifier = {
army_collateral_damage_mult = 0.15
army_disengage_chance_mult = 0.5
army_health = 0.35
}
leader_class = {
commander
}
initial = no
randomized = no
}
RG_leader_trait_admiral_nanorebuild_gray = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = leader
ICON = "GFX_leader_trait_nanorebuild"
RARITY = paragon
COUNCIL = no
TIER = none
}
custom_tooltip_with_modifiers = RG_leader_trait_admiral_nanorebuild_effect
fleet_modifier = {
ship_armor_mult = 0.5
ship_hull_mult = 0.5
ships_upkeep_mult = -0.1
ship_hull_regen_add_perc = 0.5
ship_armor_regen_add_perc = 0.5
}
triggered_army_modifier = {
potential = {
always = yes
}
army_damage_mult = 0.05
army_health = 0.05
mult = owner.rg_general_skill_combat_daypassed_variable
}
leader_class = {
commander
}
initial = no
randomized = no
}
RG_leader_trait_scientist_gray = {
#科学家特质
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = scientist
ICON = "GFX_leader_trait_psionic_chosen_one"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_self_modifier = {
potential = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
}
self_modifier = {
species_leader_exp_gain = 1
}
immortal_leaders = yes
councilor_modifier = {
all_technology_research_speed = 0.5
}
modifier = {
ship_archaeological_site_excavation_speed_mult = 0.5
science_ship_survey_speed = 1
# ship_windup_mult = -1
# ship_speed_mult = 0.5
ship_anomaly_generation_chance_mult = -1
}
leader_class = {
scientist
}
initial = no
randomized = no
}
# RG_leader_trait_general_gray = {
# #将军特质
# cost = 0
# inline_script = {
# script = trait/icon_psionic
# CLASS = general
# ICON = "GFX_leader_trait_psionic_chosen_one"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# self_modifier = {
# species_leader_exp_gain = 1
# }
# immortal_leaders = yes
# modifier = {
# army_collateral_damage_mult = 0.15
# army_disengage_chance_mult = 0.5
# army_health = 0.35
# }
# leader_class = {
# general
# }
# initial = no
# randomized = no
# }
# 与舰长技能合并,弃用
# RG_leader_trait_general_gray_skill = {
# destiny_trait = yes
# inline_script = {
# script = trait/icon_psionic
# CLASS = commander
# ICON = "GFX_leader_trait_supreme_warrior"
# RARITY = paragon
# COUNCIL = no
# TIER = none
# }
# custom_tooltip_with_modifiers = RG_leader_trait_tempest_incoming_effect
# triggered_army_modifier = {
# potential = {
# always = yes
# }
# army_damage_mult = 0.05
# army_health = 0.05
# mult = owner.rg_general_skill_combat_daypassed_variable
# }
# leader_class = { commander }
# initial = no
# randomized = no
# destiny_background_icon = "GFX_leader_background_destiny_1"
# }
RG_leader_trait_admiral_fake_dragon = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = commander
ICON = "GFX_leader_trait_adaptable"
RARITY = paragon
COUNCIL = no
TIER = none
}
self_modifier = {
# 不知道什么时候专属特质加100%经验率已经变成国际公约力
species_leader_exp_gain = 1
}
fleet_modifier = {
ship_armor_mult = 0.3
ship_hull_mult = 0.2
ship_weapon_damage = 0.2
}
leader_class = {
commander
}
initial = no
randomized = no
}
RG_leader_trait_admiral_timed_life = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = commander
ICON = "GFX_leader_trait_ethereal"
RARITY = paragon
COUNCIL = no
TIER = none
}
triggered_modifier = {
potential = {
owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value <= 1000
}
}
}
ship_armor_mult = 0.01
ship_hull_mult = 0.01
ship_weapon_damage = 0.01
mult = owner.rg_fake_dragon_timedlife_counter
}
triggered_modifier = {
potential = {
owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value > 1000
}
}
}
ship_armor_mult = 10
ship_hull_mult = 10
ship_weapon_damage = 10
}
triggered_desc = {
# Show key if trigger/exclusive_trigger is true.
trigger = {
owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value > 1000
}
}
}
# Trigger appends additional localization key to existing text. THIS = Leader
text = rg_timed_life_millennium_reborn
}
leader_class = {
commander
}
initial = no
randomized = no
}
RG_leader_trait_admiral_born_tobe_dragon = {
cost = 0
inline_script = {
script = trait/icon_psionic
CLASS = commander
ICON = "GFX_leader_trait_ethereal"
RARITY = paragon
COUNCIL = no
TIER = none
}
immortal_leaders = yes
triggered_modifier = {
potential = {
owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value <= 1000
}
}
}
ship_armor_mult = 0.01
ship_hull_mult = 0.01
ship_weapon_damage = 0.01
mult = owner.rg_fake_dragon_timedlife_counter
}
triggered_modifier = {
potential = {
owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value > 1000
}
}
}
ship_armor_mult = 0.01
ship_hull_mult = 0.01
ship_weapon_damage = 0.01
}
triggered_desc = {
# Show key if trigger/exclusive_trigger is true.
trigger = {
owner = {
check_variable = {
which = rg_fake_dragon_timedlife_counter
value > 1000
}
}
}
# Trigger appends additional localization key to existing text. THIS = Leader
text = rg_timed_life_millennium_reborn
}
leader_class = {
commander
}
initial = no
randomized = no
}

