69 Commits

Author SHA1 Message Date
ProjectKoi-Kalo\Kalo
3b9b7af09c 2025-06-27 14:40:44 +08:00
ProjectKoi-Kalo\Kalo
204808c988 改版本号 2025-06-27 14:34:17 +08:00
ProjectKoi-Kalo\Kalo
a9831480ac 补补 2025-06-22 20:12:43 +08:00
ProjectKoi-Kalo\Kalo
c8357ada5c 删点过期的舰R兼容 2025-06-22 20:08:51 +08:00
ProjectKoi-Kalo\Kalo
8245aaf07f 暂存 2025-06-22 15:07:36 +08:00
ProjectKoi-Kalo\Kalo
976e42359c "新增纳米科技不可阻挡蜂群议程及灰国领袖初始化效果调整" 2025-06-07 11:30:06 +08:00
ProjectKoi-Kalo\Kalo
7bfd943359 "新增区域议程文件" 2025-06-07 11:29:58 +08:00
ProjectKoi-Kalo\Kalo
ac0458900b Changes 修 2025-05-09 14:59:02 +08:00
ProjectKoi-Kalo\Kalo
08708a26e4 Changes 写点事件 2025-05-09 14:36:34 +08:00
ProjectKoi-Kalo\Kalo
cd821c03a2 # Changes to be committed:
# modified:   common/districts/rg_station_districts.txt
# modified:   common/zones/rg_zones.txt
#
2025-05-07 16:02:57 +08:00
ProjectKoi-Kalo\Kalo
9947c005ae "更新纳米区段翻译并添加城市特化区域定义" 2025-05-07 15:04:35 +08:00
ProjectKoi-Kalo\Kalo
e0b33131d0 has_skill 2025-05-06 21:26:43 +08:00
ProjectKoi-Kalo\Kalo
37d17762b3 4.0.2 2025-05-06 13:58:35 +08:00
ProjectKoi-Kalo\Kalo
b1e8581377 暂存 2025-05-06 13:00:31 +08:00
ProjectKoi-Kalo\Kalo
3b433d451b Changes 写点事件 2024-11-09 10:48:02 +08:00
ProjectKoi-Kalo\Kalo
bc6a49c1b7 空槽修复 砍旗舰光环槽位 2024-10-30 15:00:45 +08:00
ProjectKoi-Kalo\Kalo
5d72fb5817 Changes 补空间站科技限制 2024-10-04 13:15:33 +08:00
ProjectKoi-Kalo\Kalo
a3abac7897 zc 2024-09-29 18:35:17 +08:00
ProjectKoi-Kalo\Kalo
a5750fb8eb Changes 补en 2024-09-27 17:58:35 +08:00
ProjectKoi-Kalo\Kalo
0d10ffdb6e Changes 修铁灭兄弟 2024-09-27 17:54:38 +08:00
ProjectKoi-Kalo\Kalo
b2ffb07fc6 Changes 种族mergefix 2024-09-25 13:58:51 +08:00
ProjectKoi-Kalo\Kalo
a444204285 Changes 种族merge 2024-09-25 13:44:52 +08:00
ProjectKoi-Kalo\Kalo
478f6dca99 Changes fix merge 2024-09-25 13:04:19 +08:00
ProjectKoi-Kalo\Kalo
8e248545f1 Merge branch 'RG_AG_TEST'
# Conflicts:
#	common/inline_scripts/events/rg_test_gray_skill_varible.txt
#	common/scripted_triggers/RG_scripted_triggers.txt
2024-09-25 13:01:53 +08:00
ProjectKoi-Kalo\Kalo
58d0be3e2b Changeszc 2024-09-25 12:56:40 +08:00
ProjectKoi-Kalo\Kalo
f8979629b2 Changes文件名不知道怎么烂了 2024-09-25 12:15:37 +08:00
ProjectKoi-Kalo\Kalo
fef4de87ea zc 2024-09-25 10:59:36 +08:00
ProjectKoi-Kalo\Kalo
17565cd2ba zc 2024-09-25 10:59:34 +08:00
ProjectKoi-Kalo\Kalo
503df79a18 暂存 2024-09-25 10:32:49 +08:00
ProjectKoi-Kalo\Kalo
efe950f9e6 暂存 2024-09-25 10:32:24 +08:00
ProjectKoi-Kalo\Kalo
7a1d71c8a9 暂存 2024-09-25 09:10:35 +08:00
ProjectKoi-Kalo\Kalo
00ad348916 修改纳米技术赤字情况,调整资源类型和相关效果 2024-09-24 23:43:03 +08:00
ProjectKoi-Kalo\Kalo
8411e7c7bd 暂存 2024-09-24 22:36:39 +08:00
ProjectKoi-Kalo\Kalo
ff2afb6a1a 暂存 2024-09-24 20:06:16 +08:00
ProjectKoi-Kalo\Kalo
533d27f00a Changes文件名不知道怎么烂了 2024-09-24 19:12:58 +08:00
ProjectKoi-Kalo\Kalo
d366fc812a md 2024-09-24 18:06:45 +08:00
ProjectKoi-Kalo\Kalo
e4a4300da8 暂存 2024-09-24 17:43:15 +08:00
ProjectKoi-Kalo\Kalo
9906ae58dd 暂存 2024-09-24 17:43:10 +08:00
ProjectKoi-Kalo\Kalo
f3dd39e12f 更新英文本地化文件,移除废弃武器文件并调整部分翻译 2024-09-24 16:31:55 +08:00
ProjectKoi-Kalo\Kalo
fbffb1a717 不知道为什么要这样命名,就这样了 2024-09-24 16:31:45 +08:00
ProjectKoi-Kalo\Kalo
da055177af english_translate 2024-09-24 16:20:16 +08:00
ProjectKoi-Kalo\Kalo
a576951cc7 english translate 2024-09-24 16:19:59 +08:00
ProjectKoi-Kalo\Kalo
6422330b6c 暂存更多翻译 2024-09-24 13:32:43 +08:00
ProjectKoi-Kalo\Kalo
6bd33c846b 暂存更多翻译 2024-09-24 13:32:25 +08:00
ProjectKoi-Kalo\Kalo
9421808984 更新英文本地化文件,修正翻译并改进措辞 2024-09-24 12:29:58 +08:00
ProjectKoi-Kalo\Kalo
b05e634820 zc 2024-09-24 12:29:41 +08:00
ProjectKoi-Kalo\Kalo
a802030fd0 Changes 巨构太便宜了,涨点价 2024-09-23 18:40:38 +08:00
ProjectKoi-Kalo\Kalo
b01987b922 Changes 修 2024-09-23 18:34:38 +08:00
ProjectKoi-Kalo\Kalo
f6f1699772 Changes 纳米撕裂器 2024-09-23 17:59:20 +08:00
ProjectKoi-Kalo\Kalo
1c14b3dc43 Changes 修 2024-09-23 15:52:12 +08:00
ProjectKoi-Kalo\Kalo
47506cc3ce zc 2024-09-23 15:47:39 +08:00
ProjectKoi-Kalo\Kalo
fba832ca77 Changes 修 2024-09-23 14:55:28 +08:00
ProjectKoi-Kalo\Kalo
87764231db trigger压缩 2024-09-23 14:39:43 +08:00
ProjectKoi-Kalo\Kalo
c8aa8db70d Changes inline_script 整合graygoo事件 2024-09-23 14:19:38 +08:00
ProjectKoi-Kalo\Kalo
eba8762c7e 修等级 2024-09-23 10:47:35 +08:00
ProjectKoi-Kalo\Kalo
9f5e6f6f25 整理effect 2024-09-23 10:24:32 +08:00
ProjectKoi-Kalo\Kalo
f3b7444883 整理effect 2024-09-23 10:24:21 +08:00
ProjectKoi-Kalo\Kalo
297f5bbb75 动态领袖等级 2024-09-23 09:10:21 +08:00
ProjectKoi-Kalo\Kalo
25d25d7546 rg_skill.3 2024-09-23 00:38:01 +08:00
ProjectKoi-Kalo\Kalo
66d34a0dd8 更新RG决策文件中的服务器关闭条件 2024-09-23 00:10:34 +08:00
ProjectKoi-Kalo\Kalo
5542ac6296 Changes 所有境内恒星基地自动获得内置纳米机器收割机 2024-09-23 00:06:39 +08:00
ProjectKoi-Kalo\Kalo
88e41f7822 暂存 2024-09-22 23:28:53 +08:00
ProjectKoi-Kalo\Kalo
4747622102 暂存 2024-09-22 23:28:43 +08:00
ProjectKoi-Kalo\Kalo
b56cf39382 筛查修史山 2024-09-22 20:17:00 +08:00
ProjectKoi-Kalo\Kalo
7f928c6f67 暂存 2024-09-22 19:32:38 +08:00
ProjectKoi-Kalo\Kalo
732aea91fd 暂存舰r修复 2024-09-22 19:32:21 +08:00
ProjectKoi-Kalo\Kalo
9f895b4a32 添加赤字情况及相关静态修饰符,调整工作区路径 2024-09-22 18:11:19 +08:00
ProjectKoi-Kalo\Kalo
b197c19e49 Changes 笨蛋光环回滚 特质纳米维护费 2024-09-22 17:48:35 +08:00
ProjectKoi-Kalo\Kalo
878bdfc2c3 Changes 笨蛋光环回滚 特质纳米维护费 2024-09-22 17:48:22 +08:00
111 changed files with 9954 additions and 8276 deletions

View File

@@ -18,31 +18,4 @@ gray_army = {
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 = {
}
}
}

View File

@@ -0,0 +1,26 @@
# 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 = {
}
}

View File

@@ -24,6 +24,7 @@
# weight = 1
# }
#}
graygoo = {
trigger = {
owner = {
@@ -32,14 +33,20 @@ graygoo = {
}
icon_frame = 3
default = no
stop_when_armies_dead = no
stop_when_ground_combat = no
abduct_pops = no
planet_damage = 100
army_damage = 2
kill_pop_chance = {
base = 3
}
min_pops_to_kill_pop = 0
kill_pop_amount = { min = 0 max = 200 }
# root = fleet
# from = planet
ai_weight = {

View File

@@ -61,7 +61,7 @@ building_rg_nanolab_1 = {
# is_individual_machine = yes
# }
}
job_nanotech_researcher_add = 8
job_nanotech_researcher_add = 800
}
# triggered_desc = {
@@ -88,6 +88,8 @@ building_rg_nanolab_1 = {
upgrades = {
"building_rg_nanolab_2"
}
custom_storm_ai_weight = { }
}
building_rg_nanolab_2 = {
@@ -151,7 +153,7 @@ building_rg_nanolab_2 = {
# is_individual_machine = yes
# }
}
job_nanotech_researcher_add = 15
job_nanotech_researcher_add = 1500
}
# triggered_desc = {
@@ -174,6 +176,8 @@ building_rg_nanolab_2 = {
}
text = job_nanotech_researcher_effect_desc
}
custom_storm_ai_weight = { }
}
building_rg_nanotech_cauldron = {
@@ -214,7 +218,7 @@ building_rg_nanotech_cauldron = {
trigger = {
owner = {
NOT = {
has_deficit = minerals
has_deficit = nanites
}
}
}
@@ -222,9 +226,18 @@ building_rg_nanotech_cauldron = {
consumer_goods = 40
}
upkeep = {
trigger = {
owner = {
NOT = {
has_deficit = nanites
}
}
}
nanites = 25
}
}
custom_storm_ai_weight = { }
}
building_rg_nanite_transmuter = {
@@ -267,6 +280,13 @@ building_rg_nanite_transmuter = {
exotic_gases = 2
}
upkeep = {
trigger = {
owner = {
NOT = {
has_deficit = minerals
}
}
}
minerals = 50
}
}
@@ -279,4 +299,6 @@ building_rg_nanite_transmuter = {
always = yes
}
}
custom_storm_ai_weight = { }
}

View File

@@ -9,4 +9,5 @@ weapon_type_rg_computer
weapon_type_rg_secondary
weapon_type_rg_torpedoe
weapon_type_rg_main
weapon_type_rg_armor
weapon_type_rg_armor
weapon_type_rg_reactor

View File

@@ -73,8 +73,6 @@ utility_component_template = {
ai_tags = { screen }
ai_tag_weight = 0
upgrades_to = "RG_COMBAT_COMPUTER_PICKET_BASIC"
ai_tags = { screen }
ai_tag_weight = 0
ai_weight = {
weight = 1

View File

@@ -0,0 +1,83 @@
utility_component_template = {
key = "rg_ship_aura_components_empty"
size = medium
icon = "GFX_ship_part_empty_ftl_drive"
icon_frame = 1
power = 0
component_set = "ship_aura_components"
ai_weight = {
weight = 0
}
}
utility_component_template = {
key = "rg_power_core_empty"
size = medium
icon = "GFX_ship_part_empty_ftl_drive"
icon_frame = 1
power = 0
component_set = "power_core"
ai_weight = {
weight = 0
}
}
utility_component_template = {
key = "rg_ftl_components_empty"
size = medium
icon = "GFX_ship_part_empty_ftl_drive"
icon_frame = 1
power = 0
component_set = "ftl_components"
ai_weight = {
weight = 0
}
}
utility_component_template = {
key = "rg_thruster_components_empty"
size = medium
icon = "GFX_ship_part_empty_ftl_drive"
icon_frame = 1
power = 0
component_set = "thruster_components"
ai_weight = {
weight = 0
}
}
utility_component_template = {
key = "rg_sensor_component_empty"
size = medium
icon = "GFX_ship_part_empty_ftl_drive"
icon_frame = 1
power = 0
component_set = "sensor_components"
ai_weight = {
weight = 0
}
}
utility_component_template = {
key = "rg_combat_computers_empty"
size = medium
icon = "GFX_ship_part_empty_ftl_drive"
icon_frame = 1
power = 0
component_set = "combat_computers"
ai_weight = {
weight = 0
}
}

View File

@@ -7,7 +7,6 @@ utility_component_template = {
component_set = "LARGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor"
icon_frame = 1
power = 0
power = -180
modifier = {
ship_armor_add = 3840
@@ -58,7 +57,6 @@ utility_component_template = {
component_set = "HUGE_GRAY_MIX_ARMOR"
icon = "GFX_ship_part_gray_armor"
icon_frame = 1
power = 0
power = -180
modifier = {
ship_armor_add = 7680
@@ -119,6 +117,7 @@ weapon_component_template = {
}
tags = {
weapon_type_rg_secondary
weapon_type_energy
}
armor_damage = 1.2
shield_penetration = 1
@@ -134,9 +133,6 @@ weapon_component_template = {
}
}
projectile_gfx = "gatebuilder_lance_weapon"
tags = {
weapon_type_energy
}
ai_weight = {
weight = 0
}
@@ -169,6 +165,7 @@ weapon_component_template = {
}
tags = {
weapon_type_rg_secondary
weapon_type_energy
}
armor_damage = 1.2
shield_penetration = 1
@@ -183,9 +180,6 @@ weapon_component_template = {
}
}
projectile_gfx = "gatebuilder_lance_weapon"
tags = {
weapon_type_energy
}
ai_weight = {
weight = 0
}
@@ -218,6 +212,7 @@ weapon_component_template = {
}
tags = {
weapon_type_rg_secondary
weapon_type_energy
}
armor_damage = 1.2
shield_penetration = 1
@@ -232,9 +227,6 @@ weapon_component_template = {
}
}
projectile_gfx = "gatebuilder_lance_weapon"
tags = {
weapon_type_energy
}
ai_weight = {
weight = 0
}
@@ -272,6 +264,7 @@ weapon_component_template = {
upgrades_to = "GRAY_BEAM_STATIC_X"
tags = {
weapon_type_rg_main
weapon_type_energy
}
resources = {
category = ship_components
@@ -283,9 +276,6 @@ weapon_component_template = {
alloys = 4
}
}
tags = {
weapon_type_energy
}
projectile_gfx = "gatebuilder_lance_weapon"
ai_weight = {
weight = 0
@@ -323,6 +313,7 @@ weapon_component_template = {
}
tags = {
weapon_type_rg_main
weapon_type_energy
}
resources = {
category = ship_components
@@ -335,9 +326,6 @@ weapon_component_template = {
alloys = 4
}
}
tags = {
weapon_type_energy
}
projectile_gfx = "gatebuilder_lance_weapon"
ai_weight = {
weight = 0
@@ -492,6 +480,7 @@ weapon_component_template = {
}
tags = {
weapon_type_rg_main
weapon_type_energy
}
resources = {
category = ship_components
@@ -504,9 +493,6 @@ weapon_component_template = {
alloys = 2
}
}
tags = {
weapon_type_energy
}
projectile_gfx = "gatebuilder_titan_weapon_ex"
ai_weight = {
weight = 0
@@ -658,6 +644,7 @@ weapon_component_template = {
}
tags = {
weapon_type_rg_secondary
weapon_type_kinetic
}
armor_damage = 1.2
shield_penetration = 1
@@ -672,9 +659,6 @@ weapon_component_template = {
}
}
projectile_gfx = "adv_kinetic_artillery"
tags = {
weapon_type_kinetic
}
ai_weight = {
weight = 0
}
@@ -714,6 +698,7 @@ weapon_component_template = {
}
tags = {
weapon_type_rg_secondary
weapon_type_kinetic
}
armor_damage = 1.2
shield_penetration = 1
@@ -728,9 +713,6 @@ weapon_component_template = {
}
}
projectile_gfx = "adv_kinetic_artillery"
tags = {
weapon_type_kinetic
}
ai_weight = {
weight = 0
}
@@ -1765,7 +1747,6 @@ weapon_component_template = {
icon = "GFX_ship_part_space_whale_weapon_1"
icon_frame = 1
use_ship_kill_target = no
firing_arc = 15
min_range = 30
firing_arc = 25
damage = {
@@ -2007,6 +1988,47 @@ utility_component_template = {
}
}
utility_component_template = {
key = "RG_STARBASE_AURA_FTL_INHIBITOR"
size = medium
icon = "GFX_ship_part_aura_snare"
icon_frame = 1
power = 0
size_restriction = {
RG_gray_juggernaut
}
prerequisites = { "tech_ftl_inhibitor" }
component_set = "ftl_inhibitor"
ftl_inhibitor = yes
hostile_aura = {
name = "aura_starbase_ftl_inhibitor"
system_wide = yes
stack_info = {
id = hostile_flt_inhibitor_aura
priority = 10
}
modifier = {
ship_emergency_ftl_min_days_mult = 1
}
graphics = {
ship_effect = {
entity = "ship_aura_negative_entity"
dynamic_scale = no
}
}
}
ai_weight = {
weight = 2
}
}
#笨蛋雷达
weapon_component_template = {
key = "RG_ANTIBAKAHALO_RADAR"
@@ -2038,43 +2060,43 @@ weapon_component_template = {
tags = {
weapon_type_rg_halo
}
# friendly_aura = {
# name = "RG_ANTIBAKAHALO"
# radius = @shipAuraRange
# apply_on = ships
# stack_info = {
# #A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
# id = friendly_BAKAHALO
# priority = 233
# }
# modifier = {
# ship_shield_mult = -0.1
# ship_speed_mult = -0.1
# ship_armor_mult = -0.1
# ship_hull_mult = -0.1
# ship_shield_hardening_add = 1
# ship_armor_hardening_add = 1
# ship_shield_penetration_mult = 1
# ship_armor_penetration_mult = 1
# ship_weapon_range_mult = -0.1
# ship_tracking_add = -10
# ship_engagement_range_mult = -0.1
# ship_disengage_chance_mult = -0.1
# ship_ftl_jumpdrive_range_mult = -0.1
# ship_windup_mult = 0.1
# ship_jumpdrive_cooldown_mult = 0.1
# }
# graphics = {
# area_effect = {
# entity = "circle_area_entity"
# dynamic_scale = yes
# }
# ship_effect = {
# entity = "ship_aura_positive_entity"
# dynamic_scale = no
# }
# }
# }
friendly_aura = {
name = "RG_ANTIBAKAHALO"
radius = @shipAuraRange
apply_on = ships
stack_info = {
#A ship can only be affected by one aura of a certain id. If multiple auras have the same ID the one with the highest priority will be applied.
id = friendly_BAKAHALO
priority = 233
}
modifier = {
ship_shield_mult = -0.1
ship_speed_mult = -0.1
ship_armor_mult = -0.1
ship_hull_mult = -0.1
ship_shield_hardening_add = 1
ship_armor_hardening_add = 1
ship_shield_penetration_mult = 1
ship_armor_penetration_mult = 1
ship_weapon_range_mult = -0.1
ship_tracking_add = -10
ship_engagement_range_mult = -0.1
ship_disengage_chance_mult = -0.1
ship_ftl_jumpdrive_range_mult = -0.1
ship_windup_mult = 0.1
ship_jumpdrive_cooldown_mult = 0.1
}
graphics = {
area_effect = {
entity = "circle_area_entity"
dynamic_scale = yes
}
ship_effect = {
entity = "ship_aura_positive_entity"
dynamic_scale = no
}
}
}
hull_damage = 0
shield_penetration = 0
shield_damage = 0
@@ -2124,51 +2146,51 @@ weapon_component_template = {
tags = {
weapon_type_rg_halo
}
# hostile_aura = {
# name = "RG_BAKAHALO"
# radius = @shipAuraRange
# apply_on = ships
# stack_info = {
# id = hostile_BAKAHALO
# priority = 233
# }
# modifier = {
# ship_shield_mult = -0.1
# ship_speed_mult = -0.1
# ship_armor_mult = -0.1
# ship_hull_mult = -0.1
# ship_shield_hardening_add = -1
# ship_armor_hardening_add = -1
# ship_shield_penetration_mult = -1
# ship_armor_penetration_mult = -1
# ship_weapon_range_mult = -0.1
# ship_tracking_add = -10
# ship_engagement_range_mult = -0.1
# ship_disengage_chance_mult = -0.1
# ship_ftl_jumpdrive_range_mult = -0.1
# ship_windup_mult = 1
# ship_jumpdrive_cooldown_mult = 1
# }
# damage_per_day = {
# accuracy = 0.5
# damage = {
# min = 96
# max = 192
# }
# shield_penetration = 1
# armor_penetration = 1
# }
# graphics = {
# area_effect = {
# entity = "circle_area_entity"
# dynamic_scale = yes
# }
# ship_effect = {
# entity = "ship_aura_negative_entity"
# dynamic_scale = no
# }
# }
# }
hostile_aura = {
name = "RG_BAKAHALO"
radius = @shipAuraRange
apply_on = ships
stack_info = {
id = hostile_BAKAHALO
priority = 233
}
modifier = {
ship_shield_mult = -0.1
ship_speed_mult = -0.1
ship_armor_mult = -0.1
ship_hull_mult = -0.1
ship_shield_hardening_add = -1
ship_armor_hardening_add = -1
ship_shield_penetration_mult = -1
ship_armor_penetration_mult = -1
ship_weapon_range_mult = -0.1
ship_tracking_add = -10
ship_engagement_range_mult = -0.1
ship_disengage_chance_mult = -0.1
ship_ftl_jumpdrive_range_mult = -0.1
ship_windup_mult = 1
ship_jumpdrive_cooldown_mult = 1
}
damage_per_day = {
accuracy = 0.5
damage = {
min = 96
max = 192
}
shield_penetration = 1
armor_penetration = 1
}
graphics = {
area_effect = {
entity = "circle_area_entity"
dynamic_scale = yes
}
ship_effect = {
entity = "ship_aura_negative_entity"
dynamic_scale = no
}
}
}
hull_damage = 0
shield_penetration = 0
shield_damage = 0

View File

@@ -0,0 +1,24 @@
rg_agenda_nanotech_unstoppable_swarm = {
agenda_cost = @base_tradition_agenda_cost
allow = {
has_tradition = tr_rg_nanotech_adopt
}
potential = {
has_machine_age_dlc = yes
OR = {
is_individual_machine = yes
is_machine_empire = yes
}
NOR = {
has_cybernetic_ascension = yes
has_country_flag = modularity_traditions_unlocked
has_country_flag = virtuality_traditions_unlocked
}
}
modifier = {
shipsize_nanite_swarmer_build_speed_mult = 0.20
ship_nanite_swarmer_cost_mult = -0.15
}
finish_modifier = agenda_nanotech_unstoppable_swarm_finish
}

View File

@@ -15,7 +15,7 @@ decision_rg_server_shut_down = {
potential = {
exists = owner
owner = {
has_tradition = tr_virtuality_finish
has_tradition = tr_rg_nanotech_5
}
}

View File

@@ -1,3 +0,0 @@
# NGameplay = {
# GOVERNMENT_CIVIC_POINTS_BASE = 3 # Base amount of civic points (to "pay" for government civic costs)
# }

View File

@@ -0,0 +1,79 @@
# Nanite Harvester Deposits
d_nanite_ripper_deposit_1 = {
resources = {
category = orbital_mining_deposits
produces = {
nanites = 0.1
}
}
station = shipclass_mining_station
is_for_colonizable = no
potential = {
can_have_mineral_deposits = yes
}
drop_weight = {
weight = 0
}
}
d_nanite_ripper_deposit_2 = {
resources = {
category = orbital_mining_deposits
produces = {
nanites = 1.6
}
}
station = shipclass_mining_station
is_for_colonizable = no
potential = {
can_have_mineral_deposits = yes
}
drop_weight = {
weight = 0
}
}
# Nanite Harvester Deposits
d_nanite_ripper_deposit_3 = {
resources = {
category = orbital_mining_deposits
produces = {
nanites = 5.8
}
}
station = shipclass_mining_station
is_for_colonizable = no
potential = {
can_have_mineral_deposits = yes
}
drop_weight = {
weight = 0
}
}
d_nanite_ripper_deposit_4 = {
resources = {
category = orbital_mining_deposits
produces = {
nanites = 25.6
}
}
station = shipclass_mining_station
is_for_colonizable = no
potential = {
can_have_mineral_deposits = yes
}
drop_weight = {
weight = 0
}
}

