188 Commits

Author SHA1 Message Date
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
154 changed files with 56898 additions and 3038 deletions

8
.gitignore vendored Normal file
View File

@@ -0,0 +1,8 @@
#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

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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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# 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 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_country_flag = origin_rg_gray
has_country_flag = gray_owner
has_technology = tech_lgate_activation
can_research_technology = tech_lgate_activation
}
NOT = {
has_ascension_perk = rg_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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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

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#歼星武器
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
}
}
# 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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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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# 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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#############################
### 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"
}

View File

@@ -0,0 +1,611 @@
#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"
}
}
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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# 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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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
}
}
create_starbase = {
design = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = {
}
}
}
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
}
}
# 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
}
}

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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 = {
}
# 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_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 = machine_world
# 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_count_maid = {
base = 0
complex_trigger_modifier = {
trigger = count_traits
trigger_scope = pop
parameters = {
limit = {
has_trait = rg_machine_maid_trait
}
}
mode = add
}
# max = 20
}

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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 = 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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@@ -0,0 +1,607 @@
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
trait = ramdom_trait
}
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 = {
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
}
}
}
}
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
}

View File

@@ -0,0 +1,702 @@
#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
remove_country_flag = gray_habitat_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
remove_country_flag = gray_habitat_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_country_flag = gray_habitat_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
remove_country_flag = gray_habitat_active
random_owned_leader = {
limit = {
has_leader_flag = gray_scientist
}
set_skill = owner.rg_gray_level
}
}
}
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
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 = 30
has_ring = no
init_effect = {
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
}
set_name = "NAME_rg_gray_habitat_base"
if = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
assign_leader = event_target:gray_governor
}
add_building = building_ancient_control_center
add_building = building_nourishment_center
add_building = building_ancient_palace
add_building = building_affluence_center
add_building = building_dimensional_fabricator
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
# }
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
# }
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
# }
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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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_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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#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 = {
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 = {
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 = {
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 = {
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_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_full
}
}
}
}
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_full
}
}
}
}
# 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_full
}
}
}
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_full
}
}
}
}
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
}
}
}
}

View File

@@ -0,0 +1,125 @@
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_25
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_graylevel_higherthan_50
has_technology = tech_juggernaut
}
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_20
event_target:gray_leader_admiral = {
has_skill >= 20
}
}
}
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
}
has_technology = tech_juggernaut
}

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File diff suppressed because it is too large Load Diff

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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

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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"
hidden = yes
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

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#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

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#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
possible_construction = {
always = no
}
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"
empire_limit = 1
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
prerequisites = {
"tech_gray_interdictor_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 = @build_block_orbital_ring
formation_priority = @orbital_ring_formation_priority
icon_frame = 7
scales_with_planet = yes
graphical_culture = yes
}

View File

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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 = 10240
ship_hull_regen_add = 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_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 = 16.5
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 = 82.5
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 = 8.4
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 = 16.8
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 = 25.2
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 = 33.6
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 = 50.4
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 = 58.8
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 = 67.2
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 = 75.6
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 = 92.4
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
}
}

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 +1,167 @@
# 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 = {
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
}
}
}
}
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 = admiral
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
}
}
}
}

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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_research
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_research
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 = female
portraits = {
"Gray"
}
move_pop_sound_effect = "moving_pop_confirmation"
}
RG_MACHINE = {
archetype = MACHINE
playable = no
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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# L-Cluster Origin
part = {
location = 0
localization = "START_SCREEN_RG_GRAY_ORIGIN"
trigger = {
has_origin = origin_rg_gray
}
}

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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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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_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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###################
# 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
custom_tooltip_with_modifiers = rg_timed_life_millennium
}
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
custom_tooltip_with_modifiers = rg_timed_life_millennium_reborn
}
leader_class = { commander }
initial = no
randomized = no
}

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@@ -0,0 +1,387 @@
# 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
# }

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rg_machine_maid_trait = {
cost = {
base = 0
}
custom_tooltip = TRAIT_PLANTOID_BUDDING_EFFECT
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 = owner
owner = { is_same_value = event_target:gray_owner }
}
planet_jobs_produces_mult = 1.1
}
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
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version="d4a22820b3"
tags={
"Military"
"Balance"
"Spaceships"
"Events"
"Leaders"
}
name="Real Gray"
picture="thumbnail.png"
supported_version="v3.12.*"
remote_file_id="2136166095"