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# leader_trait_wg_gray_affection = {
# cost = 0
# inline_script = {
# script = trait/wg_new_leader_affection_trait
# LEADER_TYPE = wg_gray
# }
# #official
# triggered_modifier = {
# # lv2
# potential = {
# leader_class = official
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv2
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv3
# }
# }
# planet_district_city_build_speed_mult = 0.2
# planet_district_generator_build_speed_mult = 0.2
# planet_district_farming_build_speed_mult = 0.2
# planet_district_mining_build_speed_mult = 0.2
# planet_districts_minerals_cost_add = -100
# planet_stability_add = 5
# }
# triggered_modifier = {
# # lv3
# potential = {
# leader_class = official
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv3
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv4
# }
# }
# planet_researchers_physics_research_produces_mult = 0.04
# planet_researchers_society_research_produces_mult = 0.04
# planet_researchers_engineering_research_produces_mult = 0.04
# planet_district_city_build_speed_mult = 0.2
# planet_district_generator_build_speed_mult = 0.2
# planet_district_farming_build_speed_mult = 0.2
# planet_district_mining_build_speed_mult = 0.2
# planet_districts_minerals_cost_add = -100
# planet_stability_add = 5
# }
# triggered_modifier = {
# # lv4
# potential = {
# leader_class = official
# if = {
# limit = {
# has_leader_flag = married
# }
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv5
# }
# }
# else = {
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# }
# }
# planet_researchers_physics_research_produces_mult = 0.08
# planet_researchers_society_research_produces_mult = 0.08
# planet_researchers_engineering_research_produces_mult = 0.08
# planet_district_city_build_speed_mult = 0.2
# planet_district_generator_build_speed_mult = 0.2
# planet_district_farming_build_speed_mult = 0.2
# planet_district_mining_build_speed_mult = 0.2
# planet_districts_minerals_cost_add = -100
# planet_stability_add = 5
# }
# triggered_modifier = {
# # lv5
# potential = {
# leader_class = official
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv5
# }
# has_leader_flag = married
# }
# planet_researchers_physics_research_produces_mult = 0.15
# planet_researchers_society_research_produces_mult = 0.15
# planet_researchers_engineering_research_produces_mult = 0.15
# planet_district_city_build_speed_mult = 1
# planet_district_generator_build_speed_mult = 1
# planet_district_farming_build_speed_mult = 1
# planet_district_mining_build_speed_mult = 1
# planet_districts_minerals_cost_add = -150
# planet_stability_add = 5
# terraform_speed_mult = 0.3
# planet_decision_enact_speed_mult = 0.15
# }
# #admiral
# triggered_modifier = {
# # lv2
# potential = {
# leader_class = admiral
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv2
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv3
# }
# }
# ship_evasion_add = 5
# ship_tracking_add = 5
# ship_accuracy_add = 5
# ship_shield_mult = 0.5
# ship_hull_mult = 0.5
# ship_speed_mult = 0.2
# ship_hull_regen_add_static = 10
# ship_armor_regen_add_static = 10
# }
# triggered_modifier = {
# # lv3
# potential = {
# leader_class = admiral
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv3
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv4
# }
# }
# ship_evasion_add = 5
# ship_accuracy_add = 5
# ship_tracking_add = 5
# ship_shield_mult = 1
# ship_hull_mult = 1
# ship_weapon_damage = 0.2
# ship_fire_rate_mult = 0.2
# ship_speed_mult = 0.25
# ship_hull_regen_add_static = 20
# ship_armor_regen_add_static = 20
# }
# triggered_modifier = {
# # lv4
# potential = {
# leader_class = admiral
# if = {
# limit = {
# has_leader_flag = married
# }
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv5
# }
# }
# else = {
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# }