View File

@@ -9,6 +9,13 @@ district_rg_city = {
is_capped_by_modifier = no
exempt_from_ai_planet_specialization = yes
# TODO_CD: change to real slots
zone_slots = {
slot_city_government
slot_rg_city_01
slot_rg_city_02
}
show_on_uncolonized = {
exists = from
from = { is_regular_empire = yes }
@@ -38,9 +45,9 @@ district_rg_city = {
}
planet_modifier = {
planet_housing_add = 25
job_enforcer_add = 2
planet_max_buildings_add = 2
planet_housing_add = 3000
job_enforcer_add = @base_district_jobs
zone_building_slots_add = 2
}
triggered_planet_modifier = {
@@ -51,7 +58,7 @@ district_rg_city = {
}
}
modifier = {
planet_housing_add = -5
planet_housing_add = -500
}
}
@@ -64,8 +71,7 @@ district_rg_city = {
}
}
modifier = {
job_clerk_add = 2
job_culture_worker_add = 1
job_clerk_add = 300
}
}
@@ -79,8 +85,7 @@ district_rg_city = {
}
}
modifier = {
job_clerk_add = 4
job_culture_worker_add = 2
job_clerk_add = 600
}
}
@@ -90,7 +95,7 @@ district_rg_city = {
owner = { has_active_tradition = tr_prosperity_public_works }
}
modifier = {
planet_housing_add = 5
planet_housing_add = 500
}
}
@@ -102,7 +107,7 @@ district_rg_city = {
}
}
modifier = {
planet_housing_add = 5
planet_housing_add = 500
}
}
@@ -115,7 +120,7 @@ district_rg_city = {
}
}
modifier = {
planet_housing_add = 5
planet_housing_add = 500
}
}
@@ -144,6 +149,13 @@ district_rg_hive = {
is_capped_by_modifier = no
exempt_from_ai_planet_specialization = yes
# TODO_CD: change to real slots
zone_slots = {
slot_city_government
slot_rg_city_01
slot_rg_city_02
}
show_on_uncolonized = {
exists = from
from = { is_hive_empire = yes }
@@ -173,10 +185,9 @@ district_rg_hive = {
}
planet_modifier = {
planet_housing_add = 30
job_maintenance_drone_add = 15
job_synapse_drone_add = 2
planet_max_buildings_add = 2
planet_housing_add = 3000
# job_synapse_drone_add = 2
zone_building_slots_add = 2
}
triggered_planet_modifier = {
@@ -185,7 +196,7 @@ district_rg_hive = {
owner = { has_technology = tech_housing_1 }
}
modifier = {
planet_housing_add = 5
planet_housing_add = 500
}
}
@@ -195,8 +206,8 @@ district_rg_hive = {
owner = { has_technology = tech_housing_2 }
}
modifier = {
planet_housing_add = 5
job_maintenance_drone_add = 5
planet_housing_add = 500
job_coordinator_add = @base_district_jobs
}
}
@@ -206,7 +217,7 @@ district_rg_hive = {
owner = { has_active_tradition = tr_prosperity_extended_hives }
}
modifier = {
planet_housing_add = 5
planet_housing_add = 500
}
}
@@ -227,6 +238,13 @@ district_rg_nexus = {
is_capped_by_modifier = no
exempt_from_ai_planet_specialization = yes
# TODO_CD: change to real slots
zone_slots = {
slot_city_government
slot_rg_city_01
slot_rg_city_02
}
show_on_uncolonized = {
exists = from
from = { is_machine_empire = yes }
@@ -256,10 +274,9 @@ district_rg_nexus = {
}
planet_modifier = {
planet_housing_add = 25
job_maintenance_drone_add = 10
job_coordinator_add = 2
planet_max_buildings_add = 2
planet_housing_add = 3000
job_technician_drone_add = @base_district_jobs
zone_building_slots_add = 2
}
triggered_planet_modifier = {
@@ -268,7 +285,7 @@ district_rg_nexus = {
owner = { has_technology = tech_housing_1 }
}
modifier = {
planet_housing_add = 5
planet_housing_add = 500
}
}
@@ -278,18 +295,7 @@ district_rg_nexus = {
owner = { has_technology = tech_housing_2 }
}
modifier = {
planet_housing_add = 5
job_maintenance_drone_add = 5
}
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = { has_active_tradition = tr_virtuality_4 }
}
modifier = {
job_maintenance_drone_add = 10
planet_housing_add = 500
}
}
@@ -299,7 +305,7 @@ district_rg_nexus = {
owner = { has_active_tradition = tr_prosperity_optimized_nexus }
}
modifier = {
planet_housing_add = 5
planet_housing_add = 500
}
}
@@ -319,6 +325,11 @@ district_rg_generator = {
base_buildtime = 30
is_capped_by_modifier = no
# TODO_CD: change to real slots
zone_slots = {
slot_rg_city_01
}
show_on_uncolonized = {
uses_district_set = rg_station
exists = from
@@ -340,66 +351,114 @@ district_rg_generator = {
}
produces = {
energy = 50
}
}
triggered_planet_modifier = {
planet_housing_add = 10
}
}
district_rg_mining = {
icon = district_hab_mining
base_buildtime = 30
is_capped_by_modifier = no
show_on_uncolonized = {
uses_district_set = rg_station
exists = from
}
potential = {
exists = owner
uses_district_set = rg_station
}
convert_to = {
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = 5
}
produces = {
minerals = 50
food = 50
}
}
triggered_planet_modifier = {
planet_housing_add = 10
planet_housing_add = 1000
}
}
district_rg_farming = {
icon = district_rw_farming
# district_rg_mining = {
# icon = district_hab_mining
# base_buildtime = 30
# is_capped_by_modifier = no
#
# zone_slots = {
# slot_minerals
# }
#
# show_on_uncolonized = {
# uses_district_set = rg_station
# exists = from
# }
#
# potential = {
# exists = owner
# uses_district_set = rg_station
# }
#
# convert_to = {
# }
#
# resources = {
# category = planet_districts
# cost = {
# minerals = @rw_cost
# }
# upkeep = {
# energy = 5
# }
# produces = {
# minerals = 50
# }
# }
#
# triggered_planet_modifier = {
# planet_housing_add = 1000
# }
# }
#district_rg_farming = {
# icon = district_rw_farming
# base_buildtime = 30
# is_capped_by_modifier = no
#
# # TODO_CD: change to real slots
# zone_slots = {
# slot_food
# }
#
# show_on_uncolonized = { uses_district_set = rg_station }
#
# potential = {
# uses_district_set = rg_station
# exists = owner
# NOT = {
# AND = {
# owner = { is_ai = yes }
# owner = { country_uses_food = no }
# }
# }
# }
#
# resources = {
# category = planet_districts
# cost = {
# minerals = @rw_cost
# }
# upkeep = {
# energy = 5
# }
# produces = {
# food = 50
# }
# }
#
# # triggered for tooltip formatting purposes
# triggered_planet_modifier = {
# modifier = {
# planet_housing_add = 1000
# }
# }
#}
district_rg_industrial = {
icon = district_rw_industrial
base_buildtime = 30
is_capped_by_modifier = no
# TODO_CD: change to real slots
zone_slots = {
slot_rg_city_02
}
show_on_uncolonized = { uses_district_set = rg_station }
potential = {
uses_district_set = rg_station
exists = owner
NOT = {
AND = {
owner = { is_ai = yes }
owner = { country_uses_food = no }
}
}
}
resources = {
@@ -409,17 +468,24 @@ district_rg_farming = {
}
upkeep = {
energy = 5
minerals = 50
}
produces = {
food = 50
nanites = 50
}
}
# triggered for tooltip formatting purposes
triggered_planet_modifier = {
modifier = {
planet_housing_add = 10
}
planet_housing_add = 1000
}
inline_script = {
script = jobs/industrial_districts_factory_add
AMOUNT = 500
}
inline_script = {
script = jobs/industrial_districts_foundry_add
AMOUNT = 500
}
}
@@ -428,6 +494,11 @@ district_rg_science = {
base_buildtime = 30
is_capped_by_modifier = no
# TODO_CD: change to real slots
zone_slots = {
slot_rg_city_03
}
show_on_uncolonized = { uses_district_set = rg_station }
potential = { uses_district_set = rg_station }
@@ -453,12 +524,12 @@ district_rg_science = {
minerals = @rw_cost
}
upkeep = {
energy = @rw_maintenance
energy = 5
}
}
triggered_planet_modifier = {
planet_housing_add = 10
planet_housing_add = 1000
}
triggered_planet_modifier = {
@@ -467,9 +538,11 @@ district_rg_science = {
owner = { is_regular_empire = yes }
}
modifier = {
job_researcher_add = 15
job_physicist_add = 1000
job_biologist_add = 1000
job_engineer_add = 1000
}
}4
}
triggered_planet_modifier = {
potential = {
@@ -477,7 +550,9 @@ district_rg_science = {
owner = { is_hive_empire = yes }
}
modifier = {
job_brain_drone_add = 15
job_calculator_physicist_add = 1000
job_calculator_biologist_add = 1000
job_calculator_engineer_add = 1000
}
}
@@ -487,7 +562,9 @@ district_rg_science = {
owner = { is_machine_empire = yes }
}
modifier = {
job_calculator_add = 15
job_calculator_physicist_add = 1000
job_calculator_biologist_add = 1000
job_calculator_engineer_add = 1000
}
}
@@ -501,7 +578,9 @@ district_rg_science = {
has_active_tradition = tr_virtuality_4
}
}
job_researcher_add = 5
job_physicist_add = 500
job_biologist_add = 500
job_engineer_add = 500
}
triggered_planet_modifier = {
@@ -512,7 +591,9 @@ district_rg_science = {
has_active_tradition = tr_virtuality_4
}
}
job_calculator_add = 5
job_calculator_physicist_add = 500
job_calculator_biologist_add = 500
job_calculator_engineer_add = 500
}
triggered_desc = {
@@ -550,111 +631,47 @@ district_rg_science = {
}
}
district_rg_industrial = {
icon = district_rw_industrial
base_buildtime = 30
is_capped_by_modifier = no
show_on_uncolonized = { uses_district_set = rg_station }
potential = {
uses_district_set = rg_station
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = @rw_maintenance
}
upkeep = {
trigger = {
exists = owner
owner = {
has_edict = industrial_maintenance
}
}
energy = 4
}
}
triggered_planet_modifier = {
planet_housing_add = 10
}
inline_script = {
script = jobs/industrial_districts_factory_add
AMOUNT = 10
}
inline_script = {
script = jobs/industrial_districts_foundry_add
AMOUNT = 10
}
triggered_planet_modifier = {
potential = {
exists = owner
owner = {
is_machine_empire = yes
has_edict = industrial_maintenance
}
}
modifier = {
job_maintenance_drone_add = 2
}
}
triggered_desc = {
trigger = {
exists = owner
owner = {
is_machine_empire = yes
has_edict = industrial_maintenance
}
}
text = job_maintenance_drone_effect_desc
}
}
district_rg_nanites = {
icon = district_rg_nanites
base_buildtime = 30
is_capped_by_modifier = no
show_on_uncolonized = {
uses_district_set = rg_station
exists = from
}
potential = {
exists = owner
uses_district_set = rg_station
}
convert_to = {
}
resources = {
category = planet_districts
cost = {
minerals = @rw_cost
}
upkeep = {
energy = 5
minerals = 40
}
produces = {
nanites = 40
}
}
triggered_planet_modifier = {
planet_housing_add = 10
}
}
# district_rg_nanites = {
# icon = district_rg_nanites
# base_buildtime = 30
# is_capped_by_modifier = no
#
# # TODO_CD: change to real slots
# zone_slots = {
# slot_city_01
# }
#
# show_on_uncolonized = {
# uses_district_set = rg_station
# exists = from
# }
#
# potential = {
# exists = owner
# uses_district_set = rg_station
# }
#
# convert_to = {
# }
#
# resources = {
# category = planet_districts
# cost = {
# minerals = @rw_cost
# }
# upkeep = {
# energy = 5
# minerals = 40
# }
# produces = {
# nanites = 40
# }
# }
#
# triggered_planet_modifier = {
# planet_housing_add = 1000
# }
# }
# district_rg_commercial = {
# icon = district_rw_commercial

View File

@@ -1,4 +1,12 @@
concept_tradition_rg_nanotech = {
icon = "gfx/interface/icons/traditions/tree_icons/tradition_icon_nanotech.dds"
tooltip_override = "tradition_category:tradition_rg_nanotech"
}
concept_rg_gray = {
alias = { }
}
concept_rg_scion = {
alias = { }
}

View File

@@ -847,8 +847,6 @@ ship_design = {
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "RG_BAKAHALO"
required_component = "RG_ANTIBAKAHALO"
required_component = "RG_SHIP_AURA_NANOBOT_CLOUD"
}
@@ -1439,10 +1437,8 @@ ship_design = {
required_component = "RG_gatebuilder_thruster"
required_component = "RG_COMBAT_COMPUTER_MotherShip"
required_component = "RG_CORVETTE_CLOAKING_3"
required_component = "RG_BAKAHALO"
required_component = "RG_ANTIBAKAHALO"
required_component = "RG_SHIP_AURA_NANOBOT_CLOUD"
required_component = "STARBASE_AURA_FTL_INHIBITOR"
required_component = "RG_STARBASE_AURA_FTL_INHIBITOR"
}
# 航母 1

View File

@@ -162,7 +162,7 @@ ship_design = {
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"
required_component = "RG_STARBASE_AURA_FTL_INHIBITOR"
}
# Factory
@@ -338,5 +338,5 @@ ship_design = {
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"
required_component = "RG_STARBASE_AURA_FTL_INHIBITOR"
}

View File

@@ -0,0 +1,30 @@
option = {
trigger = { has_civic = civic_AG_gray_master }
name = AG_dooropen_master.option
if = {
limit = {
any_country = {
has_civic = civic_AG_gray
}
}
#do nothing
}
else_if = {
limit = {
NOT = {
any_country = {
has_civic = civic_AG_gray
}
}
any_country = {
has_civic = origin_rg_gray
}
has_global_flag = has_rg_mod
}
force_remove_civic = civic_AG_gray_master
}
else = {
country_event = { id = graygoo.499 }
}
}

View File

@@ -0,0 +1,152 @@
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
# 购买灰风母舰
name = rg_event.4.a
trigger = {
NOT = {
RG_gray_is_reforming_trigger = yes
}
}
allow = {
NOR = {
has_country_flag = rg_gray_level_1
}
resource_stockpile_compare = {
resource = energy
value >= 40000
}
resource_stockpile_compare = {
resource = alloys
value >= 40000
}
}
if = {
limit = {
has_country_flag = gray_begging
}
remove_country_flag = gray_begging
}
else = {
add_resource = {
energy = -40000
alloys = -40000
}
}
hidden_effect = {
rg_create_gray_warship_1 = yes
}
}
option = {
# 购买工程船
name = rg_event.4.b
trigger = {
NOT = {
RG_gray_is_reforming_trigger = yes
}
}
allow = {
resource_stockpile_compare = {
resource = energy
value >= 2000
}
resource_stockpile_compare = {
resource = alloys
value >= 2000
}
}
add_resource = {
energy = -2000
alloys = -2000
}
hidden_effect = {
rg_create_gray_constship_1 = yes
}
}
option = {
# 购买殖民船
name = rg_event.4.g
trigger = {
NOT = {
RG_gray_is_reforming_trigger = yes
}
}
allow = {
resource_stockpile_compare = {
resource = food
value >= 2000
}
resource_stockpile_compare = {
resource = energy
value >= 2000
}
}
add_resource = {
food = -2000
energy = -2000
}
hidden_effect = {
rg_create_gray_colony_1 = yes
}
}
option = {
# 购买巨像
name = rg_event.4.h
trigger = {
NOT = {
RG_gray_is_reforming_trigger = yes
}
}
allow = {
resource_stockpile_compare = {
resource = energy
value >= 8000
}
resource_stockpile_compare = {
resource = alloys
value >= 8000
}
}
add_resource = {
energy = -8000
alloys = -8000
}
hidden_effect = {
rg_create_gray_planetkiller_testship_1 = yes
}
}
option = {
# 没钱了,救救
name = rg_event.4.c
trigger = {
NOT = {
RG_gray_is_reforming_trigger = yes
}
}
hidden_effect = {
if = {
limit = {
has_country_flag = gray_alreadybegged
}
country_event = {
id = rg_grayleader.6
}
}
else = {
country_event = {
id = rg_grayleader.5
}
}
}
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}

View File

@@ -0,0 +1,32 @@
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
# 没钱了,救救
name = rg_event.5.a
hidden_effect = {
set_country_flag = gray_begging
set_timed_country_flag = {
flag = gray_alreadybegged
days = 3600
}
tooltip = {
add_resource = {
energy = 400
alloys = 200
consumer_goods = 200
mult = owner.rg_gray_level
}
}
}
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}

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immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
trigger = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
NOR = {
RG_gray_scientist_active_trigger = yes
RG_gray_official_active_trigger = yes #旧版flag
RG_gray_warship_active_trigger = yes
RG_gray_army_active_trigger = yes
RG_gray_not_avaliable_trigger = yes
has_country_flag = ban_commu_with_gray
}
}
option = {
# Governor
name = graygoo.500.a
response_text = graygoo.500.a.response
trigger = {
NOR = {
RG_gray_official_active_trigger = yes #旧版flag
}
}
allow = {
custom_tooltip = {
fail_text = gray_become_ruler
NOT = {
ruler = {
has_leader_flag = "gray_leader"
}
}
}
}
hidden_effect = {
rg_create_gray_governor = yes
}
}
option = {
# Warship
name = graygoo.500.b
response_text = graygoo.500.b.response
trigger = {
NOT = {
RG_gray_warship_active_trigger = yes
}
}
allow = {
custom_tooltip = {
fail_text = gray_become_ruler
NOT = {
ruler = {
has_leader_flag = "gray_leader"
}
}
}
}
hidden_effect = {
rg_create_gray_warship = yes
}
}
option = {
# Army
name = graygoo.500.c
response_text = graygoo.500.c.response
trigger = {
NOT = {
RG_gray_army_active_trigger = yes
}
}
allow = {
custom_tooltip = {
fail_text = gray_become_ruler
NOT = {
ruler = {
has_leader_flag = "gray_leader"
}
}
}
}
hidden_effect = {
rg_create_gray_army = yes
}
}
option = {
# const
name = rg_const
response_text = rg_const.500.response
trigger = {
NOT = {
has_country_flag = gray_const_active
}
}
allow = {
custom_tooltip = {
fail_text = gray_become_ruler
NOT = {
ruler = {
has_leader_flag = "gray_leader"
}
}
}
}
hidden_effect = {
rg_create_gray_const = yes
}
}
option = {
# 空间站
name = RG_graygoo.500.f
response_text = RG_graygoo.502.f.response
trigger = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
if = {
limit = {
RG_gray_harbitat_active_trigger = yes
}
rg_clear_harbitat = yes
}
else = {
rg_juggernaut_habitat_init = yes
}
}
}
option = {
# 空间站
name = RG_graygoo.500.g
response_text = RG_graygoo.502.g.response
trigger = {
RG_gray_harbitat_active_trigger = yes
}
allow = {
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
rg_clear_harbitat = yes
}
}
option = {
# 衣柜
name = rg_wardrobe
hidden_effect = {
country_event = {
id = rg_grayleader.7
}
}
}
option = {
name = graygoo.500.d
default_hide_option = yes
}

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trigger = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
RG_gray_official_active_trigger = yes
NOR = {
RG_gray_not_avaliable_trigger = yes
}
exists = event_target:gray_governor
}
immediate = {
set_country_flag = gray_diplomacy_engaged
if = {
limit = {
any_owned_planet = {
exists = leader
leader = {
is_same_value = event_target:gray_official
}
}
}
random_owned_planet = {
limit = {
exists = leader
leader = {
is_same_value = event_target:gray_official
}
}
save_event_target_as = gray_official_planet
}
}
else = {
capital_scope = {
save_event_target_as = gray_official_planet
}
}
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
# Warship
name = graygoo.500.b
response_text = graygoo.501.b.response
allow = {
hidden_trigger = {
exists = event_target:gray_governor
}
# To prevent exploit
}
hidden_effect = {
rg_create_gray_warship = yes
country_event = {
id = rg_grayleader_dialog.5011
}
}
}
option = {
# Army
name = graygoo.500.c
response_text = graygoo.501.c.response
allow = {
hidden_trigger = {
exists = event_target:gray_governor
}
}
hidden_effect = {
rg_create_gray_army = yes
country_event = {
id = rg_grayleader_dialog.5012
}
}
}
option = {
# const
name = rg_const
response_text = rg_const.501.response
allow = {
hidden_trigger = {
exists = event_target:gray_governor
}
}
hidden_effect = {
rg_create_gray_const = yes
country_event = {
id = rg_grayleader_dialog.5013
}
}
}
option = {
# 空间站
name = RG_graygoo.500.f
response_text = RG_graygoo.502.f.response
trigger = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
rg_juggernaut_habitat_init = yes
country_event = {
id = rg_grayleader_dialog.5026
}
}
}
option = {
# 空间站
name = RG_graygoo.500.g
response_text = RG_graygoo.502.g.response
trigger = {
RG_gray_harbitat_active_trigger = yes
}
allow = {
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
country_event = {
id = rg_grayleader_dialog.5028
}
}
}
option = {
# 衣柜
name = rg_wardrobe
hidden_effect = {
country_event = {
id = rg_grayleader.7
}
}
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}

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trigger = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
has_country_flag = gray_warship_active
NOR = {
RG_gray_not_avaliable_trigger = yes
}
exists = event_target:gray_warship
any_owned_fleet = {
is_same_value = event_target:gray_warship
}
event_target:gray_warship = {
num_ships > 0
}
}
immediate = {
set_country_flag = gray_diplomacy_engaged
capital_scope = {
solar_system = {
starbase = {
save_global_event_target_as = gray_owner_capital_starbase
}
}
}
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
# Governor
name = graygoo.500.a
response_text = graygoo.502.a.response
allow = {
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
}
}
}
}
hidden_effect = {
rg_create_gray_governor = yes
country_event = {
id = rg_grayleader_dialog.5021
}
}
}
option = {
# Army
name = graygoo.500.c
response_text = graygoo.502.c.response
allow = {
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
}
}
}
}
hidden_effect = {
rg_create_gray_army = yes
country_event = {
id = rg_grayleader_dialog.5022
}
}
}
option = {
# Juggernaut
name = RG_graygoo.500.d
response_text = RG_graygoo.502.d.response
trigger = {
has_country_flag = rg_juggernaut_fired
NOT = {
has_country_flag = gray_warship_is_juggernaut
}
}
allow = {
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 = rg_need_manual_toggle
hidden_effect = {
set_country_flag = gray_warship_is_juggernaut
country_event = {
id = rg_grayleader_dialog.5023
}
}
}
option = {
# Warship
name = RG_graygoo.500.e
response_text = RG_graygoo.502.e.response
trigger = {
has_country_flag = rg_juggernaut_fired
has_country_flag = gray_warship_is_juggernaut
}
allow = {
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 = rg_need_manual_toggle
hidden_effect = {
remove_country_flag = gray_warship_is_juggernaut
country_event = {
id = rg_grayleader_dialog.5024
}
}
}
option = {
# const
name = rg_const
response_text = rg_const.502.response
allow = {
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
}
}
}
}
hidden_effect = {
rg_create_gray_const = yes
country_event = {
id = rg_grayleader_dialog.5025
}
}
}
option = {
# 空间站
name = RG_graygoo.500.f
response_text = RG_graygoo.502.f.response
trigger = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
if = {
limit = {
RG_gray_harbitat_active_trigger = yes
}
rg_clear_harbitat = yes
}
else = {
rg_juggernaut_habitat_init = yes
}
country_event = {
id = rg_grayleader_dialog.5026
}
}
}
option = {
# 空间站
name = RG_graygoo.500.g
response_text = RG_graygoo.502.g.response
trigger = {
RG_gray_harbitat_active_trigger = yes
}
allow = {
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
country_event = {
id = rg_grayleader_dialog.5028
}
}
}
option = {
#升级-2
name = rg_levelup_2
trigger = {
RG_gray_mod1_trigger = yes
}
allow = {
RG_gray_mod1_allow_trigger = yes
}
RG_gray_mod1_effect = yes
}
option = {
#升级-3
name = rg_levelup_3
trigger = {
RG_gray_mod2_trigger = yes
}
allow = {
RG_gray_mod2_allow_trigger = yes
}
RG_gray_mod2_effect = yes
}
option = {
#升级-4
name = rg_event.4.d
trigger = {
RG_gray_mod3_trigger = yes
}
allow = {
RG_gray_mod3_allow_trigger = yes
}
RG_gray_mod3_effect = yes
}
option = {
# 开启隐形
name = rg_event.4.e
response_text = rg_cloak.a.response
trigger = {
any_owned_fleet = {
AND = {
is_ship_size = RG_gray_juggernaut
is_cloaked = no
}
}
}
hidden_effect = {
every_owned_fleet = {
limit = {
any_owned_ship = {
is_ship_size = RG_gray_juggernaut
}
}
set_cloaking_active = yes
}
}
}
option = {
# 关闭隐形
name = rg_event.4.f
response_text = rg_cloak_off.a.response
trigger = {
any_owned_fleet = {
AND = {
is_ship_size = RG_gray_juggernaut
is_cloaked = yes
}
}
}
hidden_effect = {
every_owned_fleet = {
limit = {
any_owned_ship = {
is_ship_size = RG_gray_juggernaut
}
}
set_cloaking_active = no
}
}
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}

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trigger = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
RG_gray_army_active_trigger = yes
NOR = {
RG_gray_not_avaliable_trigger = yes
}
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 = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
# Governor
name = graygoo.500.a
response_text = graygoo.503.a.response
allow = {
hidden_trigger = {
# To prevent exploit
any_owned_army = {
army_type = gray_army
OR = {
exists = planet
AND = {
exists = fleet
fleet = {
num_ships > 0
}
}
}
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
OR = {
any_owned_army = {
army_type = gray_army
if = {
limit = {
exists = planet
}
planet = {
has_ground_combat = no
}
}
}
any_owned_army = {
army_type = gray_army
if = {
limit = {
exists = fleet
}
fleet = {
is_in_combat = no
}
}
}
}
}
}
hidden_effect = {
rg_create_gray_governor = yes
country_event = {
id = rg_grayleader_dialog.5031
}
}
}
option = {
# Warship
name = graygoo.500.b
response_text = graygoo.503.b.response
allow = {
hidden_trigger = {
# To prevent exploit
any_owned_army = {
army_type = gray_army
OR = {
exists = planet
AND = {
exists = fleet
fleet = {
num_ships > 0
}
}
}
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
OR = {
any_owned_army = {
army_type = gray_army
if = {
limit = {
exists = planet
}
planet = {
has_ground_combat = no
}
}
}
any_owned_army = {
army_type = gray_army
if = {
limit = {
exists = fleet
}
fleet = {
is_in_combat = no
}
}
}
}
}
}
hidden_effect = {
rg_create_gray_warship = yes
country_event = {
id = rg_grayleader_dialog.5032
}
}
}
option = {
# const
name = rg_const
response_text = rg_const.503.response
allow = {
hidden_trigger = {
# To prevent exploit
any_owned_army = {
army_type = gray_army
OR = {
exists = planet
AND = {
exists = fleet
fleet = {
num_ships > 0
}
}
}
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
OR = {
any_owned_army = {
army_type = gray_army
if = {
limit = {
exists = planet
}
planet = {
has_ground_combat = no
}
}
}
any_owned_army = {
army_type = gray_army
if = {
limit = {
exists = fleet
}
fleet = {
is_in_combat = no
}
}
}
}
}
}
hidden_effect = {
rg_create_gray_const = yes
country_event = {
id = rg_grayleader_dialog.5033
}
}
}
option = {
# 空间站
name = RG_graygoo.500.f
response_text = RG_graygoo.502.f.response
trigger = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
if = {
limit = {
RG_gray_harbitat_active_trigger = yes
}
rg_clear_harbitat = yes
}
else = {
rg_juggernaut_habitat_init = yes
}
country_event = {
id = rg_grayleader_dialog.5026
}
}
}
option = {
# 空间站
name = RG_graygoo.500.g
response_text = RG_graygoo.502.g.response
trigger = {
has_country_flag = rg_juggernaut_fired
RG_gray_harbitat_active_trigger = yes
}
allow = {
has_country_flag = rg_juggernaut_fired # To prevent exploit
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
country_event = {
id = rg_grayleader_dialog.5028
}
}
}
option = {
# 开启隐形
name = rg_event.4.e
response_text = rg_cloak.a.response
trigger = {
any_owned_fleet = {
AND = {
is_ship_size = RG_armed_transport_ship
is_cloaked = no
}
}
}
hidden_effect = {
every_owned_fleet = {
limit = {
any_owned_ship = {
is_ship_size = RG_armed_transport_ship
}
}
set_cloaking_active = yes
}
}
}
option = {
# 关闭隐形
name = rg_event.4.f
response_text = rg_cloak_off.a.response
trigger = {
any_owned_fleet = {
AND = {
is_ship_size = RG_armed_transport_ship
is_cloaked = yes
}
}
}
hidden_effect = {
every_owned_fleet = {
limit = {
any_owned_ship = {
is_ship_size = RG_armed_transport_ship
}
}
set_cloaking_active = no
}
}
}
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}

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trigger = {
from = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
RG_gray_is_reforming_trigger = yes
}
option = {
name = OK
}
# option = {
# name = rg_graygoo.504.a
# allow = {
# RG_gray_is_reforming_trigger = yes
# resource_stockpile_compare = {
# resource = nanites
# value >= 1000
# }
# resource_stockpile_compare = {
# resource = alloys
# value >= 50000
# }
# }
# add_resource = {
# nanites = -1000
# alloys = -50000
# }
# remove_modifier = "gray_scattered"
# country_event = {
# id = graygoo.512
# }
# }

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trigger = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
RG_gray_scientist_active_trigger = yes
NOR = {
RG_gray_not_avaliable_trigger = yes
}
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 = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
# Governor
name = graygoo.500.a
response_text = graygoo.505.a.response
allow = {
hidden_trigger = {
# To prevent exploit
event_target:global_gray_constship = {
num_ships > 0
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
event_target:global_gray_constship = {
is_in_combat = no
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.b
event_target:global_gray_constship = {
NOT = {
has_hp_percentage < 0.97
}
}
}
custom_tooltip = {
fail_text = gray_become_ruler
NOT = {
ruler = {
has_leader_flag = "gray_leader"
}
}
}
}
hidden_effect = {
rg_create_gray_governor = yes
country_event = {
id = rg_grayleader_dialog.5051
}
}
}
option = {
# Warship
name = graygoo.500.b
response_text = graygoo.505.b.response
allow = {
hidden_trigger = {
# To prevent exploit
event_target:global_gray_constship = {
num_ships > 0
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
event_target:global_gray_constship = {
is_in_combat = no
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.b
event_target:global_gray_constship = {
NOT = {
has_hp_percentage < 0.97
}
}
}
}
hidden_effect = {
rg_create_gray_warship = yes
country_event = {
id = rg_grayleader_dialog.5052
}
}
}
option = {
# Army
name = graygoo.500.c
response_text = graygoo.505.c.response
allow = {
hidden_trigger = {
# To prevent exploit
event_target:global_gray_constship = {
num_ships > 0
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.a
event_target:global_gray_constship = {
is_in_combat = no
}
}
custom_tooltip = {
fail_text = graygoo.500.allow.b
event_target:global_gray_constship = {
NOT = {
has_hp_percentage < 0.97
}
}
}
}
hidden_effect = {
rg_create_gray_army = yes
country_event = {
id = rg_grayleader_dialog.5053
}
}
}
option = {
# 空间站
name = RG_graygoo.500.f
response_text = RG_graygoo.502.f.response
trigger = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
if = {
limit = {
RG_gray_harbitat_active_trigger = yes
}
rg_clear_harbitat = yes
}
else = {
rg_juggernaut_habitat_init = yes
}
country_event = {
id = rg_grayleader_dialog.5026
}
}
}
option = {
# 空间站
name = RG_graygoo.500.g
response_text = RG_graygoo.502.g.response
trigger = {
RG_gray_harbitat_active_trigger = yes
}
allow = {
}
custom_tooltip = rg_need_manual_toggle
hidden_effect = {
country_event = {
id = rg_grayleader_dialog.5028
}
}
}
# option = { # 开启建造中继器
# name = rg_event.5.e
# trigger = {
# has_country_flag = rg_can_const_hyper_relay
# }
#
# hidden_effect = {
# remove_country_flag = rg_can_const_hyper_relay
# }
#
# }
#
# option = { # 关闭建造中继器
# name = rg_event.5.f
# trigger = {
# NOT = {
# has_country_flag = rg_can_const_hyper_relay
# }
# }
#
# hidden_effect = {
# hidden_effect = {
# set_country_flag = rg_can_const_hyper_relay
# }
# }
#
# }
option = {
name = graygoo.500.d
tag = hire_leader
default_hide_option = yes
}

View File

@@ -0,0 +1,13 @@
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
# 诶嘿
name = rg_event.6.a
default_hide_option = yes
}

View File

@@ -1,103 +0,0 @@
# 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"
# }

View File

@@ -20,16 +20,19 @@ RG_habitat_central_complex = {
hide_name = yes
show_in_outliner = no
entity_offset = { x = 7 y = -7 }
build_time = 360
build_time = @central_orbital_build_time
resources = {
category = megastructures_habitat
cost = {
nanites = 4500
nanites = 7500
influence = 200
}
}
prerequisites = {
}
construction_blocks_and_blocked_by = self_type
potential = {