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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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############################
#
# Gray Goo Events
#
# Written by Henrik Thyrwall
#
############################
namespace = graygoo
# Entering Empty Cluster
ship_event = {
id = graygoo.550
title = "graygoo.550.name"
desc = "graygoo.550.desc"
picture = GFX_evt_ruined_system
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_global_flag = gray_goo_crisis_set
has_global_flag = dragon_season
has_global_flag = gray_goo_empire_set
has_global_flag = rg_l_cluster
}
from = {
has_star_flag = lcluster1
}
owner = {
NOT = {
has_country_flag = origin_gray_country
}
}
}
option = {
name = graygoo.550.a
}
}
# Invasion begins
country_event = {
id = graygoo.1
hide_window = yes
is_triggered_only = yes
immediate = {
set_update_modifiers_batch = begin
awaken_guardians_of_the_galaxy = yes
set_global_flag = gray_goo_crisis_active
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
}
activate_gateway = this
set_megastructure_flag = lgate_activated
}
event_target:graygoo_factory_system = {
random_system_planet = {
limit = {
has_planet_flag = main_star
}
save_event_target_as = main_star
}
create_country = {
name = "NAME_Gray_Goo"
type = "gray_goo"
name_list = "graygoo"
flag = {
icon = {
category = "special"
file = "gray_goo.dds"
}
background = {
category = "backgrounds"
file = "sinus.dds"
}
colors = {
"grey"
"dark_grey"
"null"
"null"
}
}
effect = {
save_event_target_as = graygoo_country
create_ship_design = {
design = "NAME_RG_armed_transport_ship"
}
add_ship_design = last_created_design
create_ship_design = {
design = "NAME_RG_GRAY_scienceship"
}
add_ship_design = last_created_design
create_ship_design = {
design = "NAME_RG_GRAY_constructor"
}
add_ship_design = last_created_design
create_ship_design = {
design = "NAME_Gatebuilder_Starbase"
}
add_ship_design = last_created_design
}
}
create_fleet = {
effect = {
set_owner = event_target:graygoo_country
create_ship = {
name = random
design = "NAME_Nanite_Factory"
graphical_culture = "pirate_01"
}
set_location = {
target = event_target:main_star
distance = 55
angle = 270
}
save_event_target_as = nanite_factory
}
}
every_country = {
establish_communications_no_message = event_target:graygoo_country
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:nanite_factory
distance = 80
angle = 0
}
}
settings = {
garrison = yes
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:nanite_factory
distance = 80
angle = 90
}
}
settings = {
garrison = yes
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:nanite_factory
distance = 80
angle = 180
}
}
settings = {
garrison = yes
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:nanite_factory
distance = 80
angle = 270
}
}
settings = {
garrison = yes
}
}
every_system = {
limit = {
has_star_flag = lcluster
}
every_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 15
angle = random
}
}
settings = {
garrison = yes
}
}
}
}
event_target:lcluster1 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_1
}
}
event_target:lcluster2 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_2
}
}
event_target:lcluster3 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_3
}
}
event_target:lcluster4 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_4
}
}
event_target:lcluster5 = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_5
}
}
event_target:lcluster1b = {
random_system_planet = {
limit = {
is_planet_class = pc_gray_goo
}
save_event_target_as = start_6
}
}
rg_create_graygoo_roamers_1 = yes
rg_create_graygoo_roamers_2 = yes
rg_create_graygoo_roamers_3 = yes
rg_create_graygoo_roamers_4 = yes
rg_create_graygoo_roamers_5 = yes
rg_create_graygoo_roamers_6 = yes
rg_create_graygoo_roamers_7 = yes
}
event_target:graygoo_country = {
country_event = {
id = graygoo.3
days = 3600
}
}
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
solar_system = {
NOR = {
has_star_flag = lcluster_lgate
has_star_flag = lgate_originating_system
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_ships_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
}
set_update_modifiers_batch = end
country_event = {
id = graygoo.10
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = {
id = graygoo.13
}
}
every_playable_country = {
limit = {
OR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
}
NOT = {
is_same_value = root
}
}
country_event = {
id = graygoo.11
}
}
observer_event = {
id = observer.64
}
}
}
# The Dessanu Consonance
country_event = {
id = graygoo.110
title = "distar.10951.name"
desc = "graygoo.110.desc"
picture = GFX_evt_l-gateway
show_sound = event_radio_chatter
is_triggered_only = yes
after = {
hidden_effect = {
every_playable_country = {
limit = {
OR = {
has_special_project = RG_LCLUSTER_PROJECT
has_event_chain = l_cluster_chain
}
NOT = {
is_same_value = root
}
}
country_event = {
id = graygoo.111
}
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = {
id = graygoo.112
}
}
}
}
option = {
name = graygoo.10.a
hidden_effect = {
country_event = {
id = graygoo.115
}
}
}
}
# Reinforcements 1
country_event = {
id = graygoo.3
hide_window = yes
is_triggered_only = yes
trigger = {
event_target:graygoo_factory_system = {
any_fleet_in_system = {
is_ship_size = graygoo_factory
}
}
}
immediate = {
if = {
limit = {
any_system = {
has_star_flag = lcluster
any_fleet_in_system = {
owner = {
NOT = {
is_same_value = root
}
}
}
}
}
# Reinforce at factory if someone else is in the cluster...
country_event = {
id = graygoo.4
}
# Else spawn reinforcements...
}
else = {
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
solar_system = {
NOR = {
has_star_flag = lcluster_lgate
has_star_flag = lgate_originating_system
}
}
}
create_ambient_object = {
type = "horror_spawn_object"
location = THIS
use_3d_location = yes
duration = 10
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_2 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_3 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_4 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_5 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_6 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_7 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = prev
distance = 0
angle = 0
}
}
}
}
country_event = {
id = graygoo.3
days = 3600
}
}
}
}
# Reinforcements 2
country_event = {
id = graygoo.4
hide_window = yes
is_triggered_only = yes
immediate = {
random_owned_ship = {
limit = {
is_ship_size = graygoo_factory
}
save_event_target_as = graygoo_factory
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_1 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_2 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_3 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_4 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_5 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_6 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
create_fleet = {
name = "NAME_Tempest_Fleet"
effect = {
set_owner = event_target:graygoo_country
rg_create_graygoo_roamers_7 = yes
set_formation_scale = 2
set_fleet_stance = aggressive
set_aggro_range_measure_from = self
set_aggro_range = 250
set_location = {
target = event_target:graygoo_factory
distance = 0
angle = 0
}
}
}
country_event = {
id = graygoo.3
days = 3600
}
}
}
# Factory Destroyed
country_event = {
id = graygoo.6
hide_window = yes
is_triggered_only = yes
trigger = {
is_country_type = gray_goo
fromfrom = {
is_ship_size = graygoo_factory
}
}
immediate = {
remove_global_flag = active_gray_goo
remove_global_flag = gray_goo_crisis_active
fromfromfrom = {
save_event_target_as = goo_slayer_ship
}
from = {
save_event_target_as = goo_slayer
country_event = {
id = graygoo.15
}
country_event = {
id = rg_event.200
days = 80
random = 120
}
}
every_playable_country = {
limit = {
is_ai = no
NOT = {
is_same_value = event_target:goo_slayer
}
}
country_event = {
id = graygoo.16
}
}
observer_event = {
id = observer.65
}
every_galaxy_planet = {
limit = {
is_planet_class = pc_gray_goo
}
add_modifier = {
modifier = "terraforming_candidate"
days = -1
}
}
every_owned_fleet = {
destroy_fleet = this
}
destroy_country = yes
}
}
# Factory Destroyed (Dessanu)
country_event = {
id = graygoo.180
hide_window = yes
is_triggered_only = yes
trigger = {
is_country_type = gate_builders
fromfrom = {
is_ship_size = graygoo_factory
}
}
immediate = {
fromfromfrom = {
save_event_target_as = goo_slayer_ship
}
from = {
save_event_target_as = goo_slayer
country_event = {
id = graygoo.181
}
country_event = {
id = rg_event.200
days = 80
random = 120
}
}
every_playable_country = {
limit = {
is_ai = no
NOT = {
is_same_value = event_target:goo_slayer
}
}
country_event = {
id = graygoo.182
}
}
observer_event = {
id = observer.67
}
every_owned_planet = {
limit = {
is_planet_class = pc_gaia
}
change_pc = pc_gray_goo
reroll_planet = yes
destroy_colony = yes
add_modifier = {
modifier = "terraforming_candidate"
days = -1
}
}
every_owned_fleet = {
destroy_fleet = this
}
destroy_country = yes
}
}