# }
# ship_evasion_add = 10
# ship_accuracy_add = 10
# ship_tracking_add = 10
# ship_shield_mult = 1.5
# ship_hull_mult = 1.5
# ship_weapon_damage = 0.4
# ship_fire_rate_mult = 0.4
# ship_speed_mult = 0.3
# ship_hull_regen_add_static = 30
# ship_armor_regen_add_static = 30
# }
# triggered_modifier = {
# # lv5
# potential = {
# leader_class = admiral
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv5
# }
# has_leader_flag = married
# }
# ship_evasion_add = 15
# ship_accuracy_add = 15
# ship_tracking_add = 15
# ship_shield_mult = 2.5
# ship_hull_mult = 2.5
# ship_weapon_damage = 0.7
# ship_fire_rate_mult = 0.7
# ship_speed_mult = 0.5
# ship_hull_regen_add_static = 50
# ship_armor_regen_add_static = 50
# }
# #scientist
# triggered_modifier = {
# # lv2
# potential = {
# leader_class = scientist
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv2
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv3
# }
# }
# science_ship_survey_speed = 0.1
# ship_anomaly_research_speed_mult = 0.1
# ship_disengage_chance_mult = 0.3
# }
# triggered_modifier = {
# # lv3
# potential = {
# leader_class = scientist
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv3
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv4
# }
# }
# science_ship_survey_speed = 0.2
# ship_anomaly_research_speed_mult = 0.25
# ship_shield_mult = 0.25
# ship_armor_mult = 0.25
# ship_disengage_chance_mult = 0.3
# }
# triggered_modifier = {
# # lv4
# potential = {
# leader_class = scientist
# if = {
# limit = {
# has_leader_flag = married
# }
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv5
# }
# }
# else = {
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# }
# }
# science_ship_survey_speed = 0.3
# ship_anomaly_research_speed_mult = 0.35
# ship_shield_mult = 0.35
# ship_armor_mult = 0.35
# ship_disengage_chance_mult = 0.35
# ship_anomaly_generation_chance_mult = 0.2
# }
# triggered_modifier = {
# # lv5
# potential = {
# leader_class = scientist
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv5
# }
# has_leader_flag = married
# }
# science_ship_survey_speed = 0.5
# ship_anomaly_research_speed_mult = 0.5
# ship_shield_mult = 0.5
# ship_armor_mult = 0.5
# ship_disengage_chance_mult = 0.5
# ship_anomaly_generation_chance_mult = 0.5
# }
# #general
# triggered_modifier = {
# # lv2
# potential = {
# leader_class = general
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv2
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv3
# }
# }
# army_experience_gain_mult = 0.1
# army_morale_damage_mult = 0.1
# army_disengage_chance_mult = 0.2
# }
# triggered_modifier = {
# # lv3
# potential = {
# leader_class = general
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv3
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv4
# }
# }
# army_experience_gain_mult = 0.25
# army_morale_damage_mult = 0.25
# army_disengage_chance_mult = 0.4
# armies_upkeep_mult = -0.2
# army_collateral_damage_mult = -0.15 #"陆军连带伤害"
# }
# triggered_modifier = {
# # lv4
# potential = {
# leader_class = general
# if = {
# limit = {
# has_leader_flag = married
# }
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# check_variable = {
# which = affection
# value < wg_leader_affection_to_lv5
# }
# }
# else = {
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv4
# }
# }
# }
# army_experience_gain_mult = 0.5
# army_morale_damage_mult = 0.5
# army_disengage_chance_mult = 0.6
# armies_upkeep_mult = -0.4
# army_collateral_damage_mult = -0.3 #"陆军连带伤害"
# }
# triggered_modifier = {
# # lv5
# potential = {
# leader_class = general
# check_variable = {
# which = affection
# value >= wg_leader_affection_to_lv5
# }
# has_leader_flag = married
# }
# army_experience_gain_mult = 0.8
# army_morale_damage_mult = 0.8
# army_disengage_chance_mult = 1
# armies_upkeep_mult = -0.8
# army_collateral_damage_mult = -0.8 #"陆军连带伤害"
# }
# leader_class = {
# official
# admiral
# scientist
# general
# }
# initial = no
# randomized = no
# notify_on_gained = no
# }