View File

@@ -0,0 +1,654 @@
# orbital Arc Furnace First Stage
rg_nano_ripper_1 = {
entity = "arc_crucible_stage_1_entity"
construction_entity = "arc_crucible_stage_1_entity"
construction_scale = 1.02 #to avoid z-fighting of consrucion entity with the base entity
portrait = "GFX_megastructure_arc_furnace_background"
place_entity_on_planet_plane = yes
entity_offset = { x = 0 y = 0 }
rotate_to_center = no
scale_offset = yes
#show_in_outliner = no
use_planet_resource = yes
scales_with_planet = yes
build_time = 360 # 1 year
resources = {
category = megastructures
cost = {
nanites = 5000
unity = 500
}
upkeep = {
energy = 20
}
}
construction_blocks_and_blocked_by = self_type
build_system_tooltip = arc_furnace_tooltip
dismantle_cost = {
category = megastructures
cost = {
energy = 500
}
}
dismantle_time = 360
dismantle_potential = {
always = yes
}
dismantle_possible = {
can_dismantle_megastructure = {
TECH = tech_orbital_arc_furnace
}
}
on_dismantle_complete = {
every_system_planet = {
limit = {
has_modifier = rg_nano_ripper_1_mod
}
rg_dismantle_nano_ripper_effect = yes
}
random_system_planet = {
limit = {
has_planet_flag = rg_has_nano_ripper
}
set_planet_entity = { entity = pc_gray_goo }
remove_planet_flag = has_megastructure
remove_planet_flag = rg_has_nano_ripper
}
from = {
add_resource = {
nanites = 5000
mult = modifier:megastructure_dismantle_refund_mult
}
# if = {
# limit = {
# check_variable = {
# which = arc_furnace_counter
# value >= 1
# }
# }
# change_variable = {
# which = arc_furnace_counter
# value = -1
# }
# }
}
}
prerequisites = {
}
potential = {
has_tradition = tr_rg_nanotech_2
}
possible = {
hidden_trigger = {
exists = starbase
}
custom_tooltip = {
fail_text = "requires_inside_border"
is_inside_border = from
}
custom_tooltip = {
fail_text = "requires_surveyed_system"
NOT = {
any_system_planet = {
is_surveyed = {
who = prev.from
status = no
}
}
}
}
custom_tooltip = {
fail_text = "requires_no_dyson_sphere"
system_has_dyson_sphere = no
}
custom_tooltip = {
fail_text = "requires_no_dyson_sphere_construction"
if = {
limit = {
system_has_dyson_sphere = no
}
NOT = {
solar_system = {
has_star_flag = dyson_sphere_construction
}
}
}
}
custom_tooltip = {
fail_text = "requires_no_arc_furnace"
system_has_arc_furnace = no
}
custom_tooltip = {
fail_text = "rg_requires_no_nano_ripper"
rg_system_has_nano_ripper = no
}
# custom_tooltip = {
# fail_text = "requires_less_than_x_arc_furnaces"
# from = {
# check_variable = {
# which = arc_furnace_counter
# value <= value:arc_furnace_limit
# }
# }
# }
}
placement_rules = {
planet_possible = {
custom_tooltip = {
fail_text = "requires_no_anomaly"
NOT = { has_anomaly = yes }
}
rg_is_pc_nano = yes
custom_tooltip = {
fail_text = "requires_no_existing_megastructure"
NOR = {
has_planet_flag = megastructure
has_planet_flag = has_megastructure
}
}
if = {
limit = {
from = { is_ai = yes }
}
solar_system = {
count_system_planet = {
count >= 8
limit = {
NOT = { has_deposit_for = shipclass_research_station }
is_star = no
is_astral_scar = no
colonizable_planet = no
}
}
}
}
}
}
country_modifier = {
custom_tooltip = rg_nano_ripper_1_mod_tooltip
}
# root = system
# from = country
ai_weight = {
factor = 5
modifier = {
factor = 0.1
starbase = { NOT = { has_starbase_size >= starbase_starfortress } }
}
modifier = {
factor = 0.1
any_neighbor_system = {
exists = owner
NOT = {
owner = { is_same_value = from }
}
}
}
}
on_build_start = {
set_star_flag = arc_furnace_construction
}
on_build_cancel = {
remove_star_flag = arc_furnace_construction
}
on_build_complete = {
remove_star_flag = arc_furnace_construction
fromfrom.planet = {
set_planet_flag = has_megastructure
set_planet_flag = rg_has_nano_ripper
if = {
limit = { has_orbital_station = yes }
orbital_station = {
dismantle = yes
}
}
set_planet_entity = { entity = invisible_turret_entity }
}
from = {
country_event = {
id = rg_planet.1000
}
# country_event = {
# id = machine_age.3405 #2nd Arc Furnace built
# }
}
}
}
# orbital Arc Furnace Second Stage
rg_nano_ripper_2 = {
entity = "arc_crucible_stage_2_entity"
construction_entity = "arc_crucible_stage_2_entity"
construction_scale = 1.02 #to avoid z-fighting of consrucion entity with the base entity
portrait = "GFX_megastructure_arc_furnace_background"
entity_offset = { x = 0 y = 0 }
rotate_to_center = no
scale_offset = yes
#show_in_outliner = no
use_planet_resource = yes
scales_with_planet = yes
build_time = 1080 # 3 years
resources = {
category = megastructures
cost = {
nanites = 10000
unity = 1000
}
upkeep = {
energy = 40
}
}
construction_blocks_and_blocked_by = none
dismantle_cost = {
category = megastructures
cost = {
energy = 1000
}
}
dismantle_time = 360
dismantle_potential = {
always = yes
}
dismantle_possible = {
can_dismantle_megastructure = {
TECH = tech_orbital_arc_furnace
}
}
on_dismantle_complete = {
every_system_planet = {
limit = {
has_modifier = rg_nano_ripper_2_mod
}
rg_dismantle_nano_ripper_effect = yes
}
random_system_planet = {
limit = {
has_planet_flag = rg_has_nano_ripper
}
set_planet_entity = { entity = pc_gray_goo }
remove_planet_flag = has_megastructure
remove_planet_flag = rg_has_nano_ripper
}
from = {
add_resource = {
nanites = 10000
mult = modifier:megastructure_dismantle_refund_mult
}
# if = {
# limit = {
# check_variable = {
# which = arc_furnace_counter
# value >= 1
# }
# }
# change_variable = {
# which = arc_furnace_counter
# value = -1
# }
# }
}
}
upgrade_from = {
rg_nano_ripper_1
}
prerequisites = {
}
potential = {
has_tradition = tr_rg_nanotech_2
}
country_modifier = {
custom_tooltip = rg_nano_ripper_2_mod_tooltip
}
on_build_start = {
set_star_flag = arc_furnace_construction
}
on_build_cancel = {
remove_star_flag = arc_furnace_construction
}
on_build_complete = {
remove_star_flag = arc_furnace_construction
from = { country_event = { id = rg_planet.1005 } }
}
}
# Orbital arc furnace Third Stage
rg_nano_ripper_3 = {
entity = "arc_crucible_stage_3_entity"
construction_entity = "arc_crucible_stage_3_entity"
construction_scale = 1.02 #to avoid z-fighting of consrucion entity with the base entity
portrait = "GFX_megastructure_arc_furnace_background"
entity_offset = { x = 0 y = 0 }
rotate_to_center = no
scale_offset = yes
place_entity_on_planet_plane = yes
#show_in_outliner = no
use_planet_resource = yes
scales_with_planet = yes
build_time = 1080 # 3 years
resources = {
category = megastructures
cost = {
nanites = 15000
unity = 2000
}
upkeep = {
energy = 80
}
}
construction_blocks_and_blocked_by = none
dismantle_cost = {
category = megastructures
cost = {
energy = 1500
}
}
dismantle_time = 360
dismantle_potential = {
always = yes
}
dismantle_possible = {
can_dismantle_megastructure = {
TECH = tech_orbital_arc_furnace
}
}
on_dismantle_complete = {
every_system_planet = {
limit = {
has_modifier = rg_nano_ripper_3_mod
}
rg_dismantle_nano_ripper_effect = yes
}
random_system_planet = {
limit = {
has_planet_flag = rg_has_nano_ripper
}
set_planet_entity = { entity = pc_gray_goo }
remove_planet_flag = has_megastructure
remove_planet_flag = rg_has_nano_ripper
}
from = {
add_resource = {
nanites = 15000
mult = modifier:megastructure_dismantle_refund_mult
}
# if = {
# limit = {
# check_variable = {
# which = arc_furnace_counter
# value >= 1
# }
# }
# change_variable = {
# which = arc_furnace_counter
# value = -1
# }
# }
}
}
upgrade_from = {
rg_nano_ripper_2
}
prerequisites = {
}
potential = {
has_tradition = tr_rg_nanotech_2
}
country_modifier = {
custom_tooltip = rg_nano_ripper_3_mod_tooltip
}
on_build_start = {
set_star_flag = arc_furnace_construction
}
on_build_cancel = {
remove_star_flag = arc_furnace_construction
}
on_build_complete = {
remove_star_flag = arc_furnace_construction
from = { country_event = { id = rg_planet.1010 } }
}
}
# Orbital arc furnace Final Stage
rg_nano_ripper_4 = {
entity = "arc_crucible_stage_4_entity"
construction_entity = "arc_crucible_stage_4_entity"
construction_scale = 1.02 #to avoid z-fighting of consrucion entity with the base entity
portrait = "GFX_megastructure_arc_furnace_background"
entity_offset = { x = 0 y = 0 }
rotate_to_center = no
scale_offset = yes
place_entity_on_planet_plane = yes
show_in_outliner = no
use_planet_resource = yes
scales_with_planet = yes
build_time = 1080 # 3 years
resources = {
category = megastructures
cost = {
nanites = 20000
unity = 4000
}
upkeep = {
energy = 100
}
}
construction_blocks_and_blocked_by = none
dismantle_cost = {
category = megastructures
cost = {
energy = 2000
}
}
dismantle_time = 360
dismantle_potential = {
always = yes
}
dismantle_possible = {
can_dismantle_megastructure = {
TECH = tech_orbital_arc_furnace
}
}
on_dismantle_complete = {
every_system_planet = {
limit = {
has_modifier = rg_nano_ripper_4_mod
}
rg_dismantle_nano_ripper_effect = yes
}
random_system_planet = {
limit = {
has_planet_flag = rg_has_nano_ripper
}
set_planet_entity = { entity = pc_gray_goo }
remove_planet_flag = has_megastructure
remove_planet_flag = rg_has_nano_ripper
}
from = {
add_resource = {
nanites = 20000
mult = modifier:megastructure_dismantle_refund_mult
}
# if = {
# limit = {
# check_variable = {
# which = arc_furnace_counter
# value >= 1
# }
# }
# change_variable = {
# which = arc_furnace_counter
# value = -1
# }
# }
}
}
upgrade_from = {
rg_nano_ripper_3
}
prerequisites = {
}
potential = {
has_tradition = tr_rg_nanotech_2
}
country_modifier = {
custom_tooltip = rg_nano_ripper_4_mod_tooltip
}
on_build_start = {
set_star_flag = arc_furnace_construction
}
on_build_cancel = {
remove_star_flag = arc_furnace_construction
}
on_build_complete = {
remove_star_flag = arc_furnace_construction
from = { country_event = { id = rg_planet.1015 } }
# if = {
# limit = {
# any_system_megastructure = {
# is_megastructure_type = dyson_swarm_3
# }
# }
# from = {
# set_country_flag = burning_brightly_achievement
# }
# }
}
}
# Orbital Arc Furnace Destroyed
rg_nano_ripper_destroyed = {
entity = "arc_crucible_destroyed_entity"
portrait = "GFX_megastructure_construction_background"
entity_offset = { x = 0 y = 0 }
rotate_to_center = no
scale_offset = yes
place_entity_on_planet_plane = yes
show_in_outliner = no
scales_with_planet = yes
potential = {
always = no
}
}
# Orbital arc furnace Restored Stage
rg_nano_ripper_restored = {
entity = "arc_crucible_stage_4_entity"
construction_entity = "arc_crucible_stage_4_entity"
construction_scale = 1.02 #to avoid z-fighting of consrucion entity with the base entity
portrait = "GFX_megastructure_arc_furnace_background"
entity_offset = { x = 0 y = 0 }
rotate_to_center = no
scale_offset = yes
place_entity_on_planet_plane = yes
show_in_outliner = no
use_planet_resource = yes
scales_with_planet = yes
build_time = 720 # 2 years
resources = {
category = megastructures
cost = {
nanites = 30000
unity = 2000
}
upkeep = {
energy = 100
}
}
construction_blocks_and_blocked_by = none
upgrade_from = {
rg_nano_ripper_destroyed
}
prerequisites = {
}
potential = {
has_tradition = tr_rg_nanotech_2
}
country_modifier = {
custom_tooltip = rg_nano_ripper_4_mod_tooltip
}
on_build_start = {
set_star_flag = arc_furnace_construction
}
on_build_cancel = {
remove_star_flag = arc_furnace_construction
}
on_build_complete = {
remove_star_flag = arc_furnace_construction
from = { country_event = { id = rg_planet.1016 } }
fromfrom.planet = {
set_planet_entity = { entity = invisible_turret_entity }
}
# if = {
# limit = {
# any_system_megastructure = {
# is_megastructure_type = dyson_swarm_3
# }
# }
# from = {
# set_country_flag = burning_brightly_achievement
# }
# }
}
}

View File

@@ -1,3 +1,5 @@
@buildtime = 720
RG_orbital_ring = {
entity = ""
construction_entity = "orbital_ring_construction_entity"
@@ -10,7 +12,7 @@ RG_orbital_ring = {
scales_with_planet = yes
show_galactic_map_icon = no
show_in_outliner = no
build_time = 720
build_time = 0
resources = {
category = megastructures
cost = {
@@ -20,7 +22,14 @@ RG_orbital_ring = {
}
construction_blocks_and_blocked_by = none
potential = {
has_technology = tech_gray_noway
always = no
has_tradition = tr_rg_nanotech_2
# OR = {
# has_technology = tech_habitat_1
# has_civic = civic_diadochi
# has_civic = civic_great_khans_legacy
# has_country_flag = democratic_khanate_flag
# }
}
possible = {
exists = starbase
@@ -91,54 +100,12 @@ RG_orbital_ring = {
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
}
}
}
factor = 0
}
on_build_start = {
}
@@ -156,14 +123,7 @@ RG_orbital_ring = {
dismantle = yes
}
}
create_starbase = {
size = orbital_ring_tier_1
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = {
}
}
spawn_rg_oribital_ring_effect = yes
}
remove_megastructure = fromfrom
from = {
@@ -174,7 +134,7 @@ RG_orbital_ring = {
}
}
orbital_ring_ruined = {
RG_orbital_ring_ruined = {
entity = "orbital_ring_01_destroyed_entity"
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
@@ -190,7 +150,7 @@ orbital_ring_ruined = {
is_ruined_orbital_ring = yes
}
orbital_ring_restored = {
RG_orbital_ring_restored = {
entity = ""
construction_entity = "orbital_ring_construction_entity"
portrait = "GFX_megastructure_construction_background"
@@ -211,11 +171,11 @@ orbital_ring_restored = {
}
}
upgrade_from = {
orbital_ring_ruined
RG_orbital_ring_ruined
}
possible = {
from = {
has_technology = tech_orbital_ring_tier_1
has_tradition = tr_rg_nanotech_2
}
custom_tooltip = {
fail_text = "requires_outpost"
@@ -269,23 +229,7 @@ orbital_ring_restored = {
dismantle = yes
}
}
From = {
create_ship_design = {
design = "RG_ORBITAL_RING_TIER_1_STARBASE_SECTION"
}
add_ship_design = last_created_design
}
create_starbase = {
size = RG_orbital_ring_tier_1
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = {
}
}
From = {
remove_ship_design = last_created_design
}
spawn_rg_oribital_ring_effect = yes
}
every_system_ambient_object = {
limit = {

View File

@@ -0,0 +1,33 @@
#message_type = {
# key = "CONSTRUCTION_MESSAGE_TYPE" # Message key, used from code.
# icon = "GFX_message_other_construction" # Sprite to use for gui item "message_icon_button"
# icon_frame = 1 # Frame index to use for gui item "message_frame"
#
# name = "MESSAGE_DECLARE_WAR_TITLE" # Localization key to use for title, if empty it will use "MESSAGE_<key>_TITLE" instead.
# sound = "advisor_notification_construction_complete" # Sound to play on message creation
#
# sound_is_advisor = yes # Deprecated and does nothing.
# ping = "ping_notification_green" # Ping map to use for map visualization.
#
# hidden_in_message_settings = yes # If yes, the message type is not shown in the message settings UI (default: no).
# category = diplomacy # Filter category in message settings, valid: 'diplomacy', 'military', 'economy', 'government', 'science', 'fleets', 'planets', 'leaders', 'other' (default: 'other').
# message_setting_key = "MESSAGE_DECLARE_WAR_SETTING" # Localization key to use in message settings, if empty it will use name instead.
# default_notification = no # Is notification enabled by default (default: yes).
# default_toast = yes # Is toast enabled by default (default: no).
# default_popup = yes # Is popup enabled by default (default: no).
# default_autopause = yes # Is auto-pause enabled by default (default: no).
#}
message_type = {
key = "MESSAGE_TYPE_RG_GRAY_GOO_LEADER_CHAT"
icon = "GFX_toast_leader_acquired"
name = "MESSAGE_RG_GRAY_GOO_LEADER_CHAT_TITLE"
sound = "notification"
ping = "ping_notification_red"
default_toast = yes
category = leaders
}

View File

@@ -71,6 +71,13 @@ on_mid_game_pulse_country = {
}
}
# No scope, like on_game_start
on_five_year_pulse = {
events = {
rg_planet.5053 #Nanite ascension - orbital deposit handler
}
}
# Triggers country_event for the attacker upon victory
# (Before controller is switched)
# This = country, leader attacker
@@ -173,6 +180,16 @@ on_space_battle_won = {
}
}
# This = owner of fleet 1 (winner)
# From = owner of fleet 2 (loser)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
# Fires when a combat is finished from a lack of enemies
on_space_battle_over = {
events = {
}
}
# This = owner of fleet 1 (loser)
# From = owner of fleet 2 (winner)
# FromFrom = fleet 1

View File

@@ -7,7 +7,7 @@ rg_tempest_invocator = {
category = relics
# Activation cost
cost = {
nanties = 5000
nanites = 5000
}
}
@@ -25,7 +25,6 @@ rg_tempest_invocator = {
set_country_flag = "started_placing_storm"
start_storm_area_placing = {
sacrifice_leader_with_ui = no
cosmic_storm = graytempest_storm
immediate = yes

View File

@@ -1,14 +1,25 @@
rg_count_maid = {
base = 0
complex_trigger_modifier = {
trigger = num_traits
trigger_scope = pop
parameters = {
limit = {
has_trait = rg_machine_maid_trait
}
}
mode = add
}
# max = 20
# rg_count_maid = {
# base = 0
# complex_trigger_modifier = {
# trigger = num_traits
# trigger_scope = pop
# parameters = {
# limit = {
# has_trait = rg_machine_maid_trait
# }
# }
# mode = add
# }
# # max = 20
# }
rg_maid_trait_mult = {
base = 3
# modifier = {
# add = 0.5
# planet = {
# has_deposit = d_lithoid_crater
# }
# }
}

View File

@@ -18,6 +18,7 @@ create_gray_const = {
rg_create_gray_const = yes
}
#开启L-星团事件链
start_lcluster_chain = {
if = {
limit = {

View File

@@ -7,7 +7,10 @@ rg_event_effect_event1_dragon = {
has_leader_flag = rg_fake_dragon
}
remove_trait = RG_leader_trait_admiral_timed_life
add_trait = RG_leader_trait_admiral_born_tobe_dragon
add_trait = {
trait = RG_leader_trait_admiral_born_tobe_dragon
show_message = no
}
set_leader_flag = rg_fake_dragon_reborn
set_age = 0
}
@@ -29,33 +32,87 @@ rg_event_effect_event1_dragon = {
}
}
#fired from rg_event.1
rg_event_effect_event1_cluster = {
if = {
limit = {
NOT = {
has_global_flag = origin_rg_gray_1st_global
}
}
rg_event_effect_event1_gray_cluster = yes
#第一个遥远约定起源的全局标记
set_global_flag = origin_rg_gray_1st_global
#第一个遥远约定起源的国家标记
set_country_flag = origin_rg_gray_1st
#遥远约定星团起源的国家标记
set_country_flag = origin_rg_gray_cluster
#设置小灰改造等级初始为1
set_country_flag = rg_gray_level_1
#给点初始资源免得开局饿死
add_resource = {
energy = 1000
minerals = 1000
alloys = 1000
consumer_goods = 1000
}
else = {
rg_event_effect_event1_dragon = yes
#给遥远群星modifier减跃迁范围防止跳出去
add_modifier = {
modifier = rg_distant_stars_modifier
}
#保存成遥远约定起源国家全局target
save_global_event_target_as = origin_rg_gray_country
#调用小灰打招呼事件
country_event = {
id = rg_event.2
days = 30
}
# 生成L星团 还没做TODO
# rg_lcluster_spawn_effect = yes
#计时器十年自动开门事件 还没做TODO
# country_event = {
# id = rg_event.18
# days = 3600
# random = 12800
# }
}
rg_event_effect_event1_cluster_galaxy = {
#fired from rg_event.1
rg_event_effect_event1_galaxy = {
#第一个遥远约定起源的全局标记
set_global_flag = origin_rg_gray_1st_global
#第一个遥远约定起源的国家标记
set_country_flag = origin_rg_gray_1st
#遥远约定银河起源的国家标记
set_country_flag = origin_rg_gray_galaxy
#设置小灰改造等级初始为1
set_country_flag = rg_gray_level_1
#由于这里用的是玩家自己选的开局星球所以不送资
#保存成遥远约定起源国家全局target
save_global_event_target_as = origin_rg_gray_country
if = {
limit = {
NOT = {
has_global_flag = origin_rg_gray_1st_global
#有遥远的故事起源国家,这个条件为什么在这我忘了
any_country = {
has_origin = origin_Asgray
}
}
rg_event_effect_event1_gray_galaxy = yes
}
#调用小灰打招呼事件
country_event = {
id = rg_event.2
days = 30
}
#立刻开门防止玩家再次进L星团再刨一个小灰出来
else = {
rg_event_effect_event1_dragon = yes
rg_lcluster_spawn_effect = yes
capital_scope = {
solar_system = {
random_neighbor_system = {
solar_system = {
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
}
}
}
}
}
}
@@ -65,10 +122,7 @@ rg_event_effect_event1_gray_cluster = {
set_country_flag = origin_rg_gray_cluster
set_country_flag = origin_rg_gray_1st
set_country_flag = rg_gray_level_1
country_event = {
id = rg_event.2
days = 30
}
rg_event_effect_event1_to_event2_effect = yes
add_resource = {
energy = 1000
minerals = 1000
@@ -92,13 +146,32 @@ rg_event_effect_event1_gray_galaxy = {
set_country_flag = origin_rg_gray_galaxy
set_country_flag = origin_rg_gray_1st
set_country_flag = rg_gray_level_1
country_event = {
id = rg_event.2
days = 30
}
rg_event_effect_event1_to_event2_effect = yes
save_global_event_target_as = origin_rg_gray_country
rg_lcluster_spawn_effect = yes
if = {
limit = {
rg_has_ag_origin_trigger = yes
}
}
else = {
rg_lcluster_spawn_effect = yes
capital_scope = {
solar_system = {
random_neighbor_system = {
solar_system = {
set_star_flag = lgate
spawn_megastructure = {
type = lgate_base
orbit_angle = 225
orbit_distance = 30
}
}
}
}
}
}
}
rg_event_effect_lcluster_spawn_selecter = {
if = {
limit = {
@@ -137,7 +210,9 @@ rg_event_effect_lcluster_open = {
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
rg_has_ag_origin_trigger = yes # 遥远的故事
}
}
country_event = {
id = rg_cluster.2
@@ -160,12 +235,12 @@ rg_event_effect_planet2027_spawn_maid_species = {
plural = this
class = RG_MACHINE
portrait = "rg_machine_maid"
can_be_modified = no
can_be_modified = yes
homeworld = this
namelist = this
gender = this
traits = {
trait = trait_machine_unit
trait = trait_rg_machine_unit
trait = rg_machine_maid_trait
trait = trait_auto_mod_robotic
trait = trait_robot_streamlined_protocols
@@ -173,6 +248,42 @@ rg_event_effect_planet2027_spawn_maid_species = {
}
effect = {
save_global_event_target_as = rg_owner_main_maid_species
set_citizenship_type = {
type = citizenship_full_rg_maid
country = event_target:gray_owner
}
}
}
}
}
}
#Species
rg_event_effect_planet2027_spawn_maid_species_non_gray = {
modify_species = {
effect = {
create_species = {
is_mod = yes
name = "RG_MACHINE"
plural = this
class = RG_MACHINE
portrait = "rg_machine_maid"
can_be_modified = yes
homeworld = this
namelist = this
gender = this
traits = {
trait = trait_rg_machine_unit
trait = rg_machine_maid_trait
trait = trait_auto_mod_robotic
trait = trait_robot_streamlined_protocols
trait = trait_robot_luxurious
}
effect = {
set_citizenship_type = {
type = citizenship_full_rg_maid
country = event_target:gray_owner
}
}
}
}

View File

@@ -4,7 +4,7 @@ rg_create_fallen_empire_species_effect = {
class = RG_MACHINE
portrait = "rg_machine_maid"
traits = {
trait = trait_machine_unit
trait = trait_rg_machine_unit
trait = trait_robot_domestic_protocols
trait = rg_machine_maid_trait
trait = trait_auto_mod_robotic
@@ -284,7 +284,7 @@ rg_create_fallen_empire_starting_navy = {
rg_create_fallen_empire_platform = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
owner = { is_machine_empire = yes }
}
create_ship = {
name = random
@@ -297,7 +297,7 @@ rg_create_fallen_empire_platform = {
rg_create_fallen_empire_colossus = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
owner = { is_machine_empire = yes }
}
create_ship = {
name = random
@@ -310,7 +310,7 @@ rg_create_fallen_empire_colossus = {
rg_create_fallen_empire_titan = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
owner = { is_machine_empire = yes }
}
create_ship = {
name = random
@@ -323,7 +323,7 @@ rg_create_fallen_empire_titan = {
rg_create_fallen_empire_large_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
owner = { is_machine_empire = yes }
}
create_ship = {
name = random
@@ -336,7 +336,7 @@ rg_create_fallen_empire_large_ship = {
rg_create_fallen_empire_small_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
owner = { is_machine_empire = yes }
}
create_ship = {
name = random
@@ -349,7 +349,7 @@ rg_create_fallen_empire_small_ship = {
rg_create_fallen_empire_construction_ship = {
if = {
limit = {
owner = { has_authority = auth_machine_intelligence }
owner = { is_machine_empire = yes }
}
create_ship = {
name = random

View File

@@ -1,786 +0,0 @@
#灰风舰船刷新位置检测
rg_global_gray_location_check = {
if = {
limit = {
has_country_flag = gray_constship_active
}
if = {
limit = {
exists = event_target:global_gray_constship
}
event_target:global_gray_constship = {
save_global_event_target_as = global_gray_location
}
}
else = {
random_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_warship_active
}
if = {
limit = {
exists = event_target:gray_warship
}
event_target:gray_warship = {
save_global_event_target_as = global_gray_location
}
}
else = {
random_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_juggernaut_active
}
if = {
limit = {
exists = event_target:gray_juggernaut
}
event_target:gray_juggernaut = {
save_global_event_target_as = global_gray_location
}
}
else = {
random_controlled_fleet = {
limit = {
has_fleet_flag = gray_juggernaut_fleet
}
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
if = {
limit = {
any_owned_planet = {
exists = sector.leader
sector.leader = {
has_leader_flag = gray_governor
}
}
}
random_owned_planet = {
limit = {
exists = sector.leader
sector.leader = {
has_leader_flag = gray_governor
}
}
save_global_event_target_as = global_gray_location
}
}
else = {
capital_scope = {
save_global_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
has_country_flag = gray_army_active
}
if = {
limit = {
any_owned_army = {
army_type = gray_army
exists = planet
}
}
random_owned_army = {
limit = {
army_type = gray_army
}
planet = {
save_global_event_target_as = global_gray_location
}
}
}
else = {
random_owned_army = {
limit = {
army_type = gray_army
}
fleet = {
save_global_event_target_as = global_gray_location
}
}
}
}
else_if = {
limit = {
has_country_flag = rg_habitat_enabled
}
if = {
limit = {exists = event_target:rg_gray_habitat_target}
event_target:rg_gray_habitat_target = {
save_global_event_target_as = global_gray_location
}
}
}
else = {
capital_scope = {
save_global_event_target_as = global_gray_location
}
}
}
#创造灰风总督
rg_create_gray_governor = {
if = {
limit = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
}
else = {
#延迟执行
optimize_memory
#删除战舰
every_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
#删除科学舰
every_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
#删除陆军
every_owned_army = {
limit = {
army_type = gray_army
}
if = {
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
#存储当前领袖等级
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
#导出等级到暂存
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
#导入变量
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
#清理暂存区
clear_variable = rg_gray_level_temp
}
}
#把所有种类的小灰领袖都送回娘家
every_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
#把娘家的总督领袖接回来
if = {
limit = {
exists = event_target:gray_governor
}
event_target:gray_governor = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
#如果不存在总督备份,现场变一个
else = {
rg_gray_govener_init = yes
}
#设置总督已启用标识
set_country_flag = gray_official_active #新版flag
set_country_flag = gray_governor_active #旧版flag
#更新灰风形态
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_constship_active
remove_country_flag = gray_army_active
#等级导入,把存储的领袖等级赋予到领袖身上
random_owned_leader = {
limit = {
has_leader_flag = gray_governor
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风战舰
rg_create_gray_warship = {
if = {
limit = {
has_country_flag = gray_warship_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
# 存储当前领袖等级
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_admiral
}
event_target:gray_leader_admiral = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
rg_gray_commander_init = yes
}
set_country_flag = gray_warship_active
if = {
limit = {
has_country_flag = rg_gray_level_2
}
rg_warship_init_mod1 = yes
}
else_if = {
limit = {
has_country_flag = rg_gray_level_3
NOT = {
has_country_flag = gray_warship_is_juggernaut
}
}
rg_warship_init_mod2 = yes
}
else_if = {
limit = {
has_country_flag = gray_warship_is_juggernaut
}
rg_warship_init_mod3 = yes
}
else = {
rg_warship_init_mod0 = yes
}
every_owned_army = {
limit = {
army_type = gray_army
}
if = {
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
every_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
remove_country_flag = gray_constship_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_army_active
random_owned_leader = {
limit = {
has_leader_flag = gray_admiral
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风地面单位
rg_create_gray_army = {
if = {
limit = {
has_country_flag = gray_army_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_general
}
event_target:gray_leader_general = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
rg_gray_commander_init = yes
}
create_ship_design = {
design = "NAME_RG_armed_transport_ship"
}
add_ship_design = last_created_design
set_country_flag = gray_army_active
create_fleet = {
name = "NAME_Gray"
effect = {
set_owner = prev
create_army_transport = {
ship_name = "NAME_Gray"
army_name = "NAME_Gray"
army_type = "gray_army"
}
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
# set_cloaking_active = yes
set_fleet_stance = aggressive
}
}
last_created_army = {
assign_leader = event_target:gray_leader_general
}
every_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
remove_country_flag = gray_constship_active
remove_ship_design = last_created_design
random_owned_leader = {
limit = {
has_leader_flag = gray_general
}
set_skill = owner.rg_gray_level
}
}
}
#创造灰风科学舰
rg_create_gray_const = {
if = {
limit = {
has_country_flag = gray_constship_active
}
}
else = {
optimize_memory
#舰船刷新位置检测
rg_global_gray_location_check = yes
every_owned_leader = {
if = {
###等级检测
limit = {
has_leader_flag = rg_gray_leader
NOT = {
has_leader_flag = rg_gray_leader_temp
}
}
export_trigger_value_to_variable = {
trigger = has_skill
variable = rg_gray_level_temp
}
owner = {
set_variable = {
which = rg_gray_level
value = prev.rg_gray_level_temp
}
}
clear_variable = rg_gray_level_temp
}
}
every_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_owner = event_target:rg_gray_country
set_leader_flag = rg_gray_leader_temp
# kill_leader = { show_notification = no }
}
if = {
limit = {
exists = event_target:gray_leader_scientist
}
event_target:gray_leader_scientist = {
set_owner = event_target:gray_owner
remove_leader_flag = rg_gray_leader_temp
}
}
else = {
rg_gray_scientist_init = yes
}
set_country_flag = gray_constship_active
create_fleet = {
name = "NAME_Gray"
settings = {
can_upgrade = no
can_disband = no
can_change_composition = no
can_change_leader = yes
uses_naval_capacity = no
spawn_debris = no
}
effect = {
set_owner = prev
create_ship = {
name = "NAME_Gray"
design = "NAME_RG_GRAY_scienceship"
prefix = no
upgradable = yes
}
set_fleet_stance = evasive
set_location = {
target = event_target:global_gray_location
distance = 0
angle = random
}
set_fleet_flag = gray_constship
save_global_event_target_as = global_gray_constship
set_cloaking_active = yes
assign_leader = event_target:gray_leader_scientist
}
}
every_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
every_owned_army = {
limit = {
army_type = gray_army
}
if = {
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
remove_country_flag = gray_army_active
remove_country_flag = gray_warship_active
remove_country_flag = rg_kac_grayfleet_active
remove_country_flag = gray_governor_active #旧版flag
remove_country_flag = gray_official_active
random_owned_leader = {
limit = {
has_leader_flag = gray_scientist
}
set_skill = owner.rg_gray_level
}
}
}
rg_harbitar_size_calculate = {
set_variable = {
which = rg_habitat_size
value = 10
}
set_variable = {
which = rg_habitat_size_temp
value = rg_gray_level
}
multiply_variable = {
which = rg_habitat_size_temp
value = 2
}
change_variable = {
which = rg_habitat_size_temp
value = 10
}
set_variable = {
which = rg_habitat_size
value = rg_habitat_size_temp
}
}
rg_juggernaut_habitat_init = {
if = {
limit = {
has_country_flag = rg_habitat_enabled
}
}
else = {
optimize_memory
rg_global_gray_location_check = yes
set_country_flag = rg_habitat_enabled
rg_harbitar_size_calculate = yes
event_target:global_gray_location = {
solar_system = {
spawn_planet = {
class = pc_rg_grayhabitat
location = event_target:global_gray_location
orbit_location = yes
orbit_angle = 225
orbit_distance = 360
orbit_angle_offset = 45
orbit_distance_offset = 9.899
size = 10
has_ring = no
init_effect = {
prevent_anomaly = yes
set_planet_entity = {
entity = "grey_tempesttw_orbital_habitat_entity"
}
set_surveyed = {
surveyed = yes
surveyor = FROM
}
set_all_comms_surveyed = yes
clear_blockers = yes
set_owner = root
set_controller = root
create_colony = {
owner = root
species = owner_main_species
ethos = owner
}
if = {
limit = {
NOT = {
exists = event_target:rg_owner_main_maid_species
}
}
every_owned_pop = {
rg_event_effect_planet2027_spawn_maid_species = yes
}
}
set_name = "NAME_rg_gray_habitat_base"
if = {
limit = {
event_target:gray_owner = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
}
assign_leader = event_target:gray_governor
}
set_planet_size = owner.rg_habitat_size
generate_start_buildings_and_districts = yes
while = {
count = 1
add_district = district_rg_generator
}
while = {
count = 1
add_district = district_rg_mining
}
while = {
count = 1
add_district = district_rg_farming
}
while = {
count = 1
add_district = district_rg_industrial
}
if = {
limit = {
exists = owner
owner = { is_hive_empire = yes }
}
while = {
count = 1
add_district = district_rg_hive
}
}
if = {
limit = {
exists = owner
owner = { is_regular_empire = yes }
}
while = {
count = 1
add_district = district_rg_city
}
}
if = {
limit = {
exists = owner
from = { is_machine_empire = yes }
}
while = {
count = 1
add_district = district_rg_nexus
}
}
while = {
count = 5
create_pop = {
species = owner_main_species
}
}
set_planet_flag = megastructure
set_planet_flag = habitat
set_planet_flag = advanced_habitat
set_planet_flag = advanced_habitat_2
set_planet_flag = rg_gray_habitat
save_global_event_target_as = rg_gray_habitat_target
}
}
}
}
}
}
rg_clear_harbitat = {
remove_country_flag = rg_habitat_enabled
event_target:rg_gray_habitat_target = {
remove_planet = yes
}
}