View File

@@ -0,0 +1,694 @@
############################
#
# Gray Goo Events
#
# Written by Henrik Thyrwall
#
############################
namespace = graygoo
# Encountered Gray
ship_event = {
id = graygoo.400
title = "graygoo.400.name"
trigger = {
NOT = {
any_playable_country = {
has_country_flag = gray_owner
}
}
}
desc = {
trigger = {
owner = {
is_synthetic_empire = no
}
}
text = "graygoo.400.a.desc"
}
desc = {
trigger = {
owner = {
is_synthetic_empire = yes
}
}
text = "graygoo.400.b.desc"
}
picture = GFX_evt_ship_in_orbit_2
show_sound = event_radio_chatter
is_triggered_only = yes
immediate = {
from = {
save_event_target_as = gray_homeworld
}
rg_timeline_attract_field_init = yes
}
option = {
name = graygoo.400.a
hidden_effect = {
owner = {
country_event = {
id = graygoo.401
}
}
}
}
}
# Gray 1
country_event = {
id = graygoo.401
title = "TRANSMISSION"
desc = {
trigger = {
NOT = {
has_authority = auth_machine_intelligence
}
}
text = "graygoo.401.a.desc"
}
desc = {
trigger = {
has_authority = auth_machine_intelligence
}
text = "graygoo.401.b.desc"
}
is_triggered_only = yes
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room"
}
immediate = {
rg_gray_country_init = yes #创建国家
rg_timeline_attract_field_init = yes
}
option = {
name = graygoo.401.a
trigger = {
NOR = {
has_authority = auth_machine_intelligence
has_authority = auth_hive_mind
}
}
hidden_effect = {
country_event = {
id = graygoo.402
}
}
}
option = {
name = graygoo.401.b
trigger = {
has_authority = auth_machine_intelligence
}
hidden_effect = {
country_event = {
id = graygoo.402
}
}
}
option = {
name = graygoo.401.c
trigger = {
has_authority = auth_hive_mind
}
hidden_effect = {
country_event = {
id = graygoo.402
}
}
}
}
# Gray 2
country_event = {
id = graygoo.402
title = "TRANSMISSION"
desc = {
trigger = {
NOT = {
has_authority = auth_machine_intelligence
}
}
text = "graygoo.402.a.desc"
}
desc = {
trigger = {
has_authority = auth_machine_intelligence
}
text = "graygoo.402.b.desc"
}
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room"
}
is_triggered_only = yes
option = {
name = graygoo.402.a
hidden_effect = {
country_event = {
id = graygoo.403
}
}
}
}
# Gray 3
country_event = {
id = graygoo.403
title = "TRANSMISSION"
desc = "graygoo.403.desc"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room"
}
is_triggered_only = yes
option = {
name = graygoo.403.a
hidden_effect = {
country_event = {
id = graygoo.404
}
}
}
}
# Gray 4
country_event = {
id = graygoo.404
title = "TRANSMISSION"
desc = "graygoo.404.desc"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room"
}
is_triggered_only = yes
option = {
name = graygoo.404.a
hidden_effect = {
country_event = {
id = graygoo.405
}
}
}
}
# Gray 5
country_event = {
id = graygoo.405
title = "TRANSMISSION"
desc = "graygoo.405.desc"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = "ethic_spaceship_room"
}
is_triggered_only = yes
option = {
name = graygoo.405.a
hidden_effect = {
owner = {
country_event = {
id = graygoo.406
}
}
}
}
option = {
name = graygoo.405.b
response_text = graygoo.405.b.response
}
}
# Gray 6
country_event = {
id = graygoo.406
title = "TRANSMISSION"
desc = "graygoo.406.desc"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = ship_room
}
event_window_type = leader_recruit
is_triggered_only = yes
option = {
name = graygoo.406.a
response_text = graygoo.406.a.response
is_dialog_only = yes
}
option = {
name = graygoo.406.b
response_text = graygoo.406.b.response
is_dialog_only = yes
}
option = {
name = graygoo.405.b
tag = dismiss_leader
response_text = graygoo.405.b.response
owner = {
country_event = {
id = rg_grayleader_dialog.4051
}
}
}
option = {
name = graygoo.406.c
response_text = graygoo.406.c.response
default_hide_option = yes
tag = hire_leader
hidden_effect = {
# create_message = {
# type = MESSAGE_RECRUITED_LEADER
# localization = MESSAGE_RECRUITED_LEADER_DESC
# days = @toast_message_days
# target = event_target:gray_governor
# variable = {
# type = name
# localization = LEADER
# scope = event_target:gray_governor
# }
# }
owner = {
country_event = {
id = rg_grayleader_dialog.4063
}
}
country_event = {
id = graygoo.499
}
}
}
}
# Create Gray
country_event = {
id = graygoo.499
hide_window = yes
is_triggered_only = yes
trigger = {
NOT = {
exists = event_target:gray_owner
}
is_ai = no
}
immediate = {
set_global_flag = rg_kac_499
rg_timeline_attract_field_init = yes
if = {
# 非正常触发补事件
limit = {
NOT = {
exists = event_target:rg_gray_country
}
}
rg_gray_country_init = yes #创建国家
}
rg_gray_country_after_init = yes
set_country_flag = machine_age_nanites_studied
create_message = {
type = MESSAGE_RECRUITED_LEADER
localization = "rg_event.2.desc"
days = @toast_message_days
target = event_target:rg_gray_country_leader
variable = {
type = name
localization = LEADER
scope = event_target:rg_gray_country_leader
}
}
}
}
# Main Menu (Initial)
country_event = {
id = graygoo.500
hide_window = yes
is_triggered_only = yes
trigger = {
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
NOR = {
has_country_flag = gray_constship_active
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
has_country_flag = gray_warship_active
has_country_flag = gray_army_active
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
}
}
immediate = {
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.500
}
}
else = {
country_event = {
id = rg_grayleader.500
}
}
}
}
# Main Menu (Governor)
country_event = {
id = graygoo.501
hide_window = yes
is_triggered_only = yes
trigger = {
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
}
exists = event_target:gray_governor
}
immediate = {
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.501
}
}
else = {
country_event = {
id = rg_grayleader.501
}
}
}
}
# Main Menu (Warship)
country_event = {
id = graygoo.502
hide_window = yes
is_triggered_only = yes
trigger = {
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_warship_active
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
}
exists = event_target:gray_warship
any_owned_fleet = {
is_same_value = event_target:gray_warship
}
event_target:gray_warship = {
num_ships > 0
}
}
immediate = {
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.502
}
}
else = {
country_event = {
id = rg_grayleader.502
}
}
}
}
# Main Menu (Army)
country_event = {
id = graygoo.503
hide_window = yes
is_triggered_only = yes
trigger = {
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
has_country_flag = gray_army_active
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
}
is_same_value = event_target:gray_owner
any_owned_army = {
army_type = gray_army
OR = {
exists = planet
AND = {
exists = fleet
fleet = {
num_ships > 0
}
}
}
}
}
immediate = {
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.503
}
}
else = {
country_event = {
id = rg_grayleader.503
}
}
}
}
# Main Menu (Gray Reforming)
country_event = {
id = graygoo.504
hide_window = yes
is_triggered_only = yes
trigger = {
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_reforming
}
immediate = {
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.504
}
}
else = {
country_event = {
id = rg_grayleader.504
}
}
}
}
# Main Menu (const)
country_event = {
id = graygoo.505
hide_window = yes
is_triggered_only = yes
trigger = {
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_constship_active
NOR = {
has_country_flag = gray_reforming
has_country_flag = gray_diplomacy_engaged
}
exists = event_target:global_gray_constship
any_owned_fleet = {
is_same_value = event_target:global_gray_constship
}
event_target:global_gray_constship = {
num_ships > 0
}
}
immediate = {
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
country_event = {
id = rg_graygoo.505
}
}
else = {
country_event = {
id = rg_grayleader.505
}
}
}
}
# Gray destroyed or disbanded
event = {
id = graygoo.510
hide_window = yes
is_triggered_only = yes
trigger = {
any_country = {
is_country_type = gray
}
exists = event_target:gray_owner
event_target:gray_owner = {
OR = {
AND = {
has_country_flag = gray_army_active
NOT = {
any_owned_army = {
army_type = gray_army
}
}
}
AND = {
has_country_flag = gray_warship_active
NOT = {
exists = event_target:gray_warship
}
}
AND = {
has_country_flag = gray_official_active
NOT = {
exists = event_target:gray_official
}
}
AND = {
has_country_flag = gray_constship_active
NOT = {
exists = event_target:global_gray_constship
}
}
}
}
}
immediate = {
event_target:gray_owner = {
remove_country_flag = gray_official_active #新版flag
remove_country_flag = gray_governor_active #旧版flag #总督
remove_country_flag = gray_warship_active #旗舰
remove_country_flag = gray_army_active #陆军
remove_country_flag = gray_constship_active #科舰
set_country_flag = gray_reforming
add_modifier = {
modifier = "gray_scattered"
days = 3600
}
country_event = { id = graygoo.511 }
country_event = { id = graygoo.512 days = 3600 }
}
}
}
# Gray regenerating
country_event = {
id = graygoo.511
title = "graygoo.511.name"
desc = "graygoo.511.desc"
picture = GFX_evt_circuitry_modification
show_sound = event_radio_chatter
is_triggered_only = yes
option = {
name = graygoo.511.a
}
}
# Gray Returns
country_event = {
id = graygoo.512
title = "graygoo.500.title"
desc = "graygoo.512.a.desc"
desc = "graygoo.512.b.desc"
desc = "graygoo.512.c.desc"
event_window_type = leader_story
picture = GFX_evt_gray_gooed_planet
picture_event_data = {
portrait = event_target:rg_gray_country_leader
room = root
}
is_triggered_only = yes
immediate = {
remove_country_flag = gray_reforming
}
option = {
name = graygoo.512.a
}
}