View File

@@ -0,0 +1,64 @@
rg_machine_maid_trait = {
cost = {
base = 0
}
custom_tooltip = rg_machine_maid_trait_effect_tooltip
initial = no
species_potential_add = { always = no }
species_possible_remove = { always = no }
species_possible_merge_add = { always = no }
species_possible_merge_remove = { always = no }
randomized = no
allowed_archetypes = { MACHINE }
sorting_priority = 20
potential_crossbreeding_chance = 1.0
opposites = {
}
modifier = {
habitability_floor_add = 0.25
pop_housing_usage_mult = -0.9
}
assembling_modifier = {
planet_pop_assemblers_nanites_upkeep_add = 0.1
}
# 在灰风主人国家工作提供加成
triggered_pop_modifier = {
potential = {
exists = planet
planet = {
exists = owner
owner = { is_same_value = event_target:gray_owner }
}
}
planet_jobs_produces_mult = 0.1
}
ai_weight = {
weight = 0
}
assembly_score = {
modifier = {
add = 3
from.owner = { is_same_value = event_target:gray_owner }
}
modifier = {
mult = 0
from.owner = {
NOT = {
is_same_value = event_target:gray_owner
}
}
}
}
slave_cost = {
energy = 1000
}
}

12
descriptor.mod Normal file
View File

@@ -0,0 +1,12 @@
version="d4a22820b3"
tags={
"Military"
"Balance"
"Spaceships"
"Events"
"Leaders"
}
name="Real Gray"
picture="thumbnail.png"
supported_version="v3.13.*"
remote_file_id="2136166095"

View File

@@ -0,0 +1,241 @@
namespace = distar
# Technology available upon gaining all insights
country_event = {
id = distar.10904
title = "distar.10904.name"
desc = {
text = "distar.10904.desc"
trigger = {
NOR = {
has_origin = origin_rg_gray
}
}
}
desc = {
text = "distar.10904.desc"
trigger = {
OR = {
has_origin = origin_rg_gray
}
}
}
picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal
is_triggered_only = yes
immediate = {
observer_event = {
id = observer.61
}
}
option = {
name = GOOD
if = {
# You can only research to open it if it has not been opened already
limit = {
can_research_technology = tech_lgate_activation
}
add_research_option = tech_lgate_activation
}
}
}
# Project available
country_event = {
id = distar.10905
title = "distar.10905.name"
desc = {
text = "distar.10905.desc"
trigger = {
NOR = {
has_origin = origin_rg_gray
}
}
}
desc = {
text = "distar.10905.desc"
trigger = {
OR = {
has_origin = origin_rg_gray
has_origin = origin_gray
has_origin = origin_lclusterplus_gatebuilders
has_origin = origin_lclusterplus_gatebuilders_advanced
}
}
}
picture = GFX_evt_drifting_gateway
show_sound = event_mystic_reveal
location = event_target:candidate_gateway
is_triggered_only = yes
immediate = {
end_event_chain = "l_cluster_chain"
event_target:candidate_gateway = {
solar_system = {
save_event_target_as = candidate_gateway_system
}
}
set_global_flag = rg_kac_lcluster_project
}
option = {
name = "distar.10905.a"
event_target:candidate_gateway = {
enable_special_project = {
name = RG_LCLUSTER_PROJECT
location = this
}
}
}
}
# Abandoned Cluster Found
country_event = {
id = distar.10951
title = "distar.10951.name"
desc = "distar.10951.desc"
picture = GFX_evt_l-gateway
show_sound = event_activating_unknown_technology
location = event_target:candidate_gateway
is_triggered_only = yes
immediate = {
country_event = {
id = distar.11000
}
every_playable_country = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
NOT = {
is_same_value = root
}
}
country_event = {
id = distar.10952
}
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = {
id = distar.10954
}
}
every_playable_country = {
limit = {
NOR = {
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
has_event_chain = l_cluster_chain
}
country_event = {
id = distar.10953
}
}
observer_event = {
id = observer.62
}
}
option = {
name = "distar.10951.a"
}
}
# Research Project Aborted
country_event = {
id = distar.10952
title = "distar.10952.name"
desc = "distar.10952.desc"
picture = GFX_evt_glitchy_matrix
show_sound = event_alien_signal
is_triggered_only = yes
immediate = {
abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
}
option = {
name = "distar.10952.a"
}
}
# Informed about AI being close to opening L-Gate (HIDDEN)
event = {
id = distar.10955
hide_window = yes
is_triggered_only = yes
trigger = {
any_playable_country = {
is_ai = no
OR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
}
any_relation = {
is_country_type = default
has_communications = prev
has_event_chain = l_cluster_chain
NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = {
which = num_lcluster_clues
value > 5
}
any_owned_megastructure = {
is_megastructure_type = lgate_base
}
}
}
}
immediate = {
random_playable_country = {
limit = {
is_ai = no
OR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
}
any_relation = {
is_country_type = default
has_communications = prev
has_event_chain = l_cluster_chain
NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = {
which = num_lcluster_clues
value > 5
}
any_owned_megastructure = {
is_megastructure_type = lgate_base
}
}
}
random_relation = {
limit = {
is_country_type = default
has_communications = prev
has_event_chain = l_cluster_chain
NOT = {
has_country_flag = lgate_warned@prev
}
check_variable = {
which = num_lcluster_clues
value > 5
}
any_owned_megastructure = {
is_megastructure_type = lgate_base
}
}
save_event_target_as = lgate_warning_country
set_country_flag = lgate_warned@prev
}
country_event = {
id = distar.10956
}
}
}
}

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