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#Country event_target:gray_owner
#灰风舰船刷新位置检测
rg_global_gray_location_check = {
if = {
limit = {
RG_gray_scientist_active_trigger = yes
}
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 = {
RG_gray_warship_active_trigger = yes
}
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 = {
RG_gray_official_active_trigger = yes
}
if = {
limit = {
any_owned_planet = {
exists = leader
leader = {
is_same_value = event_target:gray_official
}
}
}
random_owned_planet = {
limit = {
exists = leader
leader = {
is_same_value = event_target:gray_official
}
}
save_event_target_as = global_gray_location
}
}
else = {
capital_scope = {
save_event_target_as = global_gray_location
}
}
}
else_if = {
limit = {
RG_gray_army_active_trigger = yes
}
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 = {
RG_gray_harbitat_active_trigger = yes
}
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
}
}
}
#Country event_target:gray_owner
#存储当前领袖等级
rg_save_gray_leader_level_effect = {
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_base_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
}
}
}
#Country event_target:gray_owner
#把所有种类的小灰领袖都送回娘家
rg_sent_gray_back_to_home_effect = {
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 }
}
}
#Country event_target:gray_owner
#小灰领袖标识清理
rg_clear_gray_active_flag_effect = {
remove_country_flag = gray_warship_active
remove_country_flag = gray_constship_active
remove_country_flag = gray_army_active
remove_country_flag = gray_official_active
remove_country_flag = gray_governor_active #旧版flag
}
#Country event_target:gray_owner
#小灰总督启用标识
rg_set_gray_official_active_effect = {
set_country_flag = gray_official_active #新版flag
set_country_flag = gray_governor_active #旧版flag
}
#Country event_target:gray_owner
#小灰战舰启用标识
rg_set_gray_warship_active_effect = {
set_country_flag = gray_warship_active
}
#Country event_target:gray_owner
#小灰科学家启用标识
rg_set_gray_scientist_active_effect = {
set_country_flag = gray_official_active #新版flag
set_country_flag = gray_governor_active #旧版flag
}
#Country event_target:gray_owner
#小灰陆军启用标识
rg_set_gray_army_active_effect = {
set_country_flag = gray_army_active
}
#Country event_target:gray_owner
#小灰科学家启用标识
rg_set_gray_scientist_active_effect = {
set_country_flag = gray_constship_active
}
#Country event_target:gray_owner
#小灰纳米空间站启用标识
rg_set_gray_harbitat_active_effect = {
set_country_flag = rg_habitat_enabled
}
#Country event_target:gray_owner
#删除小灰科学家
rg_clear_gray_science_ship_effect = {
every_owned_fleet = {
limit = {
has_fleet_flag = gray_constship
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
}
#Country event_target:gray_owner
#删除小灰陆军
rg_clear_gray_army_effect = {
every_owned_army = {
limit = {
army_type = gray_army
}
if = {
limit = {
exists = leader
}
unassign_leader = leader
}
remove_army = yes
}
}
#Country event_target:gray_owner
#删除小灰战舰
rg_clear_gray_warship_effect = {
every_owned_fleet = {
limit = {
has_fleet_flag = gray_fleet
}
delete_fleet = {
target = this
kill_leader = no
destroy_template = yes
}
}
}
#Country event_target:gray_owner
#删除小灰纳米空间站
rg_clear_harbitat = {
remove_country_flag = rg_habitat_enabled
event_target:rg_gray_habitat_target = {
remove_planet = yes
}
}
#Country event_target:gray_owner
#等级导入,把存储的领袖等级赋予到领袖身上
rg_set_varible_as_leader_level_effect = {
random_owned_leader = {
limit = {
has_leader_flag = rg_gray_leader
}
set_skill = owner.rg_gray_level
}
}
#Country event_target:gray_owner
#创造灰风总督
rg_create_gray_governor = {
if = {
limit = {
RG_gray_official_active_trigger = yes
}
}
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
rg_save_gray_leader_level_effect = yes
#把所有种类的小灰领袖都送回娘家
rg_sent_gray_back_to_home_effect = yes
#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
}
#更新灰风形态
rg_clear_gray_active_flag_effect = yes
#设置总督已启用标识
rg_set_gray_official_active_effect = yes
#等级导入,把存储的领袖等级赋予到领袖身上
rg_set_varible_as_leader_level_effect = yes
}
}
#Country event_target:gray_owner
#创造灰风战舰
rg_create_gray_warship = {
if = {
limit = {
RG_gray_warship_active_trigger = yes
}
}
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
rg_save_gray_leader_level_effect = yes
#把所有种类的小灰领袖都送回娘家
rg_sent_gray_back_to_home_effect = yes
#把娘家的指挥官领袖接回来
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
}
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
}
#删除科学舰
rg_clear_gray_science_ship_effect = yes
#删除陆军
rg_clear_gray_army_effect = yes
#更新灰风形态
rg_clear_gray_active_flag_effect = yes
#设置战舰已启用标识
rg_set_gray_warship_active_effect = yes
#导入变量到等级
rg_set_varible_as_leader_level_effect = yes
}
}
#Country event_target:gray_owner
#创造灰风地面单位
rg_create_gray_army = {
if = {
limit = {
RG_gray_army_active_trigger = yes
}
}
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
rg_save_gray_leader_level_effect = yes
#把所有种类的小灰领袖都送回娘家
rg_sent_gray_back_to_home_effect = yes
#把娘家的指挥官领袖接回来
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
}
rg_army_transport_ship_init = yes
rg_clear_gray_warship_effect = yes
rg_clear_gray_science_ship_effect = yes
rg_clear_gray_active_flag_effect = yes
rg_set_gray_army_active_effect = yes
rg_set_varible_as_leader_level_effect = yes
}
}
#Country event_target:gray_owner
#创造灰风科学舰
rg_create_gray_const = {
if = {
limit = {
RG_gray_scientist_active_trigger = yes
}
}
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
rg_save_gray_leader_level_effect = yes
#把所有种类的小灰领袖都送回娘家
rg_sent_gray_back_to_home_effect = yes
#把娘家的科学家领袖接回来
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
}
rg_scientist_ship_init = yes
rg_clear_gray_warship_effect = yes
rg_clear_gray_army_effect = yes
rg_clear_gray_active_flag_effect = yes
rg_set_gray_scientist_active_effect = yes
rg_set_varible_as_leader_level_effect = yes
}
}
#Country event_target:gray_owner
#计算纳米空间站行星规模 基本10+小灰领袖等级rg_gray_level*2
rg_harbitar_size_calculate = {
set_variable = {
which = rg_habitat_size
value = 10
}
set_variable = {
which = rg_habitat_size_temp
value = rg_gray_level
}
multiply_variable = {
which = rg_habitat_size_temp
value = 2
}
change_variable = {
which = rg_habitat_size_temp
value = 10
}
set_variable = {
which = rg_habitat_size
value = rg_habitat_size_temp
}
}
rg_habitat_maid_init = {
if = {
limit = {
NOT = {
exists = event_target:rg_owner_main_maid_species
}
}
event_target:rg_gray_habitat_target = {
every_owned_pop_group = {
rg_event_effect_planet2027_spawn_maid_species = yes
}
}
}
}
#Country event_target:gray_owner
#创造灰风纳米空间站
rg_juggernaut_habitat_init = {
if = {
limit = {
RG_gray_harbitat_active_trigger = yes
}
}
else = {
optimize_memory
rg_global_gray_location_check = yes
rg_harbitar_size_calculate = yes
event_target:global_gray_location = {
solar_system = {
spawn_planet = {
class = pc_rg_grayhabitat
location = event_target:global_gray_location
orbit_location = yes
orbit_angle = 225
orbit_distance = 360
orbit_angle_offset = 45
orbit_distance_offset = 9.899
size = 10
has_ring = no
init_effect = {
prevent_anomaly = yes
set_planet_entity = {
entity = "grey_tempesttw_orbital_habitat_entity"
}
set_surveyed = {
surveyed = yes
surveyor = FROM
}
set_all_comms_surveyed = yes
clear_blockers = yes
set_owner = root
set_controller = root
create_colony = {
owner = root
species = owner_main_species
ethos = owner
}
set_name = "NAME_rg_gray_habitat_base"
if = {
limit = {
event_target:gray_owner = {
RG_gray_official_active_trigger = yes
}
}
assign_leader = event_target:gray_governor
}
set_planet_size = owner.rg_habitat_size
generate_start_buildings_and_districts = yes
if = {
limit = {
exists = owner
owner = {
is_hive_empire = yes
}
}
while = {
count = 1
add_district = district_rg_hive
}
}
if = {
limit = {
exists = owner
owner = {
is_regular_empire = yes
}
}
while = {
count = 1
add_district = district_rg_city
}
}
if = {
limit = {
exists = owner
from = {
is_machine_empire = yes
}
}
while = {
count = 1
add_district = district_rg_nexus
}
}
while = {
count = 1
add_district = district_rg_generator
}
while = {
count = 1
add_district = district_rg_industrial
}
while = {
count = 1
add_district = district_rg_science
}
create_pop_group = {
species = owner_main_species
size = 5
}
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_habitat_maid_init = yes
rg_set_gray_harbitat_active_effect = yes
}
}

View File

@@ -13,7 +13,7 @@ rg_gray_govener_init = {
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
skill = 10
skill = 1
set_age = 18
traits = {
0 = RG_leader_trait_governor_gray
@@ -33,18 +33,33 @@ rg_gray_govener_init = {
}
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
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
add_trait = {
trait = leader_trait_governor_gray
show_message = no
}
add_trait = {
trait = RG_leader_trait_ruler_gray
show_message = no
}
add_trait = {
trait = subclass_official_governor
show_message = no
}
add_trait = {
trait = trait_ruler_architectural_sense_3
show_message = no
}
add_trait = {
trait = leader_trait_distribution_lines_2
show_message = no
}
if = {
limit = {
owner = {
@@ -53,15 +68,33 @@ rg_gray_govener_init = {
}
}
remove_trait = leader_trait_governor_gray
add_trait_no_notify = leader_trait_governor_gray_weak
add_trait = {
trait = leader_trait_governor_gray_weak
show_message = no
}
}
}
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
add_trait = {
trait = RG_leader_trait_governor_gray
show_message = no
}
add_trait = {
trait = RG_leader_trait_ruler_gray
show_message = no
}
add_trait = {
trait = subclass_official_governor
show_message = no
}
add_trait = {
trait = trait_ruler_architectural_sense_3
show_message = no
}
add_trait = {
trait = leader_trait_distribution_lines_2
show_message = no
}
}
}
}
@@ -71,6 +104,7 @@ rg_gray_govener_init = {
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
rg_gray_leader_experience_jar = yes
}
random_owned_leader = {
limit = {
@@ -91,11 +125,16 @@ rg_gray_govener_init = {
}
if = {
limit = {
owner = { has_country_flag = married_gray }
owner = {
has_country_flag = married_gray
}
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
set_variable = {
which = affection
value = owner.wg_gray_affection
}
}
# if = {
# limit = {
@@ -112,7 +151,6 @@ rg_gray_govener_init = {
rg_set_gray_portrait = yes
}
}
}
rg_gray_commander_init = {
@@ -130,7 +168,7 @@ rg_gray_commander_init = {
background_ethic = ethic_gestalt_consciousness
hide_age = yes
gender = female
skill = 10
skill = 1
set_age = 18
traits = {
0 = RG_leader_trait_admiral_gray
@@ -150,14 +188,17 @@ rg_gray_commander_init = {
}
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
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
add_trait = {
trait = gray_admiral
show_message = no
}
if = {
limit = {
owner = {
@@ -166,19 +207,40 @@ rg_gray_commander_init = {
}
}
remove_trait = gray_admiral
add_trait_no_notify = leader_trait_admiral_gray_weak
add_trait = {
trait = leader_trait_admiral_gray_weak
show_message = no
}
# 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 = {
trait = RG_leader_trait_admiral_gray
show_message = no
}
add_trait = {
trait = RG_leader_trait_admiral_nanorebuild_gray
show_message = no
}
# 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
add_trait = {
trait = subclass_commander_councilor
show_message = no
}
add_trait = {
trait = leader_trait_carrier_specialization
show_message = no
}
add_trait = {
trait = leader_trait_juryrigger_2
show_message = no
}
add_trait = {
trait = leader_trait_reinforcer_2
show_message = no
}
}
}
last_created_leader = {
@@ -187,6 +249,7 @@ rg_gray_commander_init = {
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
rg_gray_leader_experience_jar = yes
}
random_owned_leader = {
limit = {
@@ -207,11 +270,16 @@ rg_gray_commander_init = {
}
if = {
limit = {
owner = { has_country_flag = married_gray }
owner = {
has_country_flag = married_gray
}
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
set_variable = {
which = affection
value = owner.wg_gray_affection
}
}
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# if = {
@@ -232,6 +300,7 @@ rg_gray_commander_init = {
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 = {
@@ -455,7 +524,6 @@ rg_gray_commander_init = {
# }
#
# }
rg_gray_scientist_init = {
event_target:rg_gray_country = {
create_leader = {
@@ -471,7 +539,7 @@ rg_gray_scientist_init = {
background_ethic = ethic_gestalt_consciousness
hide_age = yes
gender = female
skill = 10
skill = 1
set_age = 18
traits = {
0 = RG_leader_trait_scientist_gray
@@ -509,6 +577,7 @@ rg_gray_scientist_init = {
}
last_created_leader = {
set_leader_flag = has_gained_level_trait
rg_gray_leader_experience_jar = yes
}
random_owned_leader = {
limit = {
@@ -527,11 +596,16 @@ rg_gray_scientist_init = {
}
if = {
limit = {
owner = { has_country_flag = married_gray }
owner = {
has_country_flag = married_gray
}
}
set_leader_flag = married
}
set_variable = { which = affection value = owner.wg_gray_affection }
set_variable = {
which = affection
value = owner.wg_gray_affection
}
}
# add_trait_no_notify = leader_trait_admiral_wg_gray_affection
# if = {
@@ -549,7 +623,6 @@ rg_gray_scientist_init = {
rg_set_gray_portrait = yes
}
}
}
rg_gray_country_leader_init = {
@@ -567,7 +640,7 @@ rg_gray_country_leader_init = {
custom_description = gray_backstory
background_ethic = ethic_gestalt_consciousness
hide_age = yes
skill = 10
skill = 1
set_age = 18
traits = {
0 = RG_leader_trait_governor_gray
@@ -590,22 +663,70 @@ rg_gray_country_leader_init = {
# 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
add_trait = {
trait = leader_trait_governor_gray
show_message = no
}
add_trait = {
trait = RG_leader_trait_ruler_gray
show_message = no
}
add_trait = {
trait = subclass_official_governor
show_message = no
}
add_trait = {
trait = trait_ruler_architectural_sense_3
show_message = no
}
add_trait = {
trait = leader_trait_distribution_lines_2
show_message = no
}
}
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
add_trait = {
trait = RG_leader_trait_governor_gray
show_message = no
}
add_trait = {
trait = RG_leader_trait_ruler_gray
show_message = no
}
add_trait = {
trait = subclass_official_governor
show_message = no
}
add_trait = {
trait = trait_ruler_architectural_sense_3
show_message = no
}
add_trait = {
trait = leader_trait_distribution_lines_2
show_message = no
}
}
}
}
last_created_leader = {
rg_set_gray_portrait = yes
rg_gray_leader_experience_jar = yes
}
}
rg_gray_leader_experience_jar = {
if = {
limit = {
owner = {
NOT = {
RG_has_gray_cluster_origin_trigger = yes
}
}
has_base_skill < 10
}
add_experience = 54000
event_target:gray_owner = {
rg_save_gray_leader_level_effect = yes
}
}
}

View File

@@ -182,4 +182,64 @@ rg_warship_init_mod0 = {
}
}
}
}
rg_army_transport_ship_init = {
create_ship_design = {
design = "NAME_RG_armed_transport_ship"
}
add_ship_design = last_created_design
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
}
remove_ship_design = last_created_design
}
rg_scientist_ship_init = {
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
}
}
}

View File

@@ -45,4 +45,184 @@ spawn_rg_habitat_effect = {
}
}
}
}
spawn_rg_oribital_ring_effect = {
From = {
create_ship_design = {
design = "RG_ORBITAL_RING_TIER_1_STARBASE"
}
add_ship_design = last_created_design
}
create_starbase = {
size = RG_orbital_ring_tier_1
owner = FROM
#module = <starbase_module>
#building = <starbase_building>
effect = {
}
}
From = {
remove_ship_design = last_created_design
}
}
rg_nano_ripper_update_orbital_effect = {
# Find the orbital and habitat complex and save them as event targets
if = {
limit = {
any_fleet_in_orbit = {
OR = {
is_ship_size = major_orbital_resource
is_ship_size = minor_orbital_resource
}
}
}
random_fleet_in_orbit = {
limit = {
OR = {
is_ship_size = major_orbital_resource
is_ship_size = minor_orbital_resource
}
}
save_event_target_as = target_orbital
}
# solar_system = {
# random_system_planet = {
# limit = {
# has_planet_flag = habitat
# }
# save_event_target_as = target_habitat
# }
# }
last_added_deposit = {
event_target:target_orbital = {
set_fleet_flag = mining_orbital
}
#switch = {
# trigger = is_deposit_type
# # Minerals
# d_minerals_1 = {
# event_target:target_orbital = {
# set_fleet_flag = mining_orbital
# }
# }
# Alloys
# d_alloys_1 = {
# event_target:target_orbital = {
# set_fleet_flag = mining_orbital
# }
# event_target:target_habitat = {
# add_deposit = d_hab_alloy_1
# last_added_deposit = {
# set_deposit_flag = planet@event_target:target_planet
# }
# }
# }
#}
}
}
}
rg_dismantle_nano_ripper_effect = {
# Find the orbital and habitat complex and save them as event targets
if = {
limit = {
any_fleet_in_orbit = {
OR = {
is_ship_size = major_orbital_resource
is_ship_size = minor_orbital_resource
}
}
}
random_fleet_in_orbit = {
limit = {
OR = {
is_ship_size = major_orbital_resource
is_ship_size = minor_orbital_resource
}
}
save_event_target_as = target_orbital
}
# solar_system = {
# random_system_planet = {
# limit = {
# has_planet_flag = habitat
# }
# save_event_target_as = target_habitat
# }
# }
}
switch = {
trigger = has_modifier
rg_nano_ripper_1_mod = {
remove_deposit = d_nanite_ripper_deposit_1
remove_modifier = rg_nano_ripper_1_mod
}
rg_nano_ripper_2_mod = {
remove_deposit = d_nanite_ripper_deposit_1
remove_deposit = d_nanite_ripper_deposit_2
remove_modifier = rg_nano_ripper_2_mod
}
rg_nano_ripper_3_mod = {
remove_deposit = d_nanite_ripper_deposit_1
remove_deposit = d_nanite_ripper_deposit_2
remove_deposit = d_nanite_ripper_deposit_3
remove_modifier = rg_nano_ripper_3_mod
# if = {
# limit = {
# exists = event_target:target_orbital
# }
# event_target:target_habitat = {
# random_deposit = {
# limit = {
# is_deposit_type = d_hab_alloy_1
# has_deposit_flag = planet@event_target:target_planet
# }
# remove_deposit = yes
# }
# }
# }
}
rg_nano_ripper_4_mod = {
remove_deposit = d_nanite_ripper_deposit_1
remove_deposit = d_nanite_ripper_deposit_2
remove_deposit = d_nanite_ripper_deposit_3
remove_deposit = d_nanite_ripper_deposit_4
remove_modifier = rg_nano_ripper_4_mod
# if = {
# limit = {
# exists = event_target:target_orbital
# }
# event_target:target_habitat = {
# while = {
# count = 2
# random_deposit = {
# limit = {
# is_deposit_type = d_hab_alloy_1
# has_deposit_flag = planet@event_target:target_planet
# }
# remove_deposit = yes
# }
# }
# }
# }
}
}
if = {
limit = {
has_orbital_mining_deposit = no
exists = event_target:target_orbital
}
event_target:target_orbital = {
remove_fleet_flag = mining_orbital
}
}
}

View File

@@ -69,7 +69,7 @@ rg_set_gray_portrait = {
else_if = {
limit = {
event_target:gray_owner = {
has_country_flag = gray_constship_active
RG_gray_scientist_active_trigger = yes
}
event_target:gray_scientist = {
change_leader_portrait = GFX_gray_scientist_portrait
@@ -80,8 +80,8 @@ rg_set_gray_portrait = {
limit = {
event_target:gray_owner = {
OR = {
has_country_flag = gray_warship_active
has_country_flag = gray_army_active
RG_gray_warship_active_trigger = yes
RG_gray_army_active_trigger = yes
}
}
@@ -101,13 +101,13 @@ rg_set_gray_portrait = {
#舰r/KDC
else_if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
RG_OR_has_wsg_mod_trigger = yes
has_global_flag = rg_wg_gray_portrait_set
}
set_gray_portrait = yes
event_target:rg_gray_country_leader = {
set_gray_portrait = yes
}
}
#默认
else = {
@@ -168,6 +168,7 @@ rg_ge_clear_portrait_select = {
event_target:gray_owner = {
remove_country_flag = rg_ge_governor_portrait_set
remove_country_flag = rg_ge_scientist_portrait_set
remove_country_flag = mss_enable_gray_maid
}
}
@@ -184,34 +185,14 @@ rg_create_gray_species = {
exists = event_target:gray_species
}
}
if = {
limit = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
create_species = {
name = GRAY_SPECIES
plural = GRAY_SPECIES
class = ART
portrait = GrayTempest06
namelist = ART1
effect = {
save_global_event_target_as = gray_species
}
}
}
else = {
create_species = {
name = GRAY_SPECIES
plural = GRAY_SPECIES
class = ART
portrait = @gray_portrait
namelist = ART1
effect = {
save_global_event_target_as = gray_species
}
create_species = {
name = GRAY_SPECIES
plural = GRAY_SPECIES
class = ART
portrait = @gray_portrait
namelist = ART1
effect = {
save_global_event_target_as = gray_species
}
}
}
@@ -1359,7 +1340,9 @@ RG_const_auto_build_effect = {
prefix = no
design = "NAME_RG_GRAY_constructor"
effect = {
set_cloaking_active = yes
PREV = {
set_cloaking_active = yes
}
}
}
}
@@ -1440,7 +1423,7 @@ RG_const_auto_build_effect = {
#建造空间站
find_closest_planet = {
trigger = {
id = RG_work_bees_trigger.1
id = RG_work_bees_trigger.11
RG_planet_can_auto_build = yes
}
found_planet = {
@@ -1450,7 +1433,7 @@ RG_const_auto_build_effect = {
duration = $station_time$
}
effect = {
id = RG_work_bees_effect.2
id = RG_work_bees_effect.22
#若星系属于母国,则自动建造
if = {
limit = {
@@ -1813,7 +1796,7 @@ RG_destroy_planet_effect = {
else = {
set_owner = event_target:gray_owner
}
every_owned_pop = {
every_owned_pop_group = {
modify_species = {
species = event_target:gray_owner.owner_species
add_trait = trait_cybernetic
@@ -1821,13 +1804,13 @@ RG_destroy_planet_effect = {
change_scoped_species = yes
}
}
every_owned_pop = {
every_owned_pop_group = {
limit = {
has_modifier = pop_recently_conquered
}
remove_modifier = pop_recently_conquered
}
every_owned_pop = {
every_owned_pop_group = {
set_citizenship_type = {
type = citizenship_full_machine
cooldown = yes
@@ -2210,7 +2193,7 @@ RG_destroy_planet_effect_sp = {
else = {
set_owner = event_target:gray_owner
}
every_owned_pop = {
every_owned_pop_group = {
modify_species = {
species = event_target:gray_owner.owner_species
add_trait = trait_cybernetic
@@ -2218,13 +2201,13 @@ RG_destroy_planet_effect_sp = {
change_scoped_species = yes
}
}
every_owned_pop = {
every_owned_pop_group = {
limit = {
has_modifier = pop_recently_conquered
}
remove_modifier = pop_recently_conquered
}
every_owned_pop = {
every_owned_pop_group = {
set_citizenship_type = {
type = citizenship_full_machine
cooldown = yes
@@ -2414,7 +2397,7 @@ RG_destroy_star_system = {
else = {
set_owner = event_target:gray_owner
}
every_owned_pop = {
every_owned_pop_group = {
modify_species = {
species = event_target:gray_owner.owner_species
add_trait = trait_cybernetic
@@ -2422,13 +2405,13 @@ RG_destroy_star_system = {
change_scoped_species = yes
}
}
every_owned_pop = {
every_owned_pop_group = {
limit = {
has_modifier = pop_recently_conquered
}
remove_modifier = pop_recently_conquered
}
every_owned_pop = {
every_owned_pop_group = {
set_citizenship_type = {
type = citizenship_full_machine
cooldown = yes
@@ -2790,24 +2773,25 @@ rg_gray_country_after_init = {
# 默认关闭自动建造中继器
# set_country_flag = rg_can_const_hyper_relay
# 初始化小灰领袖等级
if = {
limit = {
OR = {
has_country_flag = origin_rg_gray #遥远约定
has_country_flag = origin_gray_country #远星之歌
}
}
set_variable = {
which = rg_gray_level
value = 1
}
}
else = {
set_variable = {
which = rg_gray_level
value = 10
}
set_variable = {
which = rg_gray_level
value = 1
}
# if = {
# limit = {
# RG_has_gray_cluster_origin_trigger = yes
# }
# set_variable = {
# which = rg_gray_level
# value = 1
# }
# }
# else = {
# set_variable = {
# which = rg_gray_level
# value = 10
# }
# }
# 启动开局故事事件链
rg_storyline_trigger = yes
# 接受小灰建立通信
@@ -2818,7 +2802,7 @@ rg_gray_country_after_init = {
id = rg_grayleader.7
days = -1
}
rg_juggernaut_habitat_init = yes
# rg_juggernaut_habitat_init = yes
}
rg_timeline_attract_field_init = {