View File

@@ -0,0 +1,454 @@
namespace = rg_cluster
# Special project completed (overwrite)
country_event = {
id = rg_cluster.2
hide_window = yes
is_triggered_only = yes
immediate = {
set_country_flag = lcluster_opener
set_global_flag = l_cluster_opened
every_megastructure = {
limit = {
is_megastructure_type = lgate_base
NOT = {
has_megastructure_flag = lgate_activated
}
}
activate_gateway = this
set_megastructure_flag = lgate_activated
}
set_global_flag = lgates_activated_globally
# centralized handling of chain and project clean-up
every_playable_country = {
if = {
limit = {
is_researching_technology = tech_lgate_activation
}
give_technology = {
tech = tech_lgate_activation
message = no
}
}
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = {
id = distar.10954
days = 1
}
}
every_playable_country = {
limit = {
NOR = {
has_special_project = LCLUSTER_PROJECT
is_same_value = root
}
has_event_chain = l_cluster_chain
}
country_event = {
id = distar.10953
days = 1
}
}
observer_event = {
id = observer.62
}
every_playable_country = {
if = {
limit = {
has_modifier = rg_distant_stars_modifier
}
remove_modifier = rg_distant_stars_modifier
}
}
country_event = {
id = rg_cluster.10
}
}
}
# Allow all nanite worlds to be terraformed
country_event = {
id = rg_cluster.3
hide_window = yes
is_triggered_only = yes
immediate = {
every_galaxy_planet = {
limit = {
is_planet_class = pc_gray_goo
}
add_modifier = {
modifier = "terraforming_candidate"
days = -1
}
}
}
}
# Move home system
country_event = {
id = rg_cluster.9
hide_window = yes
is_triggered_only = yes
fire_only_once = yes
immediate = {
random_system = {
limit = {
has_star_flag = lcluster4
NOT = {
has_star_flag = lcluster_lgate
}
}
save_event_target_as = rg_cluster_home_system
random_system_planet = {
limit = {
has_planet_flag = start_rg_cluster_gatebuilders
}
save_event_target_as = rg_cluster_home_planet
}
random_system_planet = {
limit = {
has_planet_flag = start_gatebuilders_mining_station1
}
save_event_target_as = start_gatebuilders_mining_station_target1
}
}
capital_scope = {
save_event_target_as = rg_cluster_previous_home_planet
solar_system = {
save_event_target_as = rg_cluster_previous_home_system
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
}
if = {
limit = {
exists = sector
}
sector = {
leader = {
unassign_leader = this
save_event_target_as = rg_cluster_sector_gov
}
}
}
else = {
root = {
random_owned_leader = {
limit = {
leader_class = governor
}
save_event_target_as = rg_cluster_sector_gov
}
}
}
}
# Spaceport setup
if = {
limit = {
is_gestalt = yes
}
event_target:rg_cluster_home_system = {
create_starbase = {
size = "starbase_starport"
module = "shipyard"
module = "solar_panel_network"
building = "crew_quarters"
owner = root
}
}
}
else = {
event_target:rg_cluster_home_system = {
create_starbase = {
size = "starbase_starport"
module = "shipyard"
module = "trading_hub"
building = "crew_quarters"
owner = root
}
}
}
event_target:start_gatebuilders_mining_station_target1 = {
create_mining_station = {
owner = root
}
}
# Planet setup
event_target:rg_cluster_home_planet = {
change_pc = pc_gaia
set_owner = root
set_controller = root
set_capital = yes
set_sector_capital = yes
sector = {
assign_leader = event_target:rg_cluster_sector_gov
}
set_name = random
generate_start_buildings_and_districts = yes
}
if = {
limit = {
owner = {
is_machine_empire = no
}
}
every_owned_pop = {
modify_species = {
species = this
ideal_planet_class = pc_nuked
}
species = {
save_event_target_as = target_species
}
}
root = {
change_dominant_species = {
species = event_target:target_species
change_all = yes
}
}
}
event_target:rg_cluster_home_system = {
random_system_planet = {
limit = {
is_star = yes
}
save_event_target_as = rg_cluster_home_system_loc
}
}
every_owned_fleet = {
limit = {
any_owned_ship = {
OR = {
is_ship_size = corvette
is_ship_size = constructor
is_ship_size = science
}
}
}
set_location = event_target:rg_cluster_home_system_loc
}
event_target:rg_cluster_previous_home_planet = {
# move pops
every_owned_pop = {
resettle_pop = {
pop = this
planet = event_target:rg_cluster_home_planet
}
unemploy_pop = yes
}
remove_planet = yes
}
event_target:rg_cluster_home_planet = {
every_owned_pop = {
unemploy_pop = yes
clear_pop_category = yes
}
check_planet_employment = yes
}
event_target:rg_cluster_previous_home_system = {
set_name = random
random_system_planet = {
limit = {
is_star = yes
}
set_name = solar_system
}
remove_star_flag = sol
remove_star_flag = deneb_system
}
event_target:rg_cluster_previous_home_system = {
every_fleet_in_system = {
delete_fleet = this
}
}
owner_species = {
set_species_homeworld = event_target:rg_cluster_home_planet
}
every_owned_pop_species = {
set_species_homeworld = event_target:rg_cluster_home_planet
}
country_event = {
id = rg_cluster.3
days = -1
}
}
}
# L-Cluster Opened
country_event = {
id = rg_cluster.10
is_triggered_only = yes
title = "rg_cluster.10.name"
desc = {
text = "rg_cluster.10.desc.a"
trigger = {
NOR = {
has_origin = origin_rg_gray
}
}
}
desc = {
text = "rg_cluster.10.desc.b"
trigger = {
OR = {
has_origin = origin_rg_gray
}
}
}
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
location = event_target:candidate_gateway
immediate = {
every_playable_country = {
limit = {
OR = {
has_origin = origin_rg_gray
}
NOT = {
is_same_value = root
}
}
country_event = {
id = rg_cluster.11
}
}
every_playable_country = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
NOT = {
is_same_value = root
}
}
country_event = {
id = rg_cluster.12
}
}
every_playable_country = {
limit = {
NOR = {
has_event_chain = l_cluster_chain
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
}
country_event = {
id = rg_cluster.13
}
}
every_playable_country = {
limit = {
NOR = {
has_special_project = RG_LCLUSTER_PROJECT
is_same_value = root
}
has_event_chain = l_cluster_chain
}
country_event = {
id = rg_cluster.12
}
}
observer_event = {
id = observer.62
}
}
option = {
trigger = {
NOR = {
has_origin = origin_rg_gray
}
}
name = "rg_cluster.10.a"
}
option = {
trigger = {
OR = {
has_origin = origin_rg_gray
}
}
name = "rg_cluster.10.b"
}
}
# Inform the Gatebuilders of the L-Cluster being open
country_event = {
id = rg_cluster.11
is_triggered_only = yes
title = "rg_cluster.11.name"
desc = "rg_cluster.11.desc"
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
immediate = {
if = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
}
abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
}
else_if = {
limit = {
has_event_chain = l_cluster_chain
}
liquidate_clues = yes
end_event_chain = "l_cluster_chain"
}
}
option = {
name = "rg_cluster.11.a"
}
}
# Inform other empires of the L-Cluster being open (has project or event chain)
country_event = {
id = rg_cluster.12
is_triggered_only = yes
title = "rg_cluster.11.name"
desc = "rg_cluster.12.desc"
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
immediate = {
if = {
limit = {
has_special_project = RG_LCLUSTER_PROJECT
}
abort_special_project = {
type = RG_LCLUSTER_PROJECT
}
}
else_if = {
limit = {
has_event_chain = l_cluster_chain
}
liquidate_clues = yes
end_event_chain = "l_cluster_chain"
}
}
option = {
name = "rg_cluster.12.a"
}
}
# Inform other empires of the L-Cluster being open (has nothing)
country_event = {
id = rg_cluster.13
is_triggered_only = yes
title = "rg_cluster.11.name"
desc = "rg_cluster.13.desc"
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
option = {
name = "rg_cluster.13.a"
}
}