View File

@@ -328,7 +328,7 @@ rg_create_gray_destroyer_1 = {
set_owner = root
create_ship = {
name = "NAME_RG_base_destroyer"
design = "RG_base_destroyer_key"
design = "NAME_RG_base_destroyer"
prefix = no
upgradable = no
}

View File

@@ -8,7 +8,7 @@ graytempest_storm_add = {
inline_script = {
script = cosmic_storms/StormVisuals
STORM_NAME = "graytempest_storm"
STORM_NAME = "particle_storm"
}
}
@@ -94,7 +94,7 @@ graytempest_storm_apply_aftermath_modifier = {
}
}
graytempests_storm_apply_deposits = {
graytempest_storm_apply_deposits = {
every_system_planet = {
limit = {
OR = {

View File

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

View File

@@ -1,8 +0,0 @@
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
}
}

View File

@@ -1,6 +1,6 @@
RG_gray_mod1_trigger = {
event_target:gray_leader_admiral = {
has_skill >= 10
has_base_skill >= 10
}
NOR = {
has_country_flag = rg_gray_level_2
@@ -35,7 +35,7 @@ RG_gray_mod1_allow_trigger = {
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_10
event_target:gray_leader_admiral = {
has_skill >= 10
has_base_skill >= 10
}
}
resource_stockpile_compare = {
@@ -51,7 +51,7 @@ RG_gray_mod1_allow_trigger = {
RG_gray_mod2_trigger = {
AND = {
event_target:gray_leader_admiral = {
has_skill >= 10
has_base_skill >= 10
}
has_country_flag = rg_gray_level_2
}
@@ -63,6 +63,7 @@ RG_gray_mod2_trigger = {
}
}
}
RG_gray_mod2_allow_trigger = {
hidden_trigger = {
# To prevent exploit
@@ -92,7 +93,7 @@ RG_gray_mod2_allow_trigger = {
custom_tooltip = {
fail_text = requires_rg_graylevel_higherthan_10
event_target:gray_leader_admiral = {
has_skill >= 10
has_base_skill >= 10
}
}
}
@@ -105,13 +106,15 @@ RG_gray_mod2_allow_trigger = {
value >= 150000
}
}
RG_gray_mod3_trigger = {
NOR = {
has_country_flag = gray_reforming
RG_gray_is_reforming_trigger = yes
has_country_flag = rg_juggernaut_fired
}
has_country_flag = rg_gray_level_3
}
RG_gray_mod3_allow_trigger = {
resource_stockpile_compare = {
resource = energy
@@ -125,4 +128,39 @@ RG_gray_mod3_allow_trigger = {
fail_text = requires_rg_has_tech_juggernaut
has_technology = tech_juggernaut
}
}
}
RG_gray_official_active_trigger = {
OR = {
has_country_flag = gray_official_active
has_country_flag = gray_governor_active #旧版flag
}
}
RG_gray_warship_active_trigger = {
has_country_flag = gray_warship_active
}
RG_gray_army_active_trigger = {
has_country_flag = gray_army_active
}
RG_gray_scientist_active_trigger = {
has_country_flag = gray_constship_active
}
RG_gray_harbitat_active_trigger = {
has_country_flag = rg_habitat_enabled
}
RG_gray_not_avaliable_trigger = {
OR = {
RG_gray_is_reforming_trigger = yes
has_country_flag = gray_diplomacy_engaged
}
}
#小灰噶了
RG_gray_is_reforming_trigger = {
has_country_flag = gray_reforming
}

View File

@@ -0,0 +1,21 @@
rg_is_pc_nano = {
OR = {
is_planet_class = pc_nanotech
is_planet_class = pc_gray_goo
}
}
rg_system_has_nano_ripper = {
solar_system = {
any_system_megastructure = {
OR = {
is_megastructure_type = rg_nano_ripper_1
is_megastructure_type = rg_nano_ripper_2
is_megastructure_type = rg_nano_ripper_3
is_megastructure_type = rg_nano_ripper_4
is_megastructure_type = rg_nano_ripper_destroyed
is_megastructure_type = rg_nano_ripper_restored
}
}
}
}

View File

@@ -1,3 +1,23 @@
rg_all_cluster_mod_check = {
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
rg_has_ag_origin_trigger = yes # 遥远的故事
}
}
rg_all_cluster_mod_check_for_scion = {
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
rg_has_ag_origin_trigger = yes # 遥远的故事
}
}
RG_planet_can_auto_build = {
OR = {
AND = {
@@ -22,4 +42,42 @@ RG_planet_can_auto_build = {
has_deposit = d_trade_value_10
has_planet_flag = RG_work_bees_built
}
}
RG_OR_has_wsg_mod_trigger = {
OR = {
has_global_flag = has_wsg_mod
has_global_flag = kdc_event_mod_active
}
}
RG_AG_has_gray_master_trigger = {
has_civic = civic_AG_gray_master
}
RG_has_gray_cluster_origin_trigger = {
OR = {
has_country_flag = origin_rg_gray #遥远约定
has_country_flag = origin_gray_country #远星之歌
}
}
rg_is_main_species_with_maid_trait_trigger = {
has_trait = rg_machine_maid_trait
OR = {
is_same_species = owner_main_species
is_subspecies = owner_main_species
}
}
RG_tradition5_or_gray_owner_trigger = {
OR = {
RG_gray_harbitat_active_trigger = yes
has_active_tradition = tr_rg_nanotech_5
}
}
rg_has_ag_origin_trigger = {
any_country = {
has_origin = origin_Asgray
}
}

View File

@@ -338,7 +338,7 @@ can_destroy_planet_with_RG_PLANET_KILLER_NEUTRON = {
custom_tooltip = {
fail_text = is_unpopulated
OR = {
num_pops > 0
pop_amount > 0
is_planet_class = pc_infested
}
}
@@ -472,7 +472,7 @@ can_destroy_planet_with_RG_PLANET_KILLER_NANOBOTS = {
}
custom_tooltip = {
fail_text = no_assimilatable_pops
any_owned_pop = {
any_owned_pop_group = {
is_valid_pop_for_PLANET_KILLER_NANOBOTS = yes
}
}

View File

@@ -54,7 +54,7 @@ RG_graygoo_mothership = {
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_default_design = no #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
@@ -118,7 +118,7 @@ RG_graygoo_capitalship = {
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_default_design = no #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
@@ -183,8 +183,6 @@ RG_graygoo_capitalship = {
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
@@ -231,7 +229,7 @@ RG_gray_juggernaut = {
}
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_default_design = no #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
@@ -297,9 +295,7 @@ RG_gray_juggernaut = {
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"
required_component_set = "ftl_inhibitor"
components_add_to_cost = no
resources = {
@@ -337,7 +333,6 @@ RG_armed_constructor_ship = {
}
use_shipnames_from = constructor
icon = ship_size_constructor
base_buildtime = @construction_build_time
num_target_locators = 2
is_space_station = no
@@ -449,7 +444,7 @@ RG_graygoo_interdictor = {
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_default_design = no #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
@@ -503,7 +498,7 @@ RG_graygoo_destroyer = {
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_default_design = no #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
@@ -563,7 +558,7 @@ RG_graygoo_icebreaker_interdictor = {
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_default_design = no #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
@@ -617,7 +612,7 @@ RG_graygoo_Arsenal = {
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_default_design = no #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
@@ -669,7 +664,7 @@ RG_graygoo_Buff = {
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_default_design = no #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
@@ -843,7 +838,7 @@ RG_orbital_ring_tier_1 = {
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
enable_default_design = no #if yes, countries will have an auto-generated design at start
prerequisites = {
"tech_object_gray_6"
}

View File

@@ -0,0 +1,150 @@
situation_nanites_deficit = {
picture = GFX_evt_deficit
category = negative
fail_icon = GFX_situation_outcome_meh
fail_icon_frame = GFX_situation_outcome_frame_green
complete_icon = GFX_situation_outcome_bankrupcy
complete_icon_frame = GFX_situation_outcome_frame_red
on_start = {
set_situation_flag = deficit_situation
}
on_abort = {
owner = {
add_resource = {
nanites = @bailout_strategic_base_amount
mult = value:bailout_scaling_factor
}
}
}
start_value = 15
stages = {
deficit_first = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_red
end = 25
modifier = {
planet_jobs_upkeep_mult = 0.05
all_technology_research_speed = -0.05
planet_buildings_upkeep_mult = 0.05
megastructures_upkeep_mult = 0.05
}
}
deficit_second = {
icon = GFX_situation_stage_2
icon_background = GFX_situation_stage_frame_red
end = 50
modifier = {
planet_jobs_upkeep_mult = 0.1
all_technology_research_speed = -0.1
planet_buildings_upkeep_mult = 0.1
megastructures_upkeep_mult = 0.1
}
}
deficit_third = {
icon = GFX_situation_stage_3
icon_background = GFX_situation_stage_frame_red
end = 75
modifier = {
planet_jobs_upkeep_mult = 0.15
all_technology_research_speed = -0.2
planet_buildings_upkeep_mult = 0.15
megastructures_upkeep_mult = 0.15
}
}
deficit_fourth = {
icon = GFX_situation_stage_4
icon_background = GFX_situation_stage_frame_red
end = 100
on_first_enter = {
situation_event = {
id = gigadeficit.160
}
}
modifier = {
planet_jobs_upkeep_mult = 0.2
all_technology_research_speed = -0.4
planet_buildings_upkeep_mult = 0.2
megastructures_upkeep_mult = 0.2
}
}
}
on_progress_complete = {
country_defaulted_in_situation_tooltip = yes
hidden_effect = {
situation_event = {
id = rg_deficit.220
}
}
}
on_fail = {
custom_tooltip = deficit_situation_finish_tooltip
hidden_effect = {
destroy_situation = this
}
}
monthly_progress = {
base = 0
modifier = {
add = value:deficit_situation_progress_value|RESOURCE|nanites|
desc = string_expenditures_greater_than_income_nanites
owner = {
has_actual_deficit = {
RESOURCE = nanites
}
}
}
modifier = {
subtract = 3
desc = string_not_in_deficit_nanites
owner = {
resource_income_compare = {
resource = nanites
value >= 0
}
}
}
modifier = {
subtract = 1
desc = string_resource_reserves_nanites
owner = {
has_negative_income_with_stockpile = {
RESOURCE = nanites
}
}
}
}
approach = {
name = deficit_approach_do_nothing
icon = GFX_situation_approach_this_is_fine
icon_background = GFX_situation_approach_bg_yellow
default = yes
on_select = {
custom_tooltip = deficit_approach_do_nothing_tooltip
}
ai_weight = {
base = 1
}
}
approach = {
name = deficit_approach_cut_nanite_usage
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
modifier = {
country_nanites_produces_mult = 0.15
planet_stability_add = -10
planet_structures_cost_mult = 1
megastructures_cost_mult = 1
}
ai_weight = {
base = 0
modifier = {
add = 2
current_stage = deficit_third
}
modifier = {
add = 2
current_stage = deficit_fourth
}
}
}
}

View File

@@ -11,7 +11,7 @@ situation_rg_gray_mod1 = {
}
}
}
destroy_situation = this
destroy_situation = this
}
on_start = {
@@ -214,7 +214,7 @@ situation_rg_gray_mod1 = {
NOT = { exists = event_target:gray_warship }
owner = {
NOT = {
has_country_flag = gray_warship_active
RG_gray_warship_active_trigger = yes
}
}
}

View File

@@ -79,18 +79,13 @@ rg_fallen_machine = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 105
create_pop = {
species = owner_main_species
}
create_pop_group = {
species = owner_main_species
size = 105
}
while = {
count = 94
create_pop = {
species = event_target:rg_scion_slave.species
}
create_pop_group = {
species = event_target:rg_scion_slave.species
size = 94
}
rg_create_fallen_empire_starting_navy = yes
@@ -159,17 +154,13 @@ rg_fallen_machine = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 50
create_pop = {
species = owner_main_species
}
create_pop_group = {
species = owner_main_species
size = 50
}
while = {
count = 20
create_pop = {
species = event_target:rg_scion_slave.species
}
create_pop_group = {
species = event_target:rg_scion_slave.species
size = 20
}
while = {
count = 20
@@ -225,17 +216,13 @@ rg_fallen_machine = {
count = 5
add_district = district_rw_generator
}
while = {
count = 22
create_pop = {
species = owner_main_species
}
create_pop_group = {
species = owner_main_species
size = 22
}
while = {
count = 10
create_pop = {
species = event_target:rg_scion_slave.species
}
create_pop_group = {
species = event_target:rg_scion_slave.species
size = 10
}
while = {
count = 10
@@ -333,18 +320,14 @@ rg_fallen_machine_1 = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 105
create_pop = {
species = owner_main_species
}
create_pop_group = {
species = owner_main_species
size = 105
}
while = {
count = 94
create_pop = {
species = event_target:rg_scion_slave.species
}
create_pop_group = {
species = event_target:rg_scion_slave.species
size = 94
}
rg_create_fallen_empire_starting_navy = yes
@@ -421,17 +404,13 @@ rg_fallen_machine_1 = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 50
create_pop = {
species = owner_main_species
}
create_pop_group = {
species = owner_main_species
size = 50
}
while = {
count = 20
create_pop = {
species = event_target:rg_scion_slave.species
}
create_pop_group = {
species = event_target:rg_scion_slave.species
size = 20
}
while = {
count = 20
@@ -487,17 +466,13 @@ rg_fallen_machine_1 = {
count = 5
add_district = district_rw_generator
}
while = {
count = 22
create_pop = {
species = owner_main_species
}
create_pop_group = {
species = owner_main_species
size = 22
}
while = {
count = 10
create_pop = {
species = event_target:rg_scion_slave.species
}
create_pop_group = {
species = event_target:rg_scion_slave.species
size = 10
}
while = {
count = 10

View File

@@ -19,6 +19,8 @@ special_project = {
rg_event_effect_lcluster_open = yes
}
}
fail_trigger = {
}
on_fail = {
}
on_start = {
@@ -49,6 +51,8 @@ special_project = {
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
fail_trigger = {
}
on_start = {
owner = {
country_event = {
@@ -88,6 +92,8 @@ special_project = {
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
fail_trigger = {
}
on_start = {
owner = {
country_event = {
@@ -125,6 +131,8 @@ special_project = {
leader = commander
has_trait = RG_leader_trait_admiral_gray
}
fail_trigger = {
}
on_start = {
owner = {
country_event = {

View File

@@ -10,6 +10,8 @@ special_project = {
shipclass_science_ship = 1
leader = scientist
}
fail_trigger = {
}
on_start = {
owner = {
country_event = {
@@ -46,6 +48,8 @@ special_project = {
event_scope = country_event
requirements = {
}
fail_trigger = {
}
on_start = {
owner = {
random_situation = {
@@ -86,6 +90,8 @@ special_project = {
event_scope = country_event
requirements = {
}
fail_trigger = {
}
on_start = {
owner = {
random_situation = {

View File

@@ -18,4 +18,5 @@ RG_MACHINE = {
species_trait_points = 10
species_max_traits = 6
robotic = yes
inherit_traits_from = { BIOLOGICAL ROBOT MACHINE }
}

View File

@@ -0,0 +1,21 @@
citizenship_full_rg_maid = {
is_full_citizenship = yes
potential = {
exists = from
from = { is_same_value = event_target:gray_owner }
}
allow = {
hidden_trigger = { exists = from }
custom_tooltip = {
fail_text = RG_MACHINE_SPECIES_NOT_MACHINE
OR = {
has_trait = trait_rg_machine_unit
}
}
}
ai_will_do = {
factor = 100
}
}

View File

@@ -0,0 +1,66 @@
nanite_harvester = {
icon = "GFX_starbase_nanite_harvester"
construction_days = 360
potential = {
exists = owner
owner = {
OR = {
has_tradition = tr_nanotech_adopt
has_tradition = tr_rg_nanotech_adopt
}
}
is_normal_starbase = yes
}
possible = {
custom_tooltip = {
fail_text = "requires_starport"
has_starbase_size >= starbase_starport
}
custom_tooltip = {
fail_text = requires_planetoids_for_nanites
solar_system = {
any_system_planet = {
can_have_mineral_deposits = yes
NOT = { has_deposit = d_nanite_harvester_deposit }
}
}
}
}
resources = {
category = starbase_buildings
cost = {
alloys = 500
}
upkeep = {
energy = 4
mult = value:nanotech_harvester_deposit_num
}
}
on_finished = {
solar_system = {
system_event = {
id = cybernetics.5050
}
}
}
on_destroyed = {
solar_system = {
system_event = {
id = cybernetics.5051
}
}
}
custom_tooltip = nanite_harvester_tooltip
ai_weight = {
weight = 100 #use same weight here - ai weighting is done in starbase_types.txt
modifier = {}
}
}

View File

@@ -0,0 +1,4 @@
nanites_deficit = {
planet_jobs_produces_mult = -0.5
custom_tooltip = nanites_deficit_tooltip
}

View File

@@ -120,4 +120,26 @@ skill_rg_nanite_leader_background_planet_governor = {
planet_amenities_add = 2
planet_stability_add = 0.5
planet_jobs_upkeep_mult = -0.01
}
# Arc Furnace
rg_nano_ripper_1_mod = {
station_gatherers_produces_mult = @arc_furnace_1_mod_value
icon = "gfx/interface/icons/planet_modifiers/pm_arc_furnace.dds"
}
rg_nano_ripper_2_mod = {
station_gatherers_produces_mult = @arc_furnace_2_mod_value
icon = "gfx/interface/icons/planet_modifiers/pm_arc_furnace.dds"
}
rg_nano_ripper_3_mod = {
station_gatherers_produces_mult = @arc_furnace_3_mod_value
icon = "gfx/interface/icons/planet_modifiers/pm_arc_furnace.dds"
}
rg_nano_ripper_4_mod = {
station_gatherers_produces_mult = @arc_furnace_4_mod_value
icon = "gfx/interface/icons/planet_modifiers/pm_arc_furnace.dds"
}

View File

@@ -14,7 +14,7 @@ tr_rg_nanotech_adopt = {
}
}
custom_tooltip = tr_rg_nanotech_adopt_modifier_desc
unlocks_agenda = agenda_nanotech_unstoppable_swarm
unlocks_agenda = rg_agenda_nanotech_unstoppable_swarm
#Unlocks nanolab 1 and Starbase building
}
@@ -30,6 +30,7 @@ tr_rg_nanotech_finish = {
modifier = {
empire_size_colonies_mult = -0.5
ascension_perks_add = 1
shipsize_mining_station_upkeep_mult = -1
}
}
@@ -90,6 +91,7 @@ tr_rg_nanotech_3 = {
tech = tech_object_gray_7
message = no
}
rg_create_gray_planetkiller_testship_2 = yes
}
#Unlocks Starbase Building and Make Nanite World Decision
ai_weight = {

View File

@@ -49,7 +49,7 @@
# always = yes
# }
# leader_skill_levels = 1
# mult = trigger:has_skill
# mult = trigger:has_base_skill
# }
# self_modifier = {
# species_leader_exp_gain = 1
@@ -121,7 +121,7 @@ RG_leader_trait_governor_gray = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
mult = trigger:has_base_skill
}
self_modifier = {
species_leader_exp_gain = 1
@@ -175,7 +175,7 @@ RG_leader_trait_ruler_gray = {
}
# leader_skill_levels = 1
leaders_upkeep_mult = 0.1
mult = trigger:has_skill
mult = trigger:has_base_skill
}
triggered_self_modifier = {
potential = {
@@ -193,7 +193,7 @@ RG_leader_trait_ruler_gray = {
}
# leader_skill_levels = 1
leaders_upkeep_mult = 0.15
mult = trigger:has_skill
mult = trigger:has_base_skill
}
triggered_self_modifier = {
potential = {
@@ -207,7 +207,7 @@ RG_leader_trait_ruler_gray = {
}
# leader_skill_levels = 1
leaders_upkeep_mult = 0.2
mult = trigger:has_skill
mult = trigger:has_base_skill
}
triggered_councilor_modifier = {
potential = {
@@ -221,7 +221,7 @@ RG_leader_trait_ruler_gray = {
}
# country_energy_produces_mult = -0.02
planet_stability_add = -1
mult = trigger:has_skill
mult = trigger:has_base_skill
}
triggered_councilor_modifier = {
potential = {
@@ -239,7 +239,7 @@ RG_leader_trait_ruler_gray = {
}
# country_energy_produces_mult = -0.03
planet_stability_add = -1.5
mult = trigger:has_skill
mult = trigger:has_base_skill
}
triggered_councilor_modifier = {
potential = {
@@ -253,7 +253,7 @@ RG_leader_trait_ruler_gray = {
}
# country_energy_produces_mult = -0.04
planet_stability_add = -2
mult = trigger:has_skill
mult = trigger:has_base_skill
}
triggered_councilor_modifier = {
potential = {
@@ -268,7 +268,7 @@ RG_leader_trait_ruler_gray = {
megastructure_build_speed_mult = 0.1
country_unity_produces_mult = 0.05
country_base_influence_produces_add = 1
mult = trigger:has_skill
mult = trigger:has_base_skill
}
leader_class = {
official
@@ -293,7 +293,7 @@ RG_leader_trait_admiral_gray_1 = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
mult = trigger:has_base_skill
}
self_modifier = {
species_leader_exp_gain = 1
@@ -334,7 +334,7 @@ RG_leader_trait_admiral_gray_2 = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
mult = trigger:has_base_skill
}
self_modifier = {
species_leader_exp_gain = 1
@@ -375,7 +375,7 @@ RG_leader_trait_admiral_gray = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
mult = trigger:has_base_skill
}
self_modifier = {
species_leader_exp_gain = 1
@@ -449,7 +449,7 @@ RG_leader_trait_scientist_gray = {
always = yes
}
leader_skill_levels = 1
mult = trigger:has_skill
mult = trigger:has_base_skill
}
self_modifier = {
species_leader_exp_gain = 1

View File

@@ -4,12 +4,28 @@ rg_machine_maid_trait = {
}
custom_tooltip = rg_machine_maid_trait_effect_tooltip
initial = no
species_potential_add = { always = no }
species_possible_remove = { always = no }
species_possible_merge_add = { always = no }
species_possible_merge_remove = { always = no }
species_potential_add = {
FROM = {
RG_tradition5_or_gray_owner_trigger = yes
}
}
species_possible_remove = {
FROM = {
RG_tradition5_or_gray_owner_trigger = yes
}
}
species_possible_merge_add = {
FROM = {
RG_tradition5_or_gray_owner_trigger = yes
}
}
species_possible_merge_remove = {
FROM = {
RG_tradition5_or_gray_owner_trigger = yes
}
}
randomized = no
allowed_archetypes = { MACHINE }
allowed_archetypes = { ROBOT MACHINE BIOLOGICAL LITHOID RG_MACHINE }
sorting_priority = 20
potential_crossbreeding_chance = 1.0
@@ -31,7 +47,7 @@ rg_machine_maid_trait = {
exists = planet
planet = {
exists = owner
owner = { is_same_value = event_target:gray_owner }
owner = { has_country_flag = gray_owner }
}
}
planet_jobs_produces_mult = 0.1
@@ -54,11 +70,63 @@ rg_machine_maid_trait = {
}
}
}
}
slave_cost = {
energy = 1000
}
}
trait_rg_machine_unit = {
cost = 0
sorting_priority = 20
initial = no
randomized = no
species_potential_add = {
always = no
}
species_possible_remove = {
always = no
}
species_possible_merge_add = {
FROM = {
RG_tradition5_or_gray_owner_trigger = yes
}
}
species_possible_merge_remove = {
FROM = {
RG_tradition5_or_gray_owner_trigger = yes
}
}
icon = "gfx/interface/icons/traits/trait_machine_unit.dds"
allowed_archetypes = { ROBOT MACHINE BIOLOGICAL LITHOID RG_MACHINE }
immortal_leaders = no
modifier = {
pc_machine_habitability = 1
leader_lifespan_add = 10
habitability_floor_add = 0.5
}
triggered_planet_growth_habitability_modifier = {
potential = {
exists = owner
owner = {
OR = {
has_active_tradition = tr_nanotech_adopt
has_active_tradition = tr_rg_nanotech_adopt
}
}
}
pc_nanotech_habitability = 1
}
leader_age_min = 5
leader_age_max = 10
custom_tooltip_with_modifiers = TRAIT_MACHINE_UNIT_EFFECT
}

View File

@@ -0,0 +1,63 @@
# Planet District Zone Slots
# slot_test_01 = {
# start = zone_default # A zone of this type is immediately placed in a new district slot.
#
# include = { # A list of zone types that are available to be built in the slot. The key 'all' can be used to include all existing zone types.
# all
# }
#
# exclude = { # A list of zone types that aren't available to be built in the slot.
# zone_test_05
# }
#
# potential = {
# always = yes # Trigger that defines whether the slot is available on the planet at all. Scope = Planet.
# }
#
# unlock = { # Trigger that defines whether the slot is unlocked on the planet. Scope = Planet.
# always = yes
# }
# }
slot_rg_city_01 = {
include = {
zone_rg_city_housing
zone_rg_city_foundry
zone_rg_city_alloys
zone_rg_city_science
}
exclude = {
zone_default
}
unlock = { # planet scope
uses_district_set = rg_station
}
}
slot_rg_city_02 = {
include = {
zone_rg_city_housing
zone_rg_city_foundry
zone_rg_city_alloys
zone_rg_city_science
}
exclude = {
zone_default
}
unlock = { # planet scope
uses_district_set = rg_station
}
}
slot_rg_city_03 = {
include = {
zone_rg_city_housing
zone_rg_city_foundry
zone_rg_city_alloys
zone_rg_city_science
}
exclude = {
zone_default
}
unlock = { # planet scope
uses_district_set = rg_station
}
}

202
common/zones/rg_zones.txt Normal file
View File

@@ -0,0 +1,202 @@
# Planet District Zones
# zone_test_01 = {
# potential = { # Trigger that defines whether the zone can potentially be built on the Planet. Scope = Planet
# always = yes
# }
#
# unlock = { # Trigger that defines whether the zone is unlocked for building on the planet. Scope = Planet
# always = yes
# }
#
# resources = { # Cost of building. Scope = Planet
# category = planet_districts
# cost = {
# minerals = 50
# }
# }
#
# max_buildings = 3 # Number of slots for buildings.
#
# planet_modifier = { # Planet modifier from the zone
# }
#
# triggered_planet_modifier = { # Triggered planet modifier from the zone. Scope = Planet
# potential = {
# always = yes
# }
# }
#
# triggered_planet_pop_group_modifier = { # Triggered modifier applied to pop groups on planet.
# potential = { # Modifier values are divided in proportion to size between pop groups for which the trigger is true.
# always = yes # Scope = Pop group
# }
# }
#
# district_planet_modifier = { # Planet modifier from the zone. Modifier value is multiplied by the District Level
# }
#
# triggered_district_planet_modifier = { # Triggered planet modifier from the zone. Modifier value is multiplied by the District Level. Scope = Planet
# potential = {
# always = yes
# }
# }
#
# include = { } # Buildings listed here can be constructed in this zone.
#
# exclude = { } # Buildings listed here cannot be constructed in this zone.
#
# included_building_sets = {
# # Buildings belonging to any building set listed here can be constructed in this zone.
# }
#
# excluded_building_sets = {
# # Buildings belonging to any building set listed here cannot be constructed in this zone.
# }
#
# triggered_desc = { # Triggered description of the zone's effect. Scope = Planet
# trigger = {
# exists = owner
# }
# text = job_clerk_effect_desc
# }
# }
zone_rg_city_housing = {
icon = GFX_colony_type_urban
base_buildtime = 120
potential = { # planet scope
always = yes
}
unlock = { # planet scope
always = yes
}
resources = {
category = planet_zones
cost = {
}
}
include = {
all
}
included_building_sets = {
}
triggered_district_planet_modifier = {
potential = {
exists = owner
}
planet_housing_add = 3000
planet_crime_add = -10
planet_amenities_add = 1000
}
planet_modifier = {
zone_building_slots_add = 3
}
}
zone_rg_city_foundry = {
icon = GFX_resource_energy_large
base_buildtime = 120
potential = { # planet scope
always = yes
}
unlock = { # planet scope
always = yes
}
resources = {
category = planet_zones
cost = {
}
}
include = {
all
}
included_building_sets = {
}
inline_script = {
script = jobs/zone_technicians_add
AMOUNT = 1000
}
inline_script = {
script = jobs/zone_miner_add
AMOUNT = 1000
}
inline_script = {
script = jobs/zone_farmers_add
AMOUNT = 1000
}
planet_modifier = {
zone_building_slots_add = 3
}
}
zone_rg_city_alloys = {
icon = GFX_resource_energy_large
base_buildtime = 120
potential = { # planet scope
always = yes
}
unlock = { # planet scope
always = yes
}
resources = {
category = planet_zones
cost = {
}
}
include = {
all
}
included_building_sets = {
}
inline_script = {
script = jobs/zone_factory_add
AMOUNT = 500
}
inline_script = {
script = jobs/zone_foundry_add
AMOUNT = 500
}
planet_modifier = {
zone_building_slots_add = 3
}
}
zone_rg_city_science = {
icon = GFX_colony_type_research
base_buildtime = 120
potential = { # planet scope
always = yes
}
unlock = { # planet scope
always = yes
}
resources = {
category = planet_zones
cost = {
}
}
include = {
all
}
included_building_sets = {
}
inline_script = {
script = jobs/zone_researchers_add
AMOUNT = 1000
}
planet_modifier = {
zone_building_slots_add = 3
}
}

View File

@@ -1,4 +1,4 @@
version="d4a22820b3"
version="v3.*.*"
tags={
"Military"
"Balance"
@@ -6,7 +6,7 @@ tags={
"Events"
"Leaders"
}
name="Real Gray"
picture="thumbnail.png"
supported_version="v3.13.*"
name="Real Gray"
supported_version="v3.*.*"
remote_file_id="2136166095"

View File

@@ -73,7 +73,6 @@ country_event = {
save_event_target_as = candidate_gateway_system
}
}
set_global_flag = rg_kac_lcluster_project
}
option = {
name = "distar.10905.a"

View File

@@ -6,34 +6,6 @@
#
############################
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 = {
@@ -357,54 +329,6 @@ country_event = {
}
}
# 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
@@ -764,6 +688,54 @@ country_event = {
}
}
# 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
}
}
}
}
# Factory Destroyed (Dessanu)
country_event = {
id = graygoo.180
@@ -822,3 +794,610 @@ country_event = {
destroy_country = yes
}
}
# 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_global_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 = { is_machine_empire = no }
text = "graygoo.401.a.desc"
}
desc = {
trigger = { is_machine_empire = yes }
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 = {
is_machine_empire = yes
is_hive_empire = yes
}
}
hidden_effect = {
country_event = { id = graygoo.402 }
}
}
option = {
name = graygoo.401.b
trigger = {
is_machine_empire = yes
}
hidden_effect = {
country_event = { id = graygoo.402 }
}
}
option = {
name = graygoo.401.c
trigger = {
is_hive_empire = yes
}
hidden_effect = {
country_event = { id = graygoo.402 }
}
}
}
# Gray 2
country_event = {
id = graygoo.402
title = "TRANSMISSION"
desc = {
trigger = { is_machine_empire = no }
text = "graygoo.402.a.desc"
}
desc = {
trigger = { is_machine_empire = yes }
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 = {
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 = {
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_TYPE_RG_GRAY_GOO_LEADER_CHAT
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 = {
RG_gray_scientist_active_trigger = yes
RG_gray_official_active_trigger = yes
RG_gray_warship_active_trigger = yes
RG_gray_army_active_trigger = yes
RG_gray_not_avaliable_trigger = yes
}
}
immediate = {
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
RG_gray_official_active_trigger = yes
NOR = {
RG_gray_not_avaliable_trigger = yes
}
exists = event_target:gray_governor
}
immediate = {
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
RG_gray_warship_active_trigger = yes
NOR = {
RG_gray_not_avaliable_trigger = yes
}
exists = event_target:gray_warship
any_owned_fleet = {
is_same_value = event_target:gray_warship
}
event_target:gray_warship = {
num_ships > 0
}
}
immediate = {
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
}
}
RG_gray_army_active_trigger = yes
NOR = {
RG_gray_not_avaliable_trigger = yes
}
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 = {
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
RG_gray_is_reforming_trigger = yes
}
immediate = {
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
RG_gray_scientist_active_trigger = yes
NOR = {
RG_gray_not_avaliable_trigger = yes
}
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 = {
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 = {
RG_gray_army_active_trigger = yes
NOT = {
any_owned_army = {
army_type = gray_army
}
}
}
AND = {
RG_gray_warship_active_trigger = yes
NOT = {
exists = event_target:gray_warship
}
}
AND = {
has_country_flag = gray_official_active
NOT = {
exists = event_target:gray_official
}
}
AND = {
RG_gray_scientist_active_trigger = yes
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
}
}
# 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
}
}

View File

@@ -1,694 +0,0 @@
############################
#
# 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

@@ -130,25 +130,34 @@ country_event = {
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 = official
}
save_event_target_as = rg_cluster_sector_gov
# 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 = official
# }
# save_event_target_as = rg_cluster_sector_gov
# }
# }
# }
root = {
random_owned_leader = {
limit = {
leader_class = official
}
save_event_target_as = rg_cluster_sector_gov
}
}
}
@@ -191,9 +200,9 @@ country_event = {
set_controller = root
set_capital = yes
set_sector_capital = yes
sector = {
assign_leader = event_target:rg_cluster_sector_gov
}
# sector = {
# assign_leader = event_target:rg_cluster_sector_gov
# }
set_name = random
generate_start_buildings_and_districts = yes
}
@@ -203,7 +212,7 @@ country_event = {
is_machine_empire = no
}
}
every_owned_pop = {
every_owned_pop_group = {
modify_species = {
species = this
ideal_planet_class = pc_nuked
@@ -240,18 +249,20 @@ country_event = {
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
every_owned_pop_group = {
resettle_pop_group = {
POP_GROUP = this
PLANET = event_target:rg_cluster_home_planet
PERCENTAGE = 1
}
unemploy_pop = yes
}
remove_planet = yes
}
event_target:rg_cluster_home_planet = {
every_owned_pop = {
every_owned_pop_group = {
unemploy_pop = yes
clear_pop_category = yes
}
@@ -407,10 +418,12 @@ country_event = {
}
}
option = {
trigger = {
always = yes
}
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
@@ -437,10 +450,12 @@ country_event = {
}
}
option = {
trigger = {
always = yes
}
name = "rg_cluster.12.a"
}
}
# Inform other empires of the L-Cluster being open (has nothing)
country_event = {
id = rg_cluster.13
@@ -450,6 +465,9 @@ country_event = {
picture = GFX_evt_l-gateway
show_sound = event_mystic_reveal
option = {
trigger = {
always = yes
}
name = "rg_cluster.13.a"
}
}

View File

@@ -97,14 +97,8 @@ ship_event = {
hide_window = yes
is_triggered_only = yes
trigger = {
OR = {
AND = {
is_ship_size = RG_armed_science_ship
OR = {
has_component = RG_AUTOCONST_HANGER
}
}
}
is_ship_size = RG_armed_science_ship
has_component = RG_AUTOCONST_HANGER
solar_system = {
OR = {
NOT = {
@@ -136,11 +130,6 @@ ship_event = {
immediate = {
if = {
limit = {
owner = {
NOT = {
is_same_value = event_target:origin_rg_gray_country
}
}
solar_system = {
NOT = {
any_fleet_in_system = {
@@ -154,51 +143,9 @@ ship_event = {
}
RG_const_auto_build_effect_event = yes
}
else_if = {
limit = {
owner = {
is_same_value = event_target: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 = event_target: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
days = 30
}
}
}
@@ -737,6 +684,7 @@ country_event = {
hide_window = yes
is_triggered_only = yes
trigger = {
exists = fromfrom.leader
OR = {
fromfrom.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
@@ -770,8 +718,9 @@ country_event = {
hide_window = yes
is_triggered_only = yes
trigger = {
exists = fromfromfrom.leader
OR = {
fromfrom.leader = {
fromfromfrom.leader = {
has_trait = RG_leader_trait_admiral_nanorebuild_gray
}
}

159
events/RG_deficit_event.txt Normal file
View File

@@ -0,0 +1,159 @@
namespace = rg_deficit
situation_event = {
id = rg_deficit.170
title = deficit.170.name
desc = {
text = rg_deficit.170.desc
trigger = { owner = { is_machine_empire = no } }
}
desc = {
text = rg_deficit.170.desc.machine
trigger = { owner = { is_machine_empire = yes } }
}
picture = GFX_evt_deficit
show_sound = event_bad_omen
is_triggered_only = yes
situation = this
abort_trigger = {
situation_progress >= 100
}
immediate = {
owner = {
# if normal empire, get all non-sapient or enslaved robots
if = {
limit = {
is_machine_empire = no
}
ordered_owned_planet = {
limit = {
any_owned_pop_group = {
OR = {
is_shackled_robot = yes
is_non_sapient_robot = yes
}
}
}
order_by = value:num_non_sapient_robots_on_planet
position = 0
save_event_target_as = robots_planet
event_target:robots_planet = {
count_robots_to_recycle = { ALLOYS = 100 }
}
}
}
# if machine empire, the planet with most pops...
else = {
ordered_owned_planet = {
limit = {
any_owned_pop_group = {
is_robot_pop = yes
}
}
order_by = trigger:pop_amount
position = 0
save_event_target_as = robots_planet
event_target:robots_planet = {
# ...and halven the number of recycled bots here
count_robots_to_recycle = { ALLOYS = 100 }
}
}
}
}
}
# scrap all robots on a planet (normal empires)
option = {
name = rg_deficit.170.A
custom_tooltip = rg_deficit.170.A.tooltip
trigger = {
owner = {
is_machine_empire = no
}
exists = event_target:robots_planet
}
hidden_effect = {
event_target:robots_planet = {
every_owned_pop_group = {
limit = {
OR = {
is_shackled_robot = yes
is_non_sapient_robot = yes
}
}
kill_single_pop = yes
}
}
owner = {
add_resource = {
nanites = 1
mult = event_target:robots_planet.total_alloys_gained
}
}
}
}
# scrap half robot pops on a planet (machine empires)
option = {
name = rg_deficit.170.B
custom_tooltip = rg_deficit.170.B.tooltip
trigger = {
owner = {
is_machine_empire = yes
}
exists = event_target:robots_planet
}
hidden_effect = {
event_target:robots_planet = {
while = {
count = recycled_robots_100
random_owned_pop_group = {
limit = {
is_robot_pop_group = yes
}
kill_single_pop = yes
}
}
}
owner = {
add_resource = {
nanites = 1
mult = event_target:robots_planet.total_alloys_gained
}
}
}
}
option = {
name = deficit.100.C
}
}
situation_event = {
id = rg_deficit.220
title = BANKRUPTCY
desc = rg_deficit.175.desc
picture = GFX_evt_deficit
show_sound = event_life_support_fail
is_triggered_only = yes
situation = this
force_open = yes
option = {
name = UNFORTUNATE
owner = {
add_resource = {
nanites = @bailout_strategic_base_amount
mult = value:bailout_scaling_factor
}
country_defaulted_effect = yes
}
}
after = {
destroy_situation = this
}
}

View File

@@ -1,35 +1,75 @@
namespace = rg_event
# 灰风起源创建灰风事件
# Spawn L-Cluster
# Fired from on_game_start_country
# Scope = Country
country_event = {
id = rg_event.1
hide_window = yes
is_triggered_only = yes
trigger = {
#有遥远约定起源
AND = {
has_origin = origin_rg_gray
# NOT = { has_global_flag = rg_origin_l_cluster }
}
}
immediate = {
#星团起源
if = {
limit = {
#有星团起源标记
has_civic = civic_rg_gray_cluster
}
rg_event_effect_event1_cluster = yes
if = {
#前提是没有已经存在的第一个遥远约定起源的全局标记
limit = {
NOT = {
has_global_flag = origin_rg_gray_1st_global
}
}
rg_event_effect_event1_cluster = yes
}
else = {
#不是第一个选了遥远约定起源的国家,怎么办?
rg_event_effect_event1_dragon = yes
}
}
#银河起源
else_if = {
limit = {
#有银河起源标记
has_civic = civic_rg_gray_non_cluster
}
rg_event_effect_event1_cluster_galaxy = yes
if = {
limit = {
OR = {
#有遥远的故事起源国家,这个条件为什么在这我忘了
any_country = {
has_origin = origin_Asgray
}
#前提是没有已经存在的第一个遥远约定起源的全局标记
NOT = {
has_global_flag = origin_rg_gray_1st_global
}
}
}
rg_event_effect_event1_galaxy = yes
}
else = {
#不是第一个选了遥远约定起源的国家,怎么办?
rg_event_effect_event1_dragon = yes
}
}
#两个标记都没有默认扔进星团
else = {
rg_event_effect_event1_cluster = yes
}
}
}
#小灰打招呼事件
# Fired from rg_event.1
# Scope = Country
country_event = {
id = rg_event.2
title = graygoo.500.title
@@ -42,9 +82,11 @@ country_event = {
is_triggered_only = yes
immediate = {
rg_gray_country_init = yes
#真正送小灰的事件调用499
country_event = {
id = graygoo.499
}
#给开局小科技
give_technology = {
tech = tech_minilaser_gray_1
message = no
@@ -59,7 +101,6 @@ country_event = {
default_hide_option = yes
}
}
country_event = {
id = rg_event.3
title = "graygoo.500.title"
@@ -476,7 +517,7 @@ country_event = {
has_leader_flag = rg_gray_leader
}
export_trigger_value_to_variable = {
trigger = has_skill
trigger = has_base_skill
variable = rg_gray_level_temp
}
owner = {
@@ -722,7 +763,7 @@ country_event = {
hide_window = yes
is_triggered_only = yes
trigger = {
has_country_flag = gray_army_active
RG_gray_army_active_trigger = yes
any_owned_army = {
army_type = gray_army
fleet = {
@@ -1014,7 +1055,7 @@ country_event = {
# is_triggered_only = yes
# trigger = {
# is_same_value = event_target:gray_owner
# has_country_flag = gray_reforming
# RG_gray_is_reforming_trigger = yes
# }
# immediate = {
# if = {
@@ -1049,7 +1090,7 @@ country_event = { # Memorial Valuts Civic Paragon Level Tick / FROM = Leader
FROM = {
has_leader_flag = rg_gray_leader
}
has_country_flag = rg_habitat_enabled
RG_gray_harbitat_active_trigger = yes
}
immediate = {
@@ -1081,7 +1122,7 @@ planet_event = {
}
immediate = {
random_owned_pop = {
weighted_random_owned_pop_group = {
limit = {
is_same_species = owner_species
}
@@ -1091,18 +1132,26 @@ planet_event = {
limit = {
exists = event_target:necrophage_pop_species
}
create_pop = {
create_pop_group = {
species = event_target:necrophage_pop_species
size = 0
effect = {
save_event_target_as = last_created_pop_group
}
}
}
else = {
create_pop = {
create_pop_group = {
species = owner_species
size = 0
effect = {
save_event_target_as = last_created_pop_group
}
}
}
if = {
limit = {
last_created_pop = {
event_target:last_created_pop_group = {
NOT = { ideal_planet_class = root }
}
NOR = {
@@ -1119,27 +1168,33 @@ planet_event = {
NOT = { ideal_planet_class = root }
}
}
last_created_pop = {
event_target:last_created_pop_group = {
modify_species = {
ideal_planet_class = root
}
}
}
if = {
limit = {
from = {
OR = {
has_active_tradition = tr_harmony_unity_of_self
has_active_tradition = tr_synchronicity_unity_of_mind
event_target:last_created_pop_group = {
add_pop_amount = local_pop_amount
}
while = {
count = local_pop_amount
if = {
limit = {
from = {
OR = {
has_active_tradition = tr_harmony_unity_of_self
has_active_tradition = tr_synchronicity_unity_of_mind
}
}
}
}
from = {
add_monthly_resource_mult = {
resource = unity
value = 1.5
min = 5
max = 100
from = {
add_monthly_resource_mult = {
resource = unity
value = 1.5
min = 5
max = 100
}
}
}
}
@@ -1165,7 +1220,10 @@ planet_event = {
level >= 2
}
}
add_opinion_modifier = { who = FROM modifier = opinion_necrophage }
while = {
count = local_pop_amount
add_opinion_modifier = { who = FROM modifier = opinion_nanophage }
}
}
every_country = {
limit = {
@@ -1178,7 +1236,10 @@ planet_event = {
level >= 1 #lower because you'd hear from a friend of a friend
}
}
add_opinion_modifier = { who = FROM modifier = opinion_necrophage_our_species }
while = {
count = local_pop_amount
add_opinion_modifier = { who = FROM modifier = opinion_nanophage_our_species }
}
}
}
}
@@ -1194,21 +1255,15 @@ country_event = { # Memorial Valuts Civic Paragon Level Tick / FROM = Leader
immediate = {
rg_create_gray_planetkiller_testship_2 = yes
every_owned_pop = {
limit = {
is_same_species = root
species = {
NOT = {
has_trait = rg_machine_maid_trait
}
capital_scope = {
every_owned_pop_group = {
modify_species = {
species = owner_main_species
add_trait = rg_machine_maid_trait
}
}
modify_species = {
species = this
add_trait = rg_machine_maid_trait
}
species = { save_event_target_as = gray_owner_modded_species }
}
}
}
@@ -1332,81 +1387,82 @@ country_event = {
}
# 灰色风暴线小灰通讯
country_event = {
id = rg_event.400
title = "TRANSMISSION"
trigger = {
NOT = {
any_playable_country = {
has_country_flag = gray_owner
}
}
}
desc = {
trigger = {
NOT = {
has_authority = auth_machine_intelligence
}
}
text = "rg_event.400.a.desc"
}
desc = {
trigger = {
has_authority = auth_machine_intelligence
}
text = "rg_event.400.b.desc"
}
diplomatic = yes
picture_event_data = {
portrait = root.species
room = "ethic_spaceship_room"
}
is_triggered_only = yes
option = {
name = rg_event.400.a
trigger = {
NOR = {
has_authority = auth_machine_intelligence
has_authority = auth_hive_mind
}
}
hidden_effect = {
country_event = {
id = graygoo.406
}
}
}
option = {
name = rg_event.400.b
trigger = {
has_authority = auth_machine_intelligence
}
hidden_effect = {
country_event = {
id = graygoo.406
}
}
}
option = {
name = rg_event.400.c
trigger = {
has_authority = auth_hive_mind
}
hidden_effect = {
country_event = {
id = graygoo.406
}
}
}
option = {
name = rg_event.400.d
hidden_effect = {
country_event = {
id = rg_event.401
}
}
}
}
# country_event = {
# id = rg_event.400
# title = "TRANSMISSION"
# is_triggered_only = yes
# trigger = {
# NOT = {
# any_playable_country = {
# has_country_flag = gray_owner
# }
# }
# }
# desc = {
# trigger = {
# NOT = {
# is_machine_empire = yes
# }
# }
# text = "rg_event.400.a.desc"
# }
# desc = {
# trigger = {
# is_machine_empire = yes
# }
# text = "rg_event.400.b.desc"
# }
# diplomatic = yes
# picture_event_data = {
# portrait = root.species
# room = "ethic_spaceship_room"
# }
#
# option = {
# name = rg_event.400.a
# trigger = {
# NOR = {
# is_machine_empire = yes
# is_hive_empire = yes
# }
# }
# hidden_effect = {
# country_event = {
# id = graygoo.406
# }
# }
# }
# option = {
# name = rg_event.400.b
# trigger = {
# is_machine_empire = yes
# }
# hidden_effect = {
# country_event = {
# id = graygoo.406
# }
# }
# }
# option = {
# name = rg_event.400.c
# trigger = {
# is_hive_empire = yes
# }
# hidden_effect = {
# country_event = {
# id = graygoo.406
# }
# }
# }
# option = {
# name = rg_event.400.d
# hidden_effect = {
# country_event = {
# id = rg_event.401
# }
# }
# }
# }
country_event = {
id = rg_event.401

36
events/RG_fe_events.txt Normal file
View File

@@ -0,0 +1,36 @@
namespace = rg_fe
# Gray 2
country_event = {
id = rg_fe.2
title = "TRANSMISSION"
desc = {
trigger = {
NOT = {
is_machine_empire = yes
}
}
text = "graygoo.402.a.desc"
}
desc = {
trigger = {
is_machine_empire = yes
}
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
}
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,563 @@
namespace = rg_grayleader
# Check list (Initial)
# 快速返回首页的按钮。
country_event = {
id = rg_grayleader.1
hide_window = yes
is_triggered_only = yes
trigger = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
}
immediate = {
if = {
limit = {
#500.initial
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
NOR = {
RG_gray_scientist_active_trigger = yes
RG_gray_official_active_trigger = yes
RG_gray_warship_active_trigger = yes
RG_gray_army_active_trigger = yes
RG_gray_not_avaliable_trigger = yes
}
}
country_event = {
id = rg_grayleader.500
}
}
else_if = {
#501.governor
limit = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
RG_gray_official_active_trigger = yes
NOT = {
RG_gray_not_avaliable_trigger = yes
}
exists = event_target:gray_governor
}
country_event = {
id = rg_grayleader.501
}
}
else_if = {
#502.warship
limit = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
RG_gray_warship_active_trigger = yes
NOT = {
RG_gray_not_avaliable_trigger = yes
}
exists = event_target:gray_warship
any_owned_fleet = {
is_same_value = event_target:gray_warship
}
event_target:gray_warship = {
num_ships > 0
}
}
country_event = {
id = rg_grayleader.502
}
}
else_if = {
#503.army
limit = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
RG_gray_army_active_trigger = yes
NOT = {
RG_gray_not_avaliable_trigger = yes
}
is_same_value = event_target:gray_owner
any_owned_army = {
army_type = gray_army
OR = {
exists = planet
AND = {
exists = fleet
fleet = {
num_ships > 0
}
}
}
}
}
country_event = {
id = rg_grayleader.503
}
}
else_if = {
#505.scienceship
limit = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
RG_gray_scientist_active_trigger = yes
NOT = {
RG_gray_not_avaliable_trigger = yes
}
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
}
}
country_event = {
id = rg_grayleader.505
}
}
else_if = {
#504.gale
limit = {
fromfrom = {
OR = {
is_country_type = gray
is_same_value = ROOT
}
}
is_same_value = event_target:gray_owner
RG_gray_is_reforming_trigger = yes
}
country_event = {
id = graygoo.504
}
}
}
}
# Main Menu (Initial)
country_event = {
id = rg_grayleader.500
title = "graygoo.500.title"
desc = "graygoo.500.a.desc"
desc = "graygoo.500.b.desc"
desc = "graygoo.500.c.desc"
desc = "graygoo.500.d.desc"
diplomatic = yes
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
inline_script = {
script = events/rg_graygoo/rg_graygoo.500
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
# Main Menu (Governor)
country_event = {
id = rg_grayleader.501
title = "graygoo.500.title"
desc = "graygoo.501.a.desc"
desc = "graygoo.501.b.desc"
desc = "graygoo.501.c.desc"
desc = "graygoo.501.d.desc"
diplomatic = yes
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
planet_background = event_target:gray_official_planet
room = root
}
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.501
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
# Main Menu (Warship)
country_event = {
id = rg_grayleader.502
title = "graygoo.500.title"
desc = "graygoo.502.a.desc"
desc = "graygoo.502.b.desc"
desc = "graygoo.502.c.desc"
desc = "graygoo.502.d.desc"
diplomatic = yes
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_admiral
room = "ethic_spaceship_room"
}
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.502
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
# Main Menu (Army)
country_event = {
id = rg_grayleader.503
title = "graygoo.500.title"
desc = "graygoo.503.a.desc"
desc = "graygoo.503.b.desc"
desc = "graygoo.503.c.desc"
desc = "graygoo.503.d.desc"
diplomatic = yes
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_general
room = "ethic_spaceship_room"
}
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.503
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
# Main Menu (Gray Reforming)
country_event = {
id = rg_grayleader.504
title = "graygoo.500.title"
desc = "graygoo.504.desc"
diplomatic = yes
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.504
}
}
# Main Menu (const)
country_event = {
id = rg_grayleader.505
title = "graygoo.500.title"
desc = "graygoo.505.a.desc"
desc = "graygoo.505.b.desc"
desc = "graygoo.505.c.desc"
desc = "graygoo.505.d.desc"
diplomatic = yes
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_leader_scientist
room = "ethic_spaceship_room"
}
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.505
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
# help Menu (Initial)
country_event = {
id = rg_grayleader.4
title = "graygoo.500.title"
desc = "rg_event.4.a.desc"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.4
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
country_event = {
id = rg_grayleader.5
title = "graygoo.500.title"
desc = "rg_event.5.a.desc"
desc = "rg_event.5.b.desc"
desc = "rg_event.5.c.desc"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.5
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
# 私房钱榨干了
country_event = {
id = rg_grayleader.6
title = "graygoo.500.title"
desc = "rg_event.6.a.desc"
desc = "rg_event.6.b.desc"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:gray_governor
room = "ethic_spaceship_room"
}
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.6
}
option = {
name = graygoo.500.prepage
tag = dismiss_leader
hidden_effect = {
country_event = {
id = rg_grayleader.1
}
}
}
}
# 衣柜事件
country_event = {
id = rg_grayleader.7
title = "graygoo.500.title"
desc = "rg_event.7.a.desc"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
# 美味女仆
name = rg_event.7.a
trigger = {
has_global_flag = ms_species_enabled
}
hidden_effect = {
rg_global_clear_portrait_select = yes
set_global_flag = rg_ms_gray_portrait_set
event_target:gray_owner = {
set_country_flag = mss_enable_gray_maid
}
country_event = {
id = rg_mss_gray.10
}
}
}
option = {
# 动态灰风
name = rg_event.7.b
trigger = {
has_global_flag = has_grayextend_mod
}
hidden_effect = {
rg_global_clear_portrait_select = yes
set_global_flag = rg_ge_gray_portrait_set
country_event = {
id = rg_grayleader.8
}
}
}
option = {
# 舰r
name = rg_event.7.d
trigger = {
RG_OR_has_wsg_mod_trigger = yes
}
hidden_effect = {
rg_global_clear_portrait_select = yes
set_global_flag = rg_wg_gray_portrait_set
}
}
option = {
# 默认
name = rg_event.7.z
}
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
}
}
}
}
#动态灰风-立绘选择
country_event = {
id = rg_grayleader.8
title = "graygoo.500.title"
desc = "rg_event.8.a.desc"
event_window_type = leader_recruit
picture_event_data = {
portrait = event_target:rg_gray_country_leader
planet_background = root.capital_scope
}
is_triggered_only = yes
immediate = {
set_country_flag = gray_diplomacy_engaged
}
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
}
}
option = {
# 执政官
name = rg_event.8.a
hidden_effect = {
if = {
limit = {
NOT = {
has_global_flag = rg_ge_gray_portrait_manual_toggle
}
}
set_global_flag = rg_ge_gray_portrait_manual_toggle
}
rg_ge_clear_portrait_select = yes
event_target:gray_owner = {
set_country_flag = rg_ge_governor_portrait_set
}
}
}
option = {
# 科学家
name = rg_event.8.b
hidden_effect = {
if = {
limit = {
NOT = {
has_global_flag = rg_ge_gray_portrait_manual_toggle
}
}
set_global_flag = rg_ge_gray_portrait_manual_toggle
}
rg_ge_clear_portrait_select = yes
event_target:gray_owner = {
set_country_flag = rg_ge_scientist_portrait_set
}
}
}
option = {
# 关闭手动选择
name = rg_event.8.c
trigger = {
has_global_flag = rg_ge_gray_portrait_manual_toggle
}
hidden_effect = {
rg_ge_clear_portrait_select = yes
remove_global_flag = rg_ge_gray_portrait_manual_toggle
}
}
option = {
# 算了
name = rg_event.8.d
}
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
}
}
}
}

View File

@@ -27,11 +27,9 @@ country_event = {
}
}
capital_scope = {
while = {
count = 5
create_pop = {
species = event_target:rg_maid_species
}
create_pop_group = {
species = event_target:rg_maid_species
size = 5
}
}
}

84
events/RG_mss_gray.txt Normal file
View File

@@ -0,0 +1,84 @@
namespace = rg_mss_gray
country_event = {
id = rg_mss_gray.10
title = mss_gray.10.t
desc = mss_gray.10.d
trigger = {
exists = event_target:gray_owner
is_same_value = event_target:gray_owner
}
diplomatic = yes
is_triggered_only = yes
# fire_only_once = yes
immediate = {
event_target:gray_country = {
create_leader = {
class = official
species = event_target:gray_owner
effect = {
change_leader_portrait = ms_ldr_gray_default
save_event_target_as = mss_temp_gray
set_leader_flag = ms_temp_gray
}
}
}
ms_set_gray_portrait = { P = ms_ldr_gray_default }
}
picture = GFX_evt_gray_goo_ships
picture_event_data = {
portrait = event_target:mss_temp_gray
room = specialist_bulwark_room
planet_background = pc_gray_goo
}
show_sound = event_faceoff_in_space
option = {
name = mss_gray.portrait.random
is_dialog_only = yes response_text = mss_gray.portrait.response.random
ms_set_gray_portrait = { P = ms_ldr_gray_random }
}
option = {
name = mss_gray.portrait.random.wingless
is_dialog_only = yes response_text = mss_gray.portrait.response.random
ms_set_gray_portrait = { P = ms_ldr_gray_random_wingless }
}
option = {
name = mss_gray.portrait.default
is_dialog_only = yes response_text = mss_gray.portrait.response.default
ms_set_gray_portrait = { P = ms_ldr_gray_default }
}
option = {
name = mss_gray.portrait.default.wingless
is_dialog_only = yes response_text = mss_gray.portrait.response.default
ms_set_gray_portrait = { P = ms_ldr_gray_default_wingless }
}
option = {
name = mss_gray.portrait.classic
is_dialog_only = yes response_text = mss_gray.portrait.response.classic
ms_set_gray_portrait = { P = ms_ldr_gray_classic }
}
option = {
name = mss_gray.portrait.classic.wingless
is_dialog_only = yes response_text = mss_gray.portrait.response.classic
ms_set_gray_portrait = { P = ms_ldr_gray_classic_wingless }
}
option = {
name = mss_gray.10.yes
custom_tooltip = mss_gray.10.yes.tt
hidden_effect = {
set_country_flag = mss_enable_gray_maid
country_event = { id = mss_gray.20 }
}
}
option = {
name = mss_gray.10.no
custom_tooltip = mss_gray.10.no.tt
}
after = {
custom_tooltip = MS_LABEL_SPECIES
hidden_effect = {
event_target:mss_temp_gray = {
kill_leader = { show_notification = no }
}
}
}
}

View File

@@ -43,10 +43,10 @@ country_event = {
set_country_flag = rg_scion_needs_fe
if = {
limit ={
any_playable_country = {
AND = {
OR = {
rg_all_cluster_mod_check_for_scion = yes
any_playable_country = {
has_origin = origin_rg_gray
# NOT = { has_global_flag = rg_origin_l_cluster }
}
}
}