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@@ -0,0 +1,785 @@
namespace = rg_skill
# fleet_event = {
# id = rg_skill.1
# hide_window = yes
# is_triggered_only = yes
#
# trigger = {
# NOT = { has_global_flag = rg_grayskill_cooldown }
# any_owned_fleet = {
# exists = leader
# leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes
# }
# }
#
# immediate = {
# if = {
# limit = {
# any_owned_fleet = {
# exists = leader
# leader = { has_leader_flag = gray_leader_admiral }
# is_in_combat = yes
# }
# }
# random_owned_fleet = {
# if = {
# limit = { leader = { has_leader_flag = gray_leader_admiral }}
# save_event_target_as = gray_warship_location
# }
# }
# create_fleet = {
# name = "NAME_RG_carrier"
# settings = {
# can_disband = yes
# can_upgrade = no
# can_change_composition = yes
# can_change_leader = no
# uses_naval_capacity = no
# spawn_debris = no
# }
# effect = {
# set_owner = event_target:gray_owner
# while = {
# count = 4
# create_ship = {
# name = random
# design = "RG_carrier_Interdictor"
# graphical_culture = "pirate_01"
# prefix = no
# upgradable = no
# }
# }
# set_location = {
# target = event_target:gray_warship_location
# distance = 55
# angle = 270
# }
# set_fleet_flag = RG_carrier_fleet
# save_global_event_target_as = RG_carrier_fleet
# }
# }
#
# set_timed_global_flag = {
# flag = rg_grayskill_cooldown days = 120
# }
# }
# }
# }
# fleet_event = {
# id = rg_skill.2
# hide_window = yes
# is_triggered_only = yes
#
# trigger = {
# any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet
# is_in_combat = no
# }
# }
#
# immediate = {
# if = {
# limit = {
# any_owned_fleet = {
# has_fleet_flag = RG_carrier_fleet
# is_in_combat = no
# }
# }
# event_target:RG_carrier_fleet = { delete_ship = this }
# }
# }
# }
ship_event = {
id = rg_skill.3
hide_window = yes
is_triggered_only = yes
trigger = {
OR = {
AND = {
is_ship_size = RG_armed_science_ship
OR = {
has_component = RG_AUTOCONST_HANGER
}
}
}
solar_system = {
OR = {
NOT = {
exists = space_owner
}
AND = {
space_owner = {
is_same_empire = root.controller
}
any_system_planet = {
RG_planet_can_auto_build = yes
}
}
}
NOT = {
any_neighbor_system = {
has_owner = yes
owner = {
OR = {
is_fallen_empire_xenophobe = yes
has_ai_personality = fallen_empire_xenophobe
has_ai_personality = awakened_fallen_empire_xenophobe
}
}
}
}
}
}
immediate = {
if = {
limit = {
owner = {
NOT = {
is_same_value = origin_rg_gray_country
}
}
solar_system = {
NOT = {
any_fleet_in_system = {
exists = controller
controller = {
is_hostile = root.controller
}
}
}
}
}
RG_const_auto_build_effect_event = yes
}
else_if = {
limit = {
owner = {
is_same_value = origin_rg_gray_country
NOT = {
has_global_flag = l_cluster_opened
}
}
solar_system = {
has_star_flag = lcluster
NOT = {
any_fleet_in_system = {
exists = controller
controller = {
is_hostile = root.controller
}
}
}
}
}
RG_const_auto_build_effect_event = yes
}
else_if = {
limit = {
owner = {
is_same_value = origin_rg_gray_country # 是小灰起源
has_global_flag = l_cluster_opened # L星门已开启
}
solar_system = {
# has_star_flag = lcluster
NOT = {
any_fleet_in_system = {
exists = controller
controller = {
is_hostile = root.controller
}
}
}
}
}
RG_const_auto_build_effect_event = yes
}
ship_event = {
id = rg_skill.3
days = 10
}
}
}
# Gray Breeds(?
fleet_event = {
id = rg_skill.4
hide_window = yes
mean_time_to_happen = {
years = 1
}
trigger = {
any_controlled_ship = {
has_ship_flag = rg_mothership
}
num_ships < 20
is_ship_size = RG_graygoo_mothership
}
immediate = {
random_list = {
14 = {
create_ship = {
name = random
design = "RG_aircruiser_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_carrier_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_battleship_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_titan_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_torpedo_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_AA_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_Arsenal_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_torpedocruiser_interdictor"
upgradable = yes
}
}
}
}
}
#Tempest Breeds(?
fleet_event = {
id = rg_skill.5
hide_window = yes
mean_time_to_happen = {
months = 5
}
trigger = {
any_controlled_ship = {
OR = {
OR = {
is_ship_size = RG_graygoo_mothership
is_ship_size = graygoo_mothership
}
has_ship_flag = rg_nanite_mothership
}
owner = {
is_country_type = gray_goo
}
}
num_ships < 40
}
immediate = {
random_list = {
14 = {
create_ship = {
name = random
design = "RG_aircruiser_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_carrier_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_battleship_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_titan_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_torpedo_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_AA_interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_Arsenal_Interdictor"
upgradable = yes
}
}
12 = {
create_ship = {
name = random
design = "RG_icebreaker_interdictor"
upgradable = yes
}
}
}
}
}
# Tempest incoming traits
# Recursive check every X days
# This = planet
# From = country attacking
planet_event = {
id = rg_skill.6
hide_window = yes
is_triggered_only = yes
immediate = {
save_event_target_as = tempest_incoming_battlefield_planet
if = {
# planet
limit = {
has_ground_combat = no
}
remove_planet_flag = checking_tempest_incoming
}
else = {
#planet
any_ground_combat_attacker = {
#army
exists = leader
leader = {
#leader
has_trait = RG_leader_trait_admiral_nanorebuild_gray
owner = {
#country
save_event_target_as = attacking_general_country
}
}
}
# Do the same check again in X days
country_event = {
id = rg_skill.10
} # NOTE: Update custom loc for effect when changing days
}
}
}
# tempest incoming traits
# Inital event started by on_ground_combat_started
# to kick of the recursive check in X days
# This = planet
# From = country attacking
planet_event = {
id = rg_skill.7
hide_window = yes
is_triggered_only = yes
# Prevent duplicate events
trigger = {
not = {
has_planet_flag = checking_tempest_incoming
}
}
immediate = {
set_planet_flag = checking_tempest_incoming # Prevent duplicate events
planet_event = {
id = rg_skill.6
days = 1
}
}
}
# On army killed in combat.
# This = owner
# From = army
# FromFrom = opponent
# FromFromFrom = planet
country_event = {
id = rg_skill.8
hide_window = yes
is_triggered_only = yes
immediate = {
FROMFROMFROM = {
# Planet where ground combat is taking place.
# Check if dead army is a defensive army.
if = {
limit = {
any_ground_combat_defender = {
is_same_value = ROOT.FROM
}
}
# Check if attacking army has general with Crusader trait.
random_ground_combat_attacker = {
limit = {
exists = leader
leader = {
OR = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
}
leader = {
save_event_target_as = attacking_general
owner = {
save_event_target_as = attacking_general_country
}
}
}
}
if = {
# planet where ground combat is taking place.
limit = {
exists = event_target:attacking_general
}
if = {
limit = {
event_target:attacking_general_country = {
# attacking general country
NOT = {
check_variable = {
which = rg_general_skill_combat_killed_variable
value = 100
}
}
}
}
event_target:attacking_general_country = {
change_variable = {
which = rg_general_skill_combat_killed_variable
value = 1
}
change_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
}
}
# Handle both sides of the ground combat
RG_leader_trait_tempest_incoming_random_kill_effect = {
SIDE_A = attacker
SIDE_B = defender
}
RG_leader_trait_tempest_incoming_random_kill_effect = {
SIDE_A = defender
SIDE_B = attacker
}
}
}
}
}
country_event = {
id = rg_skill.9
hide_window = yes
is_triggered_only = yes
trigger = {
any_owned_army = {
army_type = gray_army
if = {
limit = {
exists = planet
}
planet = {
has_ground_combat = no
}
}
}
}
immediate = {
set_variable = {
# country
which = rg_general_skill_combat_daypassed_variable
value = 1
}
set_variable = {
# country
which = rg_general_skill_combat_killed_variable
value = 0
}
}
}
country_event = {
id = rg_skill.10
hide_window = yes
is_triggered_only = yes
trigger = {
any_owned_army = {
army_type = gray_army
exists = leader
leader = {
OR = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
if = {
limit = {
exists = planet
}
planet = {
has_ground_combat = yes
}
}
}
}
immediate = {
event_target:attacking_general_country = {
change_variable = {
which = rg_general_skill_combat_daypassed_variable
value = 1
}
}
country_event = {
id = rg_skill.10
days = 1
}
}
}
# 重组仪
country_event = {
id = rg_skill.11
hide_window = yes
is_triggered_only = yes
trigger = {
FromFromFrom = {
is_in_combat = yes
has_component = RG_revive_component
}
}
immediate = {
FromFromFrom = {
save_event_target_as = event_ship
}
FromFromFrom.fleet = {
create_ship = {
name = event_target:event_ship
design = event_target:event_ship
}
}
}
}
# 纳米重塑
# This = owner of ship 1 (combatant)
# From = owner of ship 2 (destroyed)
# FromFrom = ship 1
# FromFromFrom = ship 2
country_event = {
id = rg_skill.12
hide_window = yes
is_triggered_only = yes
trigger = {
FromFromFrom = {
is_in_combat = yes
NOT = {
is_same_value = event_target:gray_warship_ship
}
exists = fleet.leader
}
FromFromFrom.fleet.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
immediate = {
if = {
limit = {
From = {
check_variable = {
which = rg_nanorebuild_counter
value >= 1
}
}
}
FromFromFrom = {
save_event_target_as = event_ship
}
FromFromFrom.fleet = {
create_ship = {
name = event_target:event_ship
design = event_target:event_ship
}
}
From = {
change_variable = {
which = rg_nanorebuild_counter
value = -1
}
}
}
}
}
# country_event = {
# id = rg_skill.13
# hide_window = yes
# is_triggered_only = yes
# trigger = {
# FromFromFrom = {
# is_in_combat = yes
# }
# FromFrom.solar_system = {
# any_fleet_in_system = {
# leader = {
# has_trait = RG_leader_trait_admiral_nanorebuild_gray
# }
# }
# }
# this = {
# NOT = {
# is_same_value = event_target:gray_owner
# is_in_federation_with = event_target:gray_owner
# }
# }
# }
# immediate = {
# event_target:gray_owner = {
# change_variable = {
# which = rg_nanorebuild_counter
# value = 1
# }
# }
# }
# }
# On destroying enemy ship.
country_event = {
id = rg_skill.13
hide_window = yes
is_triggered_only = yes
trigger = {
FromFrom = {
is_in_combat = yes
exists = fleet.leader
}
FromFrom.fleet.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
immediate = {
FROMFROM = { # Winning ship.
if = {
limit = { exists = fleet.leader }
fleet.leader = {
if = {
limit = {
OR = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
ROOT = {
change_variable = {
which = rg_nanorebuild_counter
value = 1
}
}
}
}
}
}
}
}
# This = owner of fleet 1 (winner)
# From = owner of fleet 2 (loser)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
country_event = {
id = rg_skill.14
hide_window = yes
is_triggered_only = yes
trigger = {
OR = {
fromfrom.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
NOT = {
This = {
check_variable = {
which = rg_nanorebuild_counter
value = 0
}
}
}
}
immediate = {
This = {
set_variable = {
which = rg_nanorebuild_counter
value = 0
}
}
}
}
# This = owner of fleet 1 (loser)
# From = owner of fleet 2 (winner)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
country_event = {
id = rg_skill.15
hide_window = yes
is_triggered_only = yes
trigger = {
OR = {
fromfrom.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}
NOT = {
This = {
check_variable = {
which = rg_nanorebuild_counter
value = 0
}
}
}
}
immediate = {
This = {
set_variable = {
which = rg_nanorebuild_counter
value = 0
}
}
}
}