View File

@@ -1,4 +1,243 @@
namespace = rg_planet
# Furnace Lvl 1
country_event = {
id = rg_planet.1000
hide_window = yes
location = FROM
is_triggered_only = yes
after = {
fromfromfrom = {
solar_system = {
every_system_planet = {
limit = {
NOT = { has_deposit_for = shipclass_research_station }
is_star = no
is_astral_scar = no
colonizable_planet = no
}
save_event_target_as = target_planet
remove_trade_deposits = yes
add_deposit = d_nanite_ripper_deposit_1
rg_nano_ripper_update_orbital_effect = yes
add_modifier = {
modifier = rg_nano_ripper_1_mod
days = -1
}
}
}
}
}
}
# Furnace Lvl 2
country_event = {
id = rg_planet.1005
hide_window = yes
location = FROM
is_triggered_only = yes
after = {
fromfromfrom = {
solar_system = {
every_system_planet = {
limit = {
NOT = { has_deposit_for = shipclass_research_station }
is_star = no
is_astral_scar = no
colonizable_planet = no
}
save_event_target_as = target_planet
remove_trade_deposits = yes
add_deposit = d_nanite_ripper_deposit_2
rg_nano_ripper_update_orbital_effect = yes
remove_modifier = rg_nano_ripper_1_mod
add_modifier = {
modifier = rg_nano_ripper_2_mod
days = -1
}
}
}
}
}
}
# Furnace Lvl 3
country_event = {
id = rg_planet.1010
hide_window = yes
location = FROM
is_triggered_only = yes
after = {
fromfromfrom = {
solar_system = {
every_system_planet = {
limit = {
NOT = { has_deposit_for = shipclass_research_station }
is_star = no
is_astral_scar = no
colonizable_planet = no
}
save_event_target_as = target_planet
remove_trade_deposits = yes
add_deposit = d_nanite_ripper_deposit_3
rg_nano_ripper_update_orbital_effect = yes
remove_modifier = rg_nano_ripper_2_mod
add_modifier = {
modifier = rg_nano_ripper_3_mod
days = -1
}
}
}
}
}
}
# Furnace Lvl 4
country_event = {
id = rg_planet.1015
hide_window = yes
location = FROM
is_triggered_only = yes
after = {
fromfromfrom = {
solar_system = {
every_system_planet = {
limit = {
NOT = { has_deposit_for = shipclass_research_station }
is_star = no
is_astral_scar = no
colonizable_planet = no
}
save_event_target_as = target_planet
remove_trade_deposits = yes
add_deposit = d_nanite_ripper_deposit_4
rg_nano_ripper_update_orbital_effect = yes
remove_modifier = rg_nano_ripper_3_mod
add_modifier = {
modifier = rg_nano_ripper_4_mod
days = -1
}
}
}
}
}
}
# Furnace Restored
country_event = {
id = rg_planet.1016
hide_window = yes
location = FROM
is_triggered_only = yes
after = {
fromfromfrom = {
solar_system = {
every_system_planet = {
limit = {
NOT = { has_deposit_for = shipclass_research_station }
is_star = no
is_astral_scar = no
colonizable_planet = no
}
save_event_target_as = target_planet
remove_trade_deposits = yes
add_deposit = d_nanite_ripper_deposit_1
rg_nano_ripper_update_orbital_effect = yes
add_deposit = d_nanite_ripper_deposit_2
rg_nano_ripper_update_orbital_effect = yes
add_deposit = d_nanite_ripper_deposit_3
rg_nano_ripper_update_orbital_effect = yes
add_deposit = d_nanite_ripper_deposit_4
rg_nano_ripper_update_orbital_effect = yes
remove_modifier = rg_nano_ripper_3_mod
add_modifier = {
modifier = rg_nano_ripper_4_mod
days = -1
}
}
}
}
}
}
ship_event = {
id = rg_planet.1017
hide_window = yes
is_triggered_only = yes
trigger = {
from = {
OR = {
has_modifier = rg_nano_ripper_1_mod
has_modifier = rg_nano_ripper_2_mod
has_modifier = rg_nano_ripper_3_mod
has_modifier = rg_nano_ripper_4_mod
}
}
}
immediate = {
from = {
if = {
limit = {
NOT = { has_deposit_for = shipclass_research_station }
is_star = no
is_astral_scar = no
colonizable_planet = no
}
remove_trade_deposits = yes
switch = {
trigger = has_modifier
rg_nano_ripper_1_mod = {
add_deposit = d_nanite_ripper_deposit_1
rg_nano_ripper_update_orbital_effect = yes
}
rg_nano_ripper_2_mod = {
add_deposit = d_nanite_ripper_deposit_1
rg_nano_ripper_update_orbital_effect = yes
add_deposit = d_nanite_ripper_deposit_2
rg_nano_ripper_update_orbital_effect = yes
}
rg_nano_ripper_3_mod = {
add_deposit = d_nanite_ripper_deposit_1
rg_nano_ripper_update_orbital_effect = yes
add_deposit = d_nanite_ripper_deposit_2
rg_nano_ripper_update_orbital_effect = yes
add_deposit = d_nanite_ripper_deposit_3
rg_nano_ripper_update_orbital_effect = yes
}
rg_nano_ripper_4_mod = {
add_deposit = d_nanite_ripper_deposit_1
rg_nano_ripper_update_orbital_effect = yes
add_deposit = d_nanite_ripper_deposit_2
rg_nano_ripper_update_orbital_effect = yes
add_deposit = d_nanite_ripper_deposit_3
rg_nano_ripper_update_orbital_effect = yes
add_deposit = d_nanite_ripper_deposit_4
rg_nano_ripper_update_orbital_effect = yes
}
}
}
else = {
remove_modifier = rg_nano_ripper_1_mod
remove_modifier = rg_nano_ripper_2_mod
remove_modifier = rg_nano_ripper_3_mod
remove_modifier = rg_nano_ripper_4_mod
}
}
}
}
##### Virtual Ascension Events
### Create the Unemployed
### Country scope gatekeeper
@@ -9,7 +248,7 @@ country_event = {
is_triggered_only = yes
trigger = {
OR = {
has_country_flag = rg_habitat_enabled
RG_gray_harbitat_active_trigger = yes
has_active_tradition = tr_rg_nanotech_5
}
# exists = event_target:rg_gray_habitat_target
@@ -23,11 +262,11 @@ country_event = {
NOR = {
free_jobs_of_type = {
job = mortal_initiate
value >= 1
value >= 100
}
free_jobs_of_type = {
category = bio_trophy
value >= 1
value >= 100
}
}
}
@@ -35,7 +274,7 @@ country_event = {
immediate = {
if = {
limit = {
has_country_flag = rg_habitat_enabled
RG_gray_harbitat_active_trigger = yes
NOT = {
has_active_tradition = tr_rg_nanotech_5
}
@@ -50,28 +289,23 @@ country_event = {
else = {
random_owned_planet = {
limit = {
owner = {
has_country_flag = rg_habitat_enabled
is_under_colonization = no
OR = {
is_planet_class = pc_rg_grayhabitat
is_planet_class = pc_nanotech
}
free_jobs > 0
NOR = {
free_jobs_of_type = {
job = mortal_initiate
value >= 100
}
free_jobs_of_type = {
category = bio_trophy
value >= 100
}
}
# exists = event_target:rg_gray_habitat_target
any_owned_planet = {
is_under_colonization = no
OR = {
is_planet_class = pc_rg_grayhabitat
is_planet_class = pc_nanotech
}
free_jobs > 0
NOR = {
free_jobs_of_type = {
job = mortal_initiate
value >= 1
}
free_jobs_of_type = {
category = bio_trophy
value >= 1
}
}
}
}
planet_event = {
id = rg_planet.2027
@@ -103,7 +337,7 @@ planet_event = {
exists = owner
owner = {
OR = {
has_country_flag = rg_habitat_enabled
RG_gray_harbitat_active_trigger = yes
has_active_tradition = tr_rg_nanotech_5
}
}
@@ -132,7 +366,7 @@ planet_event = {
exists = owner
owner = {
OR = {
has_country_flag = rg_habitat_enabled
RG_gray_harbitat_active_trigger = yes
has_active_tradition = tr_rg_nanotech_5
}
}
@@ -140,43 +374,65 @@ planet_event = {
}
immediate = {
set_variable = {
which = num_pops
which = pop_amount
value = value:num_free_virtual_jobs
}
# Create pops for every free job
if = {
limit = {
owner = {
exists = event_target:gray_owner
is_same_value = event_target:gray_owner
exists = event_target:rg_owner_main_maid_species
}
}
while = {
count = num_pops
create_pop = {
count = pop_amount
create_pop_group = {
species = event_target:rg_owner_main_maid_species
}
}
}
else = {
while = {
count = num_pops
create_pop = {
species = owner_main_species
if = {
limit = {
owner = {
any_owned_species = {
rg_is_main_species_with_maid_trait_trigger = yes
}
}
}
owner = {
random_owned_species = {
limit = {
rg_is_main_species_with_maid_trait_trigger = yes
}
save_event_target_as = rg_maid_species
}
}
while = {
count = pop_amount
create_pop_group = {
species = event_target:rg_maid_species
}
}
}
}
# Kill pops generated in excess (e.g. from forbidden jobs)
if = {
limit = {
any_owned_pop = {
any_owned_pop_group = {
is_unemployed = yes
}
}
every_owned_pop = {
every_owned_pop_group = {
limit = {
is_unemployed = yes
}
kill_pop = yes
kill_pop_group = {
pop_group = this
percentage = 1
}
}
}
}
@@ -190,20 +446,23 @@ country_event = {
hide_window = yes
is_triggered_only = yes
trigger = {
has_country_flag = rg_habitat_enabled
RG_gray_harbitat_active_trigger = yes
event_target:rg_gray_habitat_target = {
any_owned_pop = {
any_owned_pop_group = {
is_unemployed = yes
}
}
}
immediate = {
event_target:rg_gray_habitat_target = {
every_owned_pop = {
every_owned_pop_group = {
limit = {
is_unemployed = yes
}
kill_pop = yes
kill_pop_group = {
pop_group = this
percentage = 1
}
}
}
}
@@ -221,18 +480,235 @@ planet_event = {
trigger = {
exists = owner
owner = {
has_country_flag = rg_habitat_enabled
RG_gray_harbitat_active_trigger = yes
}
any_owned_pop = {
any_owned_pop_group = {
is_unemployed = yes
}
}
immediate = {
every_owned_pop = {
every_owned_pop_group = {
limit = {
is_unemployed = yes
}
kill_pop = yes
kill_pop_group = {
pop_group = this
percentage = 1 # 100% of Unemployed Pops
}
}
}
}
event = {
id = rg_planet.5053
hide_window = yes
is_triggered_only = yes
immediate = {
every_system = {
limit = {
exists = owner
owner = {
has_tradition = tr_rg_nanotech_finish
}
exists = starbase
# starbase = {
# has_starbase_building = nanite_harvester
# }
}
system_event = { id = rg_planet.5054 }
}
}
}
system_event = {
id = rg_planet.5054
hide_window = yes
is_triggered_only = yes
trigger = {
exists = owner
owner = {
has_tradition = tr_rg_nanotech_finish
}
# starbase = {
# has_starbase_building = nanite_harvester
# }
}
immediate = {
owner = {
save_event_target_as = nanotech_country
}
every_system_planet = {
limit = {
OR = {
has_deposit = d_nanite_harvester_deposit
has_planet_flag = nanites_doubled_1
has_planet_flag = nanites_doubled_2
has_planet_flag = nanites_doubled_3
has_planet_flag = nanites_doubled_4
has_planet_flag = nanites_doubled_5
has_planet_flag = nanites_doubled_6
has_planet_flag = nanites_doubled_7
has_planet_flag = nanites_doubled_8
has_planet_flag = nanites_doubled_9
}
has_mining_station = yes
}
if = {
limit = {
NOR = {
has_planet_flag = nanites_doubled_1
has_planet_flag = nanites_doubled_2
has_planet_flag = nanites_doubled_3
has_planet_flag = nanites_doubled_4
has_planet_flag = nanites_doubled_5
has_planet_flag = nanites_doubled_6
has_planet_flag = nanites_doubled_7
has_planet_flag = nanites_doubled_8
has_planet_flag = nanites_doubled_9
}
}
add_deposit = d_nanite_harvester_deposit
set_planet_flag = nanites_doubled_1
}
else_if = {
limit = {
has_planet_flag = nanites_doubled_1
planet_size >= 3
}
add_deposit = d_nanite_harvester_deposit
add_deposit = d_nanite_harvester_deposit
set_planet_flag = nanites_doubled_2
remove_planet_flag = nanites_doubled_1
}
else_if = {
limit = {
has_planet_flag = nanites_doubled_2
planet_size > 6
}
add_deposit = d_nanite_harvester_deposit
add_deposit = d_nanite_harvester_deposit
add_deposit = d_nanite_harvester_deposit
add_deposit = d_nanite_harvester_deposit
set_planet_flag = nanites_doubled_3
remove_planet_flag = nanites_doubled_2
}
else_if = {
limit = {
has_planet_flag = nanites_doubled_3
planet_size >= 9
}
every_deposit = {
limit = {
is_deposit_type = d_nanite_harvester_deposit
}
remove_deposit = yes
}
add_deposit = d_nanite_harvester_deposit_regular
set_planet_flag = nanites_doubled_4
remove_planet_flag = nanites_doubled_3
}
else_if = {
limit = {
has_planet_flag = nanites_doubled_4
planet_size >= 12
}
random_list = {
50 = {
nanotech_deposit_nanite_generation = yes
}
50 = {
add_deposit = d_nanite_harvester_deposit_regular
set_planet_flag = nanites_doubled_5
remove_planet_flag = nanites_doubled_4
}
}
}
else_if = {
limit = {
has_planet_flag = nanites_doubled_5
planet_size >= 15
}
random_list = {
50 = {
nanotech_deposit_nanite_generation = yes
}
50 = {
add_deposit = d_nanite_harvester_deposit_regular
add_deposit = d_nanite_harvester_deposit_regular
set_planet_flag = nanites_doubled_6
remove_planet_flag = nanites_doubled_5
}
}
}
else_if = {
limit = {
has_planet_flag = nanites_doubled_6
planet_size >= 18
}
random_list = {
50 = {
nanotech_deposit_nanite_generation = yes
}
50 = {
add_deposit = d_nanite_harvester_deposit_regular
add_deposit = d_nanite_harvester_deposit_regular
add_deposit = d_nanite_harvester_deposit_regular
add_deposit = d_nanite_harvester_deposit_regular
set_planet_flag = nanites_doubled_7
remove_planet_flag = nanites_doubled_6
}
}
}
else_if = {
limit = {
has_planet_flag = nanites_doubled_7
planet_size >= 21
}
random_list = {
50 = {
nanotech_deposit_nanite_generation = yes
}
50 = {
every_deposit = {
limit = {
is_deposit_type = d_nanite_harvester_deposit_regular
}
remove_deposit = yes
}
add_deposit = d_nanite_harvester_deposit_large
set_planet_flag = nanites_doubled_8
remove_planet_flag = nanites_doubled_7
}
}
}
else_if = {
limit = {
has_planet_flag = nanites_doubled_8
planet_size >= 25
}
random_list = {
50 = {
nanotech_deposit_nanite_generation = yes
}
50 = {
add_deposit = d_nanite_harvester_deposit_large
set_planet_flag = nanites_doubled_9
remove_planet_flag = nanites_doubled_8
}
}
}
else_if = {
limit = {
has_planet_flag = nanites_doubled_9
}
nanotech_deposit_nanite_generation = yes
}
}
}
}

View File

@@ -5,9 +5,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -49,9 +46,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -93,9 +87,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -137,9 +128,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -167,7 +155,6 @@ planet_event = {
any_country = {
has_country_flag = rg_story6_fired
}
# has_global_flag = has_wsg_mod
}
}
picture = GFX_evt_failed_observation
@@ -209,9 +196,6 @@ country_event = {
is_triggered_only = yes
hide_window = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
immediate = {
every_owned_fleet = {
@@ -231,9 +215,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -275,9 +256,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -302,9 +280,6 @@ country_event = {
is_triggered_only = yes
fire_only_once = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
any_owned_fleet = {
any_owned_ship = {
has_component = RG_revive_component
@@ -330,9 +305,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
exists = event_target:guardian_dragon_country
}
diplomatic = yes
@@ -375,9 +347,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -428,9 +397,6 @@ country_event = {
title = "rg_story.13.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
@@ -448,9 +414,6 @@ country_event = {
title = "rg_story.14.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
@@ -468,9 +431,6 @@ country_event = {
title = "rg_story.15.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
@@ -493,9 +453,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -523,9 +480,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -567,9 +521,6 @@ country_event = {
title = "simulasion_dragon_name"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -614,9 +565,6 @@ country_event = {
title = "graygoo.500.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
diplomatic = yes
picture_event_data = {
@@ -673,7 +621,10 @@ country_event = {
has_leader_flag = rg_fake_dragon
}
remove_trait = RG_leader_trait_admiral_timed_life
add_trait = RG_leader_trait_admiral_born_tobe_dragon
add_trait = {
trait = RG_leader_trait_admiral_born_tobe_dragon
show_message = no
}
set_leader_flag = rg_fake_dragon_reborn
set_age = 0
}
@@ -686,798 +637,4 @@ country_event = {
id = rg_story.21
}
}
}
country_event = {
id = rg_story.21
title = "rg_story.21.title"
is_triggered_only = yes
trigger = {
NOT = {
# has_global_flag = has_wsg_mod
}
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
desc = {
text = "rg_story.21.desc"
}
option = {
name = rg_story.21.a
default_hide_option = yes
}
}
# 龙噶了把所有卡住的的模拟龙扫描事件中止
country_event = {
id = rg_story.22
hide_window = yes
is_triggered_only = yes
trigger = {
from = {
is_country_type = guardian_dragon
NOR = {
has_country_flag = rubricator_dragon_country
has_country_flag = here_be_the_dragon
}
}
#fromfromfrom = {
# has_fleet_flag = dragon_fleet
#}
}
immediate = {
every_country = {
limit = {
has_special_project = RG_FAKE_DRAGON_SCAN_PROJECT
}
abort_special_project = {
type = RG_FAKE_DRAGON_SCAN_PROJECT
}
}
}
}
# 开始改造
country_event = {
id = rg_story.23
title = rg_story.23.title
desc = rg_story.23.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.23.a
default_hide_option = yes
}
option = {
name = rg_story.23.b
allow = {
resource_stockpile_compare = {
resource = energy
value >= 1500
}
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
}
add_resource = {
energy = -1500
alloys = -1500
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_1_booster
}
}
}
country_event = {
id = rg_story.24
title = rg_story.24.title
desc = rg_story.24.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.24.a
default_hide_option = yes
}
option = {
name = rg_story.24.b
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
}
}
country_event = {
id = rg_story.25
title = rg_story.25.title
desc = rg_story.25.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.25.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_3_booster
}
}
option = {
name = rg_story.25.b
allow = {
resource_stockpile_compare = {
resource = energy
value >= 5000
}
resource_stockpile_compare = {
resource = alloys
value >= 5000
}
}
add_resource = {
energy = -5000
alloys = -5000
}
rg_create_gray_mod1_testship_1 = yes
}
}
country_event = {
id = rg_story.26
title = rg_story.26.title
desc = rg_story.26.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.26.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_4_booster
}
}
option = {
name = rg_story.26.b
add_resource = {
energy = -5000
alloys = -5000
}
rg_create_gray_planetkiller_testship_1 = yes
}
}
country_event = {
id = rg_story.27
title = rg_story.27.title
desc = rg_story.27.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.27.a
default_hide_option = yes
}
option = {
name = rg_story.27.b
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
}
}
country_event = {
id = rg_story.28
title = rg_story.28.title
desc = rg_story.28.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
enable_special_project = {
name = RG_GRAY_MOD1
location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
option = {
name = rg_story.28.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
set_situation_flag = situation_rg_gray_mod1_stage_6_booster
}
}
}
country_event = {
id = rg_story.29
title = rg_story.29.title
desc = rg_story.29.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.29.a
default_hide_option = yes
}
}
country_event = {
id = rg_story.30
title = rg_story.30.title
desc = rg_story.30.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.30.a
default_hide_option = yes
}
option = {
name = rg_story.30.b
enable_special_project = {
name = rg_gray_mod2_stage1_project
# location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
}
country_event = {
id = rg_story.31
title = rg_story.31.title
desc = rg_story.31.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.31.a
default_hide_option = yes
}
option = {
name = rg_story.31.b
allow = {
resource_stockpile_compare = {
resource = nanites
value >= 150
}
}
add_resource = {
nanites = -150
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_2_booster
}
}
}
country_event = {
id = rg_story.32
title = rg_story.32.title
desc = rg_story.32.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.32.a
default_hide_option = yes
}
}
country_event = {
id = rg_story.33
title = rg_story.33.title
desc = rg_story.33.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.33.a
default_hide_option = yes
}
option = {
name = rg_story.33.b
enable_special_project = {
name = rg_gray_mod2_stage4_project
# location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
}
country_event = {
id = rg_story.34
title = rg_story.34.title
desc = rg_story.34.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.34.a
default_hide_option = yes
}
option = {
name = rg_story.34.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
resource_stockpile_compare = {
resource = energy
value >= 1500
}
}
add_resource = {
alloys = -1500
}
add_resource = {
energy = -1500
}
rg_create_gray_mod1_testship_2 = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_5_booster
}
}
}
country_event = {
id = rg_story.35
title = rg_story.35.title
desc = rg_story.35.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.35.a
default_hide_option = yes
}
option = {
name = rg_story.35.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
resource_stockpile_compare = {
resource = energy
value >= 1500
}
}
add_resource = {
alloys = -1500
}
add_resource = {
energy = -1500
}
rg_create_gray_mod1_testship_2 = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_6_booster
}
}
}
country_event = {
id = rg_story.36
title = rg_story.36.title
desc = rg_story.36.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.36.a
default_hide_option = yes
}
option = {
name = rg_story.36.b
allow = {
resource_stockpile_compare = {
resource = energy
value >= 4000
}
resource_stockpile_compare = {
resource = minerals
value >= 1500
}
}
add_resource = {
alloys = -1500
}
add_resource = {
energy = -1500
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_7_booster
}
}
}
country_event = {
id = rg_story.37
title = rg_story.37.title
desc = rg_story.37.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.37.a
default_hide_option = yes
}
option = {
name = rg_story.37.b
allow = {
resource_stockpile_compare = {
resource = consumer_goods
value >= 3000
}
}
add_resource = {
consumer_goods = -3000
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_8_booster
}
}
}
country_event = {
id = rg_story.38
title = rg_story.38.title
desc = rg_story.38.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.38.a
default_hide_option = yes
}
option = {
name = rg_story.38.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
resource_stockpile_compare = {
resource = energy
value >= 1500
}
}
add_resource = {
alloys = -1500
}
add_resource = {
energy = -1500
}
rg_create_gray_mod1_testship_2 = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_9_booster
}
}
}
country_event = {
id = rg_story.39
title = rg_story.39.title
desc = rg_story.39.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.39.a
default_hide_option = yes
}
option = {
name = rg_story.39.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 3000
}
}
add_resource = {
alloys = -3000
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_10_booster
}
}
}
country_event = {
id = rg_story.40
title = rg_story.40.title
desc = rg_story.40.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.40.a
default_hide_option = yes
}
option = {
name = rg_story.40.b
allow = {
resource_stockpile_compare = {
resource = nanites
value >= 500
}
}
add_resource = {
alloys = -500
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_11_booster
}
}
}
country_event = {
id = rg_story.41
title = rg_story.41.title
desc = rg_story.41.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
enable_special_project = {
name = RG_GRAY_MOD2
location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
option = {
name = rg_story.41.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
}
}
country_event = {
id = rg_story.42
title = rg_story.42.title
desc = rg_story.42.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.42.a
default_hide_option = yes
}
}
country_event = {
id = rg_story.43
title = rg_story.43.title
desc = rg_story.43.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
enable_special_project = {
name = RG_GRAY_MOD3
location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
option = {
name = rg_story.43.a
default_hide_option = yes
}
}

792
events/RG_story_event2.txt Normal file
View File

@@ -0,0 +1,792 @@
namespace = rg_story
country_event = {
id = rg_story.21
title = "rg_story.21.title"
is_triggered_only = yes
trigger = {
}
picture = GFX_evt_space_dragon
show_sound = evn_fc_observation
desc = {
text = "rg_story.21.desc"
}
option = {
name = rg_story.21.a
default_hide_option = yes
}
}
# 龙噶了把所有卡住的的模拟龙扫描事件中止
country_event = {
id = rg_story.22
hide_window = yes
is_triggered_only = yes
trigger = {
from = {
is_country_type = guardian_dragon
NOR = {
has_country_flag = rubricator_dragon_country
has_country_flag = here_be_the_dragon
}
}
#fromfromfrom = {
# has_fleet_flag = dragon_fleet
#}
}
immediate = {
every_country = {
limit = {
has_special_project = RG_FAKE_DRAGON_SCAN_PROJECT
}
abort_special_project = {
type = RG_FAKE_DRAGON_SCAN_PROJECT
}
}
}
}
# 开始改造
country_event = {
id = rg_story.23
title = rg_story.23.title
desc = rg_story.23.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.23.a
default_hide_option = yes
}
option = {
name = rg_story.23.b
allow = {
resource_stockpile_compare = {
resource = energy
value >= 1500
}
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
}
add_resource = {
energy = -1500
alloys = -1500
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_1_booster
}
}
}
country_event = {
id = rg_story.24
title = rg_story.24.title
desc = rg_story.24.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.24.a
default_hide_option = yes
}
option = {
name = rg_story.24.b
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_2_booster
}
}
}
country_event = {
id = rg_story.25
title = rg_story.25.title
desc = rg_story.25.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.25.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_3_booster
}
}
option = {
name = rg_story.25.b
allow = {
resource_stockpile_compare = {
resource = energy
value >= 5000
}
resource_stockpile_compare = {
resource = alloys
value >= 5000
}
}
add_resource = {
energy = -5000
alloys = -5000
}
rg_create_gray_mod1_testship_1 = yes
}
}
country_event = {
id = rg_story.26
title = rg_story.26.title
desc = rg_story.26.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.26.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_4_booster
}
}
option = {
name = rg_story.26.b
add_resource = {
energy = -5000
alloys = -5000
}
rg_create_gray_planetkiller_testship_1 = yes
}
}
country_event = {
id = rg_story.27
title = rg_story.27.title
desc = rg_story.27.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.27.a
default_hide_option = yes
}
option = {
name = rg_story.27.b
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_flag = situation_rg_gray_mod1_stage_5_booster
}
}
}
country_event = {
id = rg_story.28
title = rg_story.28.title
desc = rg_story.28.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
enable_special_project = {
name = RG_GRAY_MOD1
location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
option = {
name = rg_story.28.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod1
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
set_situation_flag = situation_rg_gray_mod1_stage_6_booster
}
}
}
country_event = {
id = rg_story.29
title = rg_story.29.title
desc = rg_story.29.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_2
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.29.a
default_hide_option = yes
}
}
country_event = {
id = rg_story.30
title = rg_story.30.title
desc = rg_story.30.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.30.a
default_hide_option = yes
}
option = {
name = rg_story.30.b
enable_special_project = {
name = rg_gray_mod2_stage1_project
# location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
}
country_event = {
id = rg_story.31
title = rg_story.31.title
desc = rg_story.31.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.31.a
default_hide_option = yes
}
option = {
name = rg_story.31.b
allow = {
resource_stockpile_compare = {
resource = nanites
value >= 150
}
}
add_resource = {
nanites = -150
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_2_booster
}
}
}
country_event = {
id = rg_story.32
title = rg_story.32.title
desc = rg_story.32.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.32.a
default_hide_option = yes
}
}
country_event = {
id = rg_story.33
title = rg_story.33.title
desc = rg_story.33.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.33.a
default_hide_option = yes
}
option = {
name = rg_story.33.b
enable_special_project = {
name = rg_gray_mod2_stage4_project
# location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
}
country_event = {
id = rg_story.34
title = rg_story.34.title
desc = rg_story.34.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.34.a
default_hide_option = yes
}
option = {
name = rg_story.34.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
resource_stockpile_compare = {
resource = energy
value >= 1500
}
}
add_resource = {
alloys = -1500
}
add_resource = {
energy = -1500
}
rg_create_gray_mod1_testship_2 = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_5_booster
}
}
}
country_event = {
id = rg_story.35
title = rg_story.35.title
desc = rg_story.35.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.35.a
default_hide_option = yes
}
option = {
name = rg_story.35.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
resource_stockpile_compare = {
resource = energy
value >= 1500
}
}
add_resource = {
alloys = -1500
}
add_resource = {
energy = -1500
}
rg_create_gray_mod1_testship_2 = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_6_booster
}
}
}
country_event = {
id = rg_story.36
title = rg_story.36.title
desc = rg_story.36.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.36.a
default_hide_option = yes
}
option = {
name = rg_story.36.b
allow = {
resource_stockpile_compare = {
resource = energy
value >= 4000
}
resource_stockpile_compare = {
resource = minerals
value >= 1500
}
}
add_resource = {
alloys = -1500
}
add_resource = {
energy = -1500
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_7_booster
}
}
}
country_event = {
id = rg_story.37
title = rg_story.37.title
desc = rg_story.37.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.37.a
default_hide_option = yes
}
option = {
name = rg_story.37.b
allow = {
resource_stockpile_compare = {
resource = consumer_goods
value >= 3000
}
}
add_resource = {
consumer_goods = -3000
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_8_booster
}
}
}
country_event = {
id = rg_story.38
title = rg_story.38.title
desc = rg_story.38.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.38.a
default_hide_option = yes
}
option = {
name = rg_story.38.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 1500
}
resource_stockpile_compare = {
resource = energy
value >= 1500
}
}
add_resource = {
alloys = -1500
}
add_resource = {
energy = -1500
}
rg_create_gray_mod1_testship_2 = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_9_booster
}
}
}
country_event = {
id = rg_story.39
title = rg_story.39.title
desc = rg_story.39.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.39.a
default_hide_option = yes
}
option = {
name = rg_story.39.b
allow = {
resource_stockpile_compare = {
resource = alloys
value >= 3000
}
}
add_resource = {
alloys = -3000
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_10_booster
}
}
}
country_event = {
id = rg_story.40
title = rg_story.40.title
desc = rg_story.40.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.40.a
default_hide_option = yes
}
option = {
name = rg_story.40.b
allow = {
resource_stockpile_compare = {
resource = nanites
value >= 500
}
}
add_resource = {
alloys = -500
}
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_flag = situation_rg_gray_mod2_stage_11_booster
}
}
}
country_event = {
id = rg_story.41
title = rg_story.41.title
desc = rg_story.41.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
enable_special_project = {
name = RG_GRAY_MOD2
location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
option = {
name = rg_story.41.a
default_hide_option = yes
random_situation = {
limit = {
is_situation_type = situation_rg_gray_mod2
}
set_situation_locked = yes
set_situation_flag = locked
set_situation_flag = rg_stage6_locked
}
}
}
country_event = {
id = rg_story.42
title = rg_story.42.title
desc = rg_story.42.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
}
option = {
name = rg_story.42.a
default_hide_option = yes
}
}
country_event = {
id = rg_story.43
title = rg_story.43.title
desc = rg_story.43.desc
picture = GFX_evt_gray_goo_ships
show_sound = event_radio_chatter
is_triggered_only = yes
trigger = {
NOR = {
has_country_flag = rg_gray_level_1
has_country_flag = rg_gray_level_3
}
}
immediate = {
enable_special_project = {
name = RG_GRAY_MOD3
location = event_target:gray_owner_capital_starbase
owner = event_target:gray_owner
}
}
option = {
name = rg_story.43.a
default_hide_option = yes
}
}

File diff suppressed because it is too large Load Diff

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@@ -1,24 +0,0 @@
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 }
# }
# }