1933
events/RG_events.txt Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,781 @@
# 这页事件用来解决蠢驴leader_recruit窗口按钮点击后不显示responsetext的问题。
# 它们除了显示文字以外不具备任何effect触发。
namespace = rg_grayleader_dialog
country_event = {
id = rg_grayleader_dialog.4051
title = "TRANSMISSION"
desc = "graygoo.405.b.response"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = ship_room
}
is_triggered_only = yes
option = {
name = OK
}
}
country_event = {
id = rg_grayleader_dialog.4063
title = "TRANSMISSION"
desc = "graygoo.406.c.response"
diplomatic = yes
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = event_target:gray_homeworld
room = ship_room
}
is_triggered_only = yes
option = {
name = OK
}
}
country_event = {
id = rg_grayleader_dialog.5001
title = "graygoo.500.title"
desc = "graygoo.500.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5002
title = "graygoo.500.title"
desc = "graygoo.500.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5003
title = "graygoo.500.title"
desc = "graygoo.500.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5004
title = "graygoo.500.title"
desc = "rg_const.500.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5011
title = "graygoo.500.title"
desc = "graygoo.501.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
planet_background = event_target:gray_governor_planet
room = root
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5012
title = "graygoo.500.title"
desc = "graygoo.501.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_general
planet_background = event_target:gray_governor_planet
room = root
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5013
title = "graygoo.500.title"
desc = "rg_const.501.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_scientist
planet_background = event_target:gray_governor_planet
room = root
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5021
title = "graygoo.500.title"
desc = "graygoo.502.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5022
title = "graygoo.500.title"
desc = "graygoo.502.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_general
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5023
title = "graygoo.500.title"
desc = "RG_graygoo.502.d.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5024
title = "graygoo.500.title"
desc = "RG_graygoo.502.e.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5025
title = "graygoo.500.title"
desc = "rg_const.502.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_scientist
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5026
title = "graygoo.500.title"
desc = "RG_graygoo.502.f.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5027
title = "graygoo.500.title"
desc = "RG_graygoo.502.g.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5031
title = "graygoo.500.title"
desc = "graygoo.503.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5032
title = "graygoo.500.title"
desc = "graygoo.503.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5033
title = "graygoo.500.title"
desc = "rg_const.503.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_scientist
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5051
title = "graygoo.500.title"
desc = "graygoo.505.a.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5052
title = "graygoo.500.title"
desc = "graygoo.505.b.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader_dialog.5053
title = "graygoo.500.title"
desc = "graygoo.505.c.response"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_general
room = "ethic_spaceship_room"
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
name = OK
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}

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namespace = rg_maid
country_event = {
id = rg_maid.1
hide_window = yes
is_triggered_only = yes
immediate = {
if = {
limit = {
NOT = {
exist = event_target:rg_maid_species
}
}
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
}
can_be_modified = yes
namelist = root.species
effect = {
save_event_target_as = rg_maid_species
}
}
}
capital_scope = {
while = {
count = 5
create_pop = {
species = event_target:rg_maid_species
}
}
}
}
}
# country_event = {
# id = rg_maid.2
# hide_window = yes
# is_triggered_only = yes
# immediate = {
# every_playable_country = {
# limit = {
# any_owned_species = {
# has_trait = rg_machine_maid_trait
# }
# }
# triggered_planet_modifier = {
# potential = {
# can_assemble_budding_pop = yes
# }
# planet_pop_assembly_organic_add = @plantoid_budding_rate
# mult = value:budding_multiplier
# }
# }
# capital_scope = {
# while = {
# count = 5
# create_pop = {
# species = event_target:rg_maid_species
# }
# }
# }
# }
# }
# planet_event = { #Braiiiins
# id = rg_maid.3
# is_triggered_only = yes
# hide_window = yes
#
# trigger = {
# fromfrom = {
# is_organic_species = yes
# NOT = { has_trait = trait_zombie }
# }
# owner = { has_valid_civic = civic_permanent_employment }
# has_building = building_posthumous_employment_center
# }
#
# immediate = {
# fromfrom = {
# make_pop_zombie = yes
# }
# }
# after = {
# fromfrom = {
# clear_pop_category = yes #To make sure that the zombie pop does not spawn as a non worker strata
# }
# }
# }

150
events/RG_origin_event.txt Normal file
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namespace = rg_origin
########
# SCION
########
country_event = {
id = rg_origin.1
hide_window = yes
is_triggered_only = yes
trigger = {
AND = {
has_origin = rg_origin_scion
# NOT = { has_global_flag = rg_origin_l_cluster }
}
}
immediate = {
# Scion
country_event = { id = rg_origin.5 }
}
}
# Setup
country_event = {
id = rg_origin.5
hide_window = yes
is_triggered_only = yes
immediate = {
# set_country_flag = first_contact_event
# set_country_flag = Story2 # Already encountered spacefarers
# Spawn mini-FE if player turned off Fallen Empires but picked this Origin anyway...
if = {
limit = {
NOT = {
exist = event_target:rg_scion_fe
}
}
set_country_flag = rg_scion_needs_fe
if = {
limit ={
any_playable_country = {
AND = {
has_origin = origin_rg_gray
# NOT = { has_global_flag = rg_origin_l_cluster }
}
}
}
random_system = {
limit = { has_owner = no }
spawn_system = { initializer = "rg_fallen_machine_1" }
}
add_extra_hyperlane_to_spawned_system_effect = yes
}
else = {
rg_lcluster_spawn_effect_scion = yes
every_system = {
limit = {
has_star_flag = lcluster
}
rg_create_fe_citadel = yes
}
}
event_target:rg_scion_fe = {
set_policy = {
policy = artificial_intelligence_policy
option = ai_servitude
cooldown = no
}
set_policy = {
policy = robot_pop_policy
option = robot_pops_allowed
cooldown = no
}
random_playable_country = {
limit = {
has_origin = rg_origin_scion
has_country_flag = rg_scion_needs_fe
}
remove_country_flag = rg_scion_needs_fe
save_event_target_as = rg_scion_slave
}
set_country_flag = rg_scion_master
save_event_target_as = rg_scion_master
add_opinion_modifier = {
who = event_target:rg_scion_slave
modifier = opinion_scion
}
# country_event = { id = origin.20 days = 9000 random = 9000 }
event_target:rg_scion_slave = {
establish_communications_no_message = event_target:rg_scion_fe
set_subject_of = {
who = event_target:rg_scion_fe
preset = preset_rg_scion
}
overlord = {
add_opinion_modifier = {
modifier = opinion_scion
who = rg_scion_fe
}
}
country_event = { id = rg_origin.10 days = 3 }
}
}
capital_scope = {
solar_system = {
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
}
}
# add_extra_hyperlane_to_spawned_system_effect = yes
}
}
}
# Intro Diplomatic Message
country_event = {
id = rg_origin.10
title = TRANSMISSION
desc = {
text = "origin.10.b.desc"
}
diplomatic = yes
is_triggered_only = yes
picture_event_data = {
portrait = event_target:rg_scion_master
planet_background = event_target:rg_scion_master
graphical_culture = event_target:rg_scion_master
city_level = event_target:rg_scion_master
room = event_target:rg_scion_master
}
immediate = {
overlord = { save_event_target_as = rg_scion_master }
}
option = {
name = origin.10.b
}
}

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namespace = RG_planet_killer
# Destroyed a star.
planet_event = {
id = RG_planet_killer.1
hide_window = yes
is_triggered_only = yes
trigger = {
is_star = yes
}
immediate = {
set_update_modifiers_batch = begin
solar_system = {
RG_destroy_star_system = yes
}
every_country = {
create_message = {
type = "STAR_DESTROYED"
localization = "message_RG_planet_killer_killed_star_desc"
days = 30
target = root
variable = {
type = name
localization = "RG_target_planet"
scope = root
}
variable = {
type = name
localization = "RG_target_system"
scope = root.solar_system
}
variable = {
type = name
localization = "RG_attacker"
scope = from.owner
}
variable = {
type = name
localization = "RG_attacker_ship"
scope = from
}
}
}
set_update_modifiers_batch = end
}
}
# Cracked
planet_event = {
id = RG_planet_killer.2
is_triggered_only = yes
hide_window = yes
trigger = {
is_star = no
}
immediate = {
set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes
every_country = {
create_message = {
type = "PLANET_DESTROYED"
localization = "message_RG_planet_killer_killed_planet_desc"
days = 30
target = root
variable = {
type = name
localization = "RG_target_planet"
scope = root
}
variable = {
type = name
localization = "RG_attacker"
scope = from.owner
}
variable = {
type = name
localization = "RG_attacker_ship"
scope = from
}
}
}
set_update_modifiers_batch = end
}
}
# SP_Cracked
planet_event = {
id = RG_planet_killer.3
is_triggered_only = yes
hide_window = yes
trigger = {
is_star = no
}
immediate = {
set_update_modifiers_batch = begin
RG_destroy_planet_effect = yes
every_country = {
create_message = {
type = "PLANET_DESTROYED"
localization = "message_RG_planet_killer_killed_planet_sp_desc"
days = 30
target = root
variable = {
type = name
localization = "RG_target_planet"
scope = root
}
variable = {
type = name
localization = "RG_attacker"
scope = from.owner
}
variable = {
type = name
localization = "RG_attacker_ship"
scope = from
}
}
}
set_update_modifiers_batch = end
}
}

178
events/RG_planet_event.txt Normal file
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namespace = rg_planet
##### Virtual Ascension Events
### Create the Unemployed
### Country scope gatekeeper
### on_monthly_pulse_country
country_event = {
id = rg_planet.5025
hide_window = yes
is_triggered_only = yes
trigger = {
has_country_flag = gray_habitat_active
exists = event_target:rg_gray_habitat_target
event_target:rg_gray_habitat_target = {
is_under_colonization = no
NOT = { is_planet_class = pc_cosmogenesis_world }
free_jobs > 0
NOR = {
free_jobs_of_type = {
job = mortal_initiate
value >= 1
}
free_jobs_of_type = {
category = bio_trophy
value >= 1
}
}
}
}
immediate = {
event_target:rg_gray_habitat_target = {
planet_event = { id = rg_planet.2027 days = 1 }
}
}
}
### Create the Unemployed
### Planet scope gatekeeper
### on_building_complete, on_building_upgraded, on_building_demolished,
### on_building_downgraded, on_building_replaced
### on_district_complete, on_district_demolished
planet_event = {
id = rg_planet.2026
hide_window = yes
is_triggered_only = yes
trigger = {
is_same_value = event_target:rg_gray_habitat_target
is_under_colonization = no
NOT = { is_planet_class = pc_cosmogenesis_world }
exists = owner
owner = {
is_fallen_empire = no
has_country_flag = gray_habitat_active
}
free_jobs > 0
}
immediate = {
planet_event = { id = rg_planet.2027 days = 1 }
}
}
### Create the Unemployed
### Fired by cybernetics.2025 and cybernetics.2026
planet_event = {
id = rg_planet.2027
hide_window = yes
is_triggered_only = yes
trigger = {
is_same_value = event_target:rg_gray_habitat_target
is_under_colonization = no
NOT = { is_planet_class = pc_cosmogenesis_world }
exists = owner
owner = {
is_fallen_empire = no
has_country_flag = gray_habitat_active
}
free_jobs > 0
}
immediate = {
set_variable = {
which = num_pops
value = value:num_free_virtual_jobs
}
# Create pops for every free job
while = {
count = num_pops
create_pop = {
species = owner_main_species
}
}
# Kill pops generated in excess (e.g. from forbidden jobs)
if = {
limit = {
any_owned_pop = {
is_unemployed = yes
}
}
every_owned_pop = {
limit = {
is_unemployed = yes
}
kill_pop = yes
}
}
}
}
### Kill the unemployed
### Country scope
### on_monthly_pulse_country
country_event = {
id = rg_planet.5030
hide_window = yes
is_triggered_only = yes
trigger = {
is_fallen_empire = no
has_country_flag = gray_habitat_active
event_target:rg_gray_habitat_target = {
any_owned_pop = {
is_unemployed = yes
}
}
}
immediate = {
event_target:rg_gray_habitat_target = {
every_owned_pop = {
limit = {
is_unemployed = yes
}
kill_pop = yes
}
}
}
}
### Kill the unemployed
### Planet scope
### on_building_complete, on_building_upgraded, on_building_demolished,
### on_building_downgraded, on_building_replaced
### on_district_complete, on_district_demolished
planet_event = {
id = rg_planet.2031
hide_window = yes
is_triggered_only = yes
trigger = {
exists = owner
owner = {
is_fallen_empire = no
has_country_flag = gray_habitat_active
}
any_owned_pop = {
is_unemployed = yes
}
}
immediate = {
every_owned_pop = {
limit = {
is_unemployed = yes
}
kill_pop = yes
}
}
}

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events/RG_story_event.txt Normal file

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namespace = wg_affection
# 3.9引用空事件崩溃问题占位
# 3.10已弃用
# country_event = {
# id = wg_affection.30000
# title = wg_affection.30000.name
# desc = wg_affection.30000.desc
# is_triggered_only = yes
# diplomatic = yes
# show_sound = event_wg_wedding
# custom_gui = wg_gray_commu_window
# custom_gui_option = wg_gray_commu_option
#
# immediate = {
# set_country_flag = married_gray
# }
#
# option = {
# name = wg_affection.30000.a
# response_text = wg_affection.30000.response
# change_variable = { which = rankpts value = 2 }
# }
# }

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