View File

@@ -0,0 +1,380 @@
l_english:
rg_event.2.desc:0 "How's it going? I am very happy to be able to gallop freely in the sea of stars. Let's get started, shall we? "
rg_event.2.a:0 "Thank goodness..."
rg_event.200.name:0 "Calm Down"
rg_event.200.a.desc:0 "Shortly after we destroyed the nanofactory in the L cluster, we received an unidentified transmission, most likely a nanobot from the Grey Storm."
rg_event.200.b.desc:0 "Shortly after we destroyed the nanofactory in the L cluster, our combat subunit detected an unidentified signal that does not belong to any band with the characteristics of [Root.GetSpeciesName]."
rg_event.200.a:0 "Level 1 Alert!"
rg_event.200.b:0 "Attempting to access a signal"
rg_event.400.a.desc:0 "Stop fighting, stop fighting, uh...... I know, I created a lot of chaos...... Right! That's right! I've just been lonely for too long. Forgive me for being too direct, but it's been a long time since I've spoken to someone other than myself. After that, the remnants of the Grey Storm's nanobots came together to form an individual! That's me! Now I want to come...... Maybe I shouldn't be so rough! \n\nAs for my appearance...... Well...... Right...... I was just...... I'm just, okay, now that things are like this,\n\ndo you have any suggestions? "
rg_event.400.b.desc:0 "Buzz...... Buzz......, uh...... Unit 65-D...... R5-9…… 2 reports. Yes, I'm Unit 65-D-R5-9-2 and everything is fine here. Belch...... I mean......\n\nHey, forget it, who am I fooling? Yes, I'm obviously not a [Root.GetSpeciesName]. I opened the skylight and said something, obviously I came out of the gray storm, what do you want? "
rg_event.400.a:0 "You can join us"
rg_event.400.b:0 "You'll be co-opted by us"
rg_event.400.c:0 "We're Licensing You"
rg_event.400.d:0 "You're still judged to be a threat"
rg_event.401.desc:0 "What? No! No, at least...... At least ......\n\nAt least let me go this time! If you let me go, I'll probably be wandering around the vast underground caverns of the Wasteland Planet...... Or go to some idyllic life...... Never pose any threat to you and your galaxy! It's true! Never! At least...... Leave me alone this time! "
rg_event.401.a:0 "Okay"
rg_event.401.b:0 "Never!"
rg_event.401.a.response:0 "That! That's it! See you again! "
rg_event.201.name:0 "Second Life"
rg_event.201.desc:0 "After we killed the nanobot camouflaged L-Star Dragon, a probe scan of a certain nanobot planet revealed another strange energy signal on its lifeless surface. It seems to be trying to communicate with us. "
rg_event.201.a:0 "Big deal again!"
rg_event.201.b:0 "Connecting Communication Signals"
rg_event.402.a.desc:0 "Boredom cosplay is over. That's rude, isn't it? Maybe you just don't like that way too much, right? Belch...... I mean...... You may be more receptive to people who look like you. There's no need to put it on anymore. Who is that handsome and wise person who can change form freely, yes, it's me! Well, actually, I just wanted to test your reaction. I mean...... Now that it's all in the way, what do you propose now? "
rg_event.402.a:0 "You can still join us"
rg_event.402.b:0 "We don't mind making you disappear a second time"
rg_event.403.desc:0 "Join you? Join you!? You want me to throw myself into the arms of some strange alien I met for the first time? Even that alien didn't hesitate to blast me to pieces? I really...... I couldn't believe it...... Wait, let me be clear......\n\nYou really think I'm going to swear allegiance to you? You're not kidding, are you? \n\nYou would make such an offer, I really don't know what you're thinking...... Belch...... In fact...... On second thought...... Well, why not? Let me be in. No, no, I mean really! I feel like we're going to get along and it's going to be an exciting adventure. I hereby declare my allegiance to you for the next 2,000 years. No, it's still 5,000 years! "
rg_event.403.a:0 "Welcome to [Root.GetName]!"
rg_event.403.a.response:0 "§Y< You can now communicate with $NAME_Gray$ via the communication menu.>§!"
graygoo.500.prepage:0 "Never mind."
graygoo.505.a.desc:0 "Unit 65-D-R5-9-2 reports that everything is fine here. (distant voices) the robot is broken again? Get to work!"
graygoo.505.b.desc:0 "It's time to work! It's time to work! Labor is the most glorious!"
graygoo.505.c.desc:0 "Scientist $NAME_Gray$ reports to you! What's next?"
graygoo.505.d.desc:0 "I hope my work doesn't scare the alien kids..."
graygoo.505.a.response:0 "I wouldn't mind going back to a peaceful life, after all, it's still too exciting for me."
graygoo.505.b.response:0 "The whole ship is armed and heavily loaded! Open-FIRE——!"
graygoo.505.c.response:0 "Grab the beach! Now—right away—right away—charge!"
rg_const:0 "to assist in deep space§H scientific exploration§!."
rg_const.500.response:0 "Hopefully I won't see strange aliens coming out of the grave..."
rg_const.501.response:0 "A tragic class shift, can I ever come back?"
rg_const.502.response:0 "Actually, I really don't know how to do the questions, do I really want to do this?"
rg_const.503.response:0 "Maybe it's nice to go out and travel once in a while."
rg_cloak.a.response:0 "The simulated force field is stable. External scans are non-anomalous. "
rg_cloak.b.response:0 "Set the deflection filter and manually adjust the energy output."
rg_cloak_off.a.response:0 "Switching to manual control, the simulated force field output power is reduced to no output. Hmm."
rg_cloak_off.b.response:0 "Cut off the power! Well, it shouldn't explode. "
RG_realgray.desc:0 "Good morning, continue our adventure, shall we? We still have a long way to go! "
RG_realgray:0 "Awesome"
RG_sleepinggray.desc:0 "Not... Now? I'm not ready... Let me sleep a little longer... That's only a thousand more years of sleep......"
RG_sleepinggray:0 "Wait... What's going on? "
RG_whitenoise.desc:0 "§Y<The communicator was terrifyingly quiet, and all that could be heard was the interference of cosmic background radiation.>§."
RG_whitenoise:0 "choked up with tears"
RG_dragon.desc:0 "Wuhoo! Wuhoo!\n\n§Y<The choppy sound coming from the communicator seemed to us to be some kind of mythical creature of space called the legend of the dragon, and any attempt to translate and communicate proved futile.>§."
RG_dragon:0 "It's ridiculous"
RG_desanau.desc:0 "Greetings to all the inhabitants of the galaxy, the Concord of Desanu! On behalf of the L-Cluster, I greet you! How was it today? ......\n\n§Y<The message coming from the communicator was like a one-way public broadcast message from a so-called Concord de Sanu, from which nothing useful could be interpreted.>§."
RG_desanau:0 "It's ridiculous"
RG_pirate.desc:0 "Hi babble!! BOoooOoOosssS!!! The box is bright, it's bouting————————\n\n§Y<The communicator was turned off by our staff, and the piercing screams have proven that the communicator has been stolen.>§."
RG_pirate:0 "They have to give $NAME_Gray$ back!"
RG_alienpoem.desc:0 "\n\n§Y<The contents of the communicator show a lengthy extraterrestrial poem with metaphors that are difficult for our archaeologists to understand.>§."
RG_alienpoem:0 "Let us end this charade."
RG_gift.desc:0 "§Y<The contents of the communicator show a note.>§!\n\nI'm sorry, but it's not time yet, but take this little gift!"
RG_gift:0 "At least we still have gift."
RG_biggift.desc:0 "§Y<The communicator is glowing for some reason!!>§!\n\nHmph, Didn't you expect that? A big surprise for you!"
RG_biggift:0 "§YWait a minute... Isn't it a little too much>§%@#¥……"
rg_levelup_2:0 "§YUpgrade $NAME_Gray$§! Part.1"
rg_levelup_3:0 "§YUpgrade $NAME_Gray$§! Part.2"
rg_graygoo.504.a:0 "§Y$NAME_Gray$ can't rest for now§!"
# Events
RG_LCLUSTER_PROJECT:0 "Activate L-Gate"
RG_LCLUSTER_PROJECT_DESC:0 "Our scientists are now confident that our knowledge of the L-Gates and the technology behind them is sufficient to abort the maintenance cycle they have been locked into. If the attempt is successful, the L-Gate in the §H[candidate_gateway_system.GetName]§! system should allow immediate access to the distant L-Cluster.\n\nAny additional L-Gates in the galaxy will likely also become operational within a matter of years, but this should give us a significant headstart."
rg_cluster.7.name:0 "Ancient Gateway"
rg_cluster.7.desc:0 "We've learned that there's a mysterious star cluster somewhere at the edge of the galaxy. We can only reach this cluster via §HL-gate§!, a man-made subspace portal found in a specific star system. \n\nThese gateway have been deliberately closed, and now we lack sufficient understanding of the subspace principles needed to lift the ban. "
rg_cluster.10.name:0 "Link Established"
rg_cluster.10.desc.a:0 "Success! Our technicians managed to abort the maintenance cycle, and the lockdown has been removed from the L-Gate in the [candidate_gateway_system.GetName] system.\n\nFor the first time in eons, the L-Cluster can now be accessed from our galaxy!"
rg_cluster.10.desc.b:0 "Success! Our technicians managed to abort the maintenance cycle, and the lockdown has been removed from the L-Gate in the [candidate_gateway_system.GetName] system.\n\nFor the first time in eons, the L-Gate Network is back up and running, and we are no longer trapped in the L-Cluster. "
rg_cluster.10.a:0 "Keep monitoring the signal!"
rg_cluster.10.b:0 "Finally free!"
rg_cluster.11.name:0 "The L-Gate has been restarted"
rg_cluster.11.desc:0 "It seems that all the L-gates in the galaxy have been suddenly restarted! \n\nOur scientists are not involved; According to their report, the L Gate was activated from the other side. Someone seems to have lifted the blockade of the L-gates, causing all L-gates to come online again. "
rg_cluster.11.a:0 "Freedom······ Is it? "
rg_cluster.12.desc:0 "It seems that all the L-gates in the galaxy have been suddenly restarted! Someone must have lifted the lockdown of one of the L-Gates under their control, causing all L-Gates to come online again. This means that the L cluster has returned to the Milky Way. "
rg_cluster.12.a:0 "Time will tell······"
rg_cluster.13.desc:0 "There is evidence that the ancient subspace channel, the L stargate, has been abruptly restarted! Our scientists report that these gates appear to lead to an unrecorded star cluster, the §HL-Cluster§!. "
rg_cluster.13.a:0 "Where did they come from?!"
rg_help:0 "I need some help"
rg_wardrobe:0 "The wardrobe of §Y$NAME_Gray$§!"
rg_graygoo.4:0 "I need some help"
rg_graygoo.4.a.desc:0 "I can help you build some fleets, or anything else I can help with. What do you want me to do? "
rg_event.4:0 "I need some help"
rg_event.4.a.desc:0 "I can help you build some fleets, or anything else I can help with. What do you want me to do? "
rg_event.4.a:0 "§HBuild $NAME_Gray$ Mothership§!"
rg_event.4.b:0 "§HBuild an Armed Engineering Ship§!"
rg_event.4.d:0 "§RBuild a Nanite Juggernaut§!"
rg_event.4.g:0 "§HBuild a Simulated Colony Ship§!"
rg_event.4.h:0 "§HBuild an Experimental Colossus§!"
rg_event.4.e:0 "§BTurn on the Cloaking Field§!"
rg_event.4.f:0 "§BTurn off the Cloaking Field§!"
rg_event.4.c:0 "I have no money again, my waifu rescues me..."
rg_graygoo.4.a:0 "§HBuild $NAME_Gray$ Mothership§!"
rg_graygoo.4.b:0 "§HBuild an Armed Engineering Ship§!"
rg_graygoo.4.d:0 "§RBuild a Nanite Juggernaut§!"
rg_graygoo.4.e:0 "§BTurn on the Cloaking Field§!"
rg_graygoo.4.f:0 "§BTurn off the Cloaking Field§!"
rg_graygoo.4.c:0 "I have no money again, my waifu rescues me..."
rg_event.5.a.desc:0 "It's okay if the money runs out. Here's a little money for your adventures... But I can't always help you like that, can I? "
rg_event.5.b.desc:0 "Instead of building a ship directly out of alloy, I can go to the surface of the planet and collect materials on my own. The next time you build a ship, you won't be charged resources. "
rg_event.5.c.desc:0 "There is no more, don't come again..."
rg_event.5.a:0 "My waifu is the best!"
rg_graygoo.5.a.desc:0 "It's okay if the money runs out. Here's a little money for your adventures... But I can't always help you like that, can I? "
rg_graygoo.5.b.desc:0 "Instead of building a ship directly out of alloy, I can go to the surface of the planet and collect materials on my own. The next time you build a ship, you won't be charged resources. "
rg_graygoo.5.c.desc:0 "There is no more, don't come again..."
rg_graygoo.5.a:0 "My waifu is the best!"
rg_event.5.e:0 "§BTurn on Auto-Build Hyper-relay§!"
rg_event.5.f:0 "§BTurn off Auto-Build Hyper-relay§!"
rg_event.6.a.desc:0 "§YWhat, what. Didn't I just give you... There's nothing left... I can't help for now.§!"
rg_event.6.b.desc:0 "§YThere really is no more money anymore .. Really don't come again..."
rg_event.6.a:0 "ahh."
rg_graygoo.6.a.desc:0 "§YWhat, what. Didn't I just give you... There's nothing left... I can't help for now.§!"
rg_graygoo.6.b.desc:0 "§YThere really is no more money anymore .. Really don't come again..."
rg_graygoo.6.a:0 "ahh."
rg_event.7.a.desc:0 "You can change portrait for $NAME_Gray$ here. The options you can choose from depend on the mod you have enabled, if there are no options that indicate that the mod you have enabled is not yet compatible."
rg_event.7.a:0 "§GTastyMaidPortrait§!-$NAME_Gray$-Chougou"
rg_event.7.b:0 "§HGrayExtend§!-NCSIMON"
rg_event.7.c:0 "§Yanimation gray§!-Earth Aeolian"
rg_event.7.d:0 "§HWarship Girls R And MIST Species/KDC Story Pack§!-KDC Mod Group"
rg_event.7.z:0 "§Ydefault§!"
rg_event.8.a:0 "§Hofficial-$NAME_Gray$§!"
rg_event.8.b:0 "§Bscientist-$NAME_Gray$§!"
rg_event.8.c:0 "§GTurn off manual control portrait§!"
rg_event.8.d:0 "§YNever mind§!"
rg_event.8.a.desc: "§HGrayExtend§!\n\nportrait select page.Choose the $NAME_Gray$ portrait you want."
RG_GRAY_MOD1:0 "§Y$NAME_Gray$ Upgrade Project§!"
RG_GRAY_MOD1_DESC:0 "Due to the lack of resources in the L-Cluster, the hull of $NAME_Gray$ has not been maintained for a long time. By mobilizing enough resources, $NAME_Gray$ can be used to restore the mothership to its full state.\n\n§HIn order to carry out this plan,You'll need to drive $NAME_Gray$ warship to the starbase of your $home_system$ to research special project.§!"
RG_GRAY_MOD2:0 "§Y$NAME_Gray$ Capitalship Upgrade Project§!"
RG_GRAY_MOD2_DESC:0 "Our scientists believe that with the accumulation of our research on the $NAME_Gray$ hull and technology, we will be able to design a giant flagship hull. If successful, the $NAME_Gray$ mothership will gain enough combat power to rival the Fallen Empire. For this great project, we need to mobilize huge resources. Once the resources are ready, the project can start immediately\n\n§HIn order to carry out this plan,You'll need to drive $NAME_Gray$ warship to the starbase of your $home_system$ to research special project.§!"
RG_GRAY_MOD3:0 "§Y$NAME_Gray$ Juggernaut Core Upgrade Project§!"
RG_GRAY_MOD3_DESC:0 "More and more discoveries have made it impossible to combine a $NAME_Gray$ flagship with a stellar base to create a kind of juggernaut ship that has never been seen before. In the envisioned blueprint, the Juggernaut would not only be able to act as a dockyard to build ships, but still retain a powerful stealth field. And there is a lot of space reserved for the ability to transform into a mobile residential station or install factory modules to produce resources. In order to carry out this unprecedented plan, we need to mobilize an unimaginable amount of resources to build an entire hull from nothingness. Our engineering experts across the country will be on standby, $NAME_Gray$ will assist us in carrying out this great plan.\n\n§HIn order to carry out this plan,You'll need to drive $NAME_Gray$ warship to the starbase of your $home_system$ to research special project.§!"
rg_event.9.title:0 "§§Y$NAME_Gray$ Upgrade Project Started§!"
rg_event.9.desc:0 "After much deliberation, we agreed that now is the best time to start the $NAME_Gray$ renovation project. In order to complete the project, we needed to draw up a multi-stage study and engineering tender plan. At the same time, some of these stages require the cooperation of $NAME_Gray$, otherwise all this will not be possible. "
rg_event.9.a:0 "Let's get started."
rg_event.11.title:0"§§Y$NAME_Gray$ Upgrade Project Finished§!"
rg_event.11.desc:0 "After putting in a lot of alloy for a complete hull rebuild, $NAME_Gray$ has restored the mothership to its full state! That's exciting news! "
rg_event.12.title:0 "§Y$NAME_Gray$ Capitalship Upgrade Project Finished§!"
rg_event.12.desc:0 "We invested a lot of resources in order to carry out this huge project. But the results were worth it. The battleships of $NAME_Gray$ will now be capable of anything, completely destroying our enemies. Let's go find a cutie and try the firepower? "
rg_event.15.title:0 "§Y$NAME_Gray$ Juggernaut Core Upgrade Project Finished§!"
rg_event.15.desc:0 "It's done! The greatest project the galaxy has ever built is right before us right now. The fate of the entire empire has since been firmly linked to this lonely boat. But be careful, we won't be able to build a ship of this size for the second time. "
rg_event.18.title:0 "§RLast Chance§!"
rg_event.18.desc:0 "Our scientists' observation and study of the maintenance cycle of the L-Gate found that the maintenance cycle of the L-Gate will enter a short suspension period every time we approach, and if we can seize this opportunity, we can hope to suspend the maintenance cycle of the L-Gate. We need to do this now, or we'll miss our last chance to escape the L-Cluster. "
RG_graygoo.500.d:0 "§YActivate Juggernaut Core§!"
RG_graygoo.502.d.response:0 "Start the dock core, and the self-inspection of the core of the whole ship is completed."
RG_graygoo.500.e:0 "§YActivate Capitalship Core§!"
RG_graygoo.502.e.response:0 "I can do it."
RG_graygoo.500.f:0 "§YActivate the Station Core§!"
RG_graygoo.502.f.response:0 "In the evaluation of the livability of the hull, the self-inspection of the core of the whole ship has been completed."
RG_graygoo.500.g:0 "§YDeactivate the Station Core§!"
RG_graygoo.502.g.response:0 "Activate the emergency evacuation procedures, please stay calm."
RG_graygoo.502.h.response:0"§R shutting down the station core will destroy all buildings and population, are you sure? §!\n\n§R Shutting down the station core will destroy all buildings and population, are you sure? §!\n\n§R Shutting down the station core will destroy all buildings and population, are you sure? §!"
RG_graygoo.502.h.a:0 "I clicked on the wrong option"
RG_graygoo.502.h.b:0 "§RShut down the station§!"
# 2.1 奇怪的巨像
rg_story.2.desc:0 "Hello? Available? You can come... Ahem, I have something interesting to show you...... It doesn't matter if it's not available. But I promise it's going to be fun. "
rg_story.2.a:0 "§GYes!"
rg_story.2.b:0 "interesting stuff?"
rg_story.2.c:0 "doesn't feel right..."
rg_story.3.desc:0 "Uh-huh, you're going to be interested. I've made a state-of-the-art Super Invincible Star Destroyer weapon that we call highly effective at killing 99.9% of bacteria. Belch. Experiments. "
rg_story.3.a:0 "§GSuper invincible? §!"
rg_story.3.b:0 "Star Destroyer?"
rg_story.3.c:0 "wait, what's going on with the Experiments? "
rg_story.4.desc:0 "Trust me, it only takes one trial and I can do this great work! But you guys didn't say that, huh. Success always comes with a little 'little price'. I accidentally set its fire control unit to only fire at friendly markers, and it was completely locked. But don't worry, there really won't be any danger. All you need is one favor, take this prototype for a test launch, and it will be a success!"
rg_story.4.a:0 "§GI do!§!"
rg_story.4.b:0 "are you really reliable..? "
rg_story.4.c:0 "wait, do you want to explode the stars?"
rg_story.5.desc:0 "Oops, leave it alone, absolutely SA---FE! You only need to take this test ship and test it once. There's not going to be a mess. "
rg_story.5.a:0 "§YIt's terrible§!"
rg_story.6.title:0 "§YChaos Big Bang§!"
rg_story.6.desc:0 "After we unleashed strange weapons at the planet, all the alien species on the planet turned into exactly the same as our [Root.GetSpeciesName]. Examination has shown that they have been identified as complete [Root.GetSpeciesName], both genetically and structurally. At the same time, their mannerisms and memories are no different from before."
rg_story.6.a:0 "§YWhat a weird§!"
# 2.2 折纸系统
rg_story.8.desc:0 "I found an antique that has been piled up for a long time, since you are here, help me throw away the garbage~\nIt's okay, it's not an unusual thing."
rg_story.8.a:0 "§GI'm here to help!"
rg_story.8.b:0 "What is an antique?"
rg_story.8.c:0 "Strange sensations are here again..."
rg_story.9.desc:0 "Anyway, it's still the old rules, you'll know when you see it. ei-Hey~"
rg_story.9.a:0 "§Ghorrifying§!"
rg_story.9.b:0 "ei-Hey for what??"
rg_story.10.title:0 "§YNever stops§!"
rg_story.10.desc:0 "The 'paper boat' obtained from $NAME_Gray$ has been verified to have some kind of instantaneous reorganization ability, and whenever it is destroyed, it will reappear intact again in defiance of the law, and will never stop. Its capabilities are far beyond the limits of what we understand about this universe. Judging by the information gathered so far, it is completely incapable of being destroyed abnormally. Due to this property, we also cannot disassemble it. "
rg_story.10.a:0 "§YHow is crazy?§!"
rg_story.10.b:0 "§Ywhat kind of antique is this??§!"
# 2.3 模拟龙
rg_story.11.desc:0 "Is it there? I have a new idea, and of course I promise it's fun. Have you ever heard of dragons? "
rg_story.11.a:0 "§GDo you say dragons in space?§!"
rg_story.11.b:0 "---Don't Touch me Empty Option---"
rg_story.11.c:0 "---Don't Touch me Empty Option---"
rg_story.12.desc:0 "I'm talking about dragons in space! I want a dragon, so you're going to get me one. Well... Just find the dragon, scan it, and I should be able to make an identical one. Probably."
rg_story.12.a:0 "§Gwhere do you go to find the dragon?§!"
rg_story.12.b:0"---Don't Touch me Empty Option---"
rg_story.12.c:0 "---Don't Touch me Empty Option---"
rg_story.13.title:0 "§YDancing with Dragons§!"
rg_story.13.desc:0 "$NAME_Gray$ has asked us to scan a living Aether Dragon. It is obviously not feasible to carry out a normal process of research in the face of such a dangerous living creature. What's more, the aetheric dragon we're facing clearly has sight. The only way to do this is to use the Cloaking device to sneak up on the dragon. "
rg_story.13.a:0 "§GIt's huge...§!"
rg_story.14.title:0 "§Ymission aborted§!"
rg_story.14.desc:0 "Perhaps due to external factors, or perhaps the time is not yet ripe, we have to temporarily suspend the plan to scan the ether dragon. Wait until the time is right and we'll start again. "
rg_story.14.a:0 "§GThat's unfortunate§!"
rg_story.15.title:0 "§YSucceeded§!"
rg_story.15.desc:0 "We've succeeded, and before we know it, our scientists have completed their analysis of the Aether Dragon, and the behemoth is still unaware...... All that's left is to go to $NAME_Gray$ and ask. "
rg_story.15.a:0 "§Glet's see what we can do§!"
rg_story.16.desc:0 "Wow, you've found the dragon! Let me take a look... Well, just wait, and I'll contact you when I'm done. "
rg_story.16.a:0 "§GThat's weird§!"
rg_story.17.desc:0 "Alright, done! Remember the last time you were asked to look for a dragon? Well. I followed the body structure of the etheric dragon and copied a small dragon out. Merely... Well, you know my work is somewhat flawed, I can't control these nanobots that make up dragons, they are now as faithful as biological cells in their mission. But maybe there's nothing wrong with that. \nAlright, come out and say hello. "
rg_story.17.a:0 "§Gwait...§!"
rg_story.17.b:0 "---Don't Touch me Empty Option---"
rg_story.17.c:0 "---Don't Touch me Empty Option---"
simulasion_dragon_name:0 "§YSim Dragon§!"
rg_story.18.desc:0 "ahh... ?..."
rg_story.18.a:0 "§Ghuh? §!"
rg_story.18.b:0 "---Don't Touch me Empty Option---"
rg_story.18.c:0 "---Don't Touch me Empty Option---"
rg_story.19.desc:0 "Okay, okay, isn't it cute? In the future, she will be taken care of by you~bye~"
rg_story.19.a:0 "§Gforget it, let's go home.§!"
rg_story.19.b:0 "---Don't Touch me Empty Option---"
rg_story.19.c:0 "---Don't Touch me Empty Option---"
RG_FAKE_DRAGON_SCAN_PROJECT:0 "§YDragon Research§!"
RG_FAKE_DRAGON_SCAN_PROJECT_DESC:0 "$NAME_Gray$ asked us to scan a space dragon. To accomplish this, we first need to find an Aether Dragon. Given the danger of this creature, perhaps we need to prepare a research ship with Cloaking components. \n§Y remember, catch it alive. §!"
rg_story.21.title:0 "§Yafterlife§!"
rg_story.21.desc:0"In the previous battle, the simulated dragon unfortunately did not escape. But when our ship went to search, it found a dragon egg in space. After a period of self-incubation, the simulated dragon was born again. With this feathering rebirth, the flaws of the nanomachines that originally made up the simulated dragon's body have repaired themselves. At the same time, the symptoms of accelerated aging are gone. The legendary dragon triumphed over himself. "
rg_story.21.a:0 "§GThe Real Beginning of a New Life...§!"
rg_event.10.title:0 "§YProject Failure§!"
rg_event.10.desc:0 "Due to the lack of cooperation from $NAME_Gray$, we could not continue the $NAME_Gray$ renovation plan, and the project leader had no choice but to terminate the plan. All our investment in this project has been undone. "
rg_event.10.a:0 "We made a bad decision..."
rg_story.23.title:0 "$situation_rg_gray_mod1_stage_1$"
rg_story.23.desc:0 "Our $NAME_Gray$ renovation program will be divided into six sub-phases. In the first phase, we need to repair the heavily depleted parts of the $NAME_Gray$ hull, as well as repair part of the energy supply system, and repair the damaged hardpoints on the hull that cannot be loaded with weapons.\n§YThe plan will continue without intervention at this stage, but some small investments can speed up the process.§!"
rg_story.23.a:0 "That's it."
rg_story.23.b:0 "§YTake my alloys for it. §!"
rg_story.24.title:0 "$situation_rg_gray_mod1_stage_2$"
rg_story.24.desc:0 "Our program is already in its second phase. In this phase, we will repair the damaged main weapon hardpoints on the $NAME_Gray$ hull, add more weapon hardpoints by adding energy-saving certifications to the reactors, integrate unnecessary hotel rooms, etc., and carry more carrier-based aircraft by optimizing unnecessary safety measures in the carrier-based aircraft ejection process.\n§YAt this stage, the plan will continue as normal without intervention. However, assigning our research team to assist can speed up the process.§!"
rg_story.24.a:0 "So be it."
rg_story.24.b:0 "§Yassign an engineering team to assist.§!"
rg_story.25.title:0 "$situation_rg_gray_mod1_stage_3$"
rg_story.25.desc:0 "Our program has entered its third phase. At this stage, we need to actually build a test ship to verify the feasibility of the plan.\n§YAt this stage, we need to fund the construction of a small test ship for technical verification and sea trials. If all goes well, we will be able to move on to the next phase.§!"
rg_story.25.a:0 "Who still needs to test shipbuilding?"
rg_story.25.b:0 "§YI want it now! Take my money!§!"
rg_story.26.title:0 "$situation_rg_gray_mod1_stage_4$"
rg_story.26.desc:0 "Our plan is already in its fourth phase. At this stage, we need to help $NAME_Gray$ design a new Destroyer-class weapon. It is envisaged that the weapon will have a multi-axis launch base that will allow it to launch enemy ships at full power as an anti-ship weapon, while releasing a large number of nanomachines capable of completely transforming organic races or transforming planets.\n§YDesigning such an advanced weapon is extremely difficult for our research team, and we would do well to fund weapons testing. If all goes well, we will be able to move on to the next phase.§!"
rg_story.26.a:0 "We need to be proactive..."
rg_story.26.b:0 "§Yimmediately allocates funds for the project. §!"
rg_story.27.title:0 "$situation_rg_gray_mod1_stage_5$"
rg_story.27.desc:0 "Our program has entered its fifth phase. At this stage, we need to help $NAME_Gray$ design the hull nano blueprint so that $NAME_Gray$ can freely change its form. If all goes well, our plan is nearing completion.\n§YAt this stage, the plan will continue as normal without intervention. However, assigning our research team to assist can speed up the process.§!"
rg_story.27.a:0 "I think she could do better..."
rg_story.27.b:0 "§Yassigned the physics research team to set off immediately. §!"
rg_story.28.title:0 "$situation_rg_gray_mod1_stage_6$!"
rg_story.28.desc:0 "Our plan is in its final stages. At this stage, we need to complete the finishing work of the mothership transformation and actually verify the performance of the mothership. I guess there won't be any more problems. \n§YAt this stage, we need to execute the $NAME_Gray$ Upgrade Project.§!"
rg_story.28.a:0 "Let's get started."
rg_story.29.title:0"§YUpgrade Project Successfully Concluded§!"
rg_story.29.desc:0 "Our plan has been successfully completed. The tested metrics of the $NAME_Gray$ mothership are very encouraging, and our scientific team is ready for a celebratory rally. "
rg_story.29.a:0 "Invincible."
rg_story.30.title:0 "$situation_rg_gray_mod2_stage_1$"
rg_story.30.desc:0 "Based on the experience of the last time, our $NAME_Gray$ flagship retrofit program will be divided into twelve sub-phases with two optional retrofit phases. We need to prove that a battleship bigger than an asteroid is not a dream. In order to bring this dream back from the imagination to reality, our scientific team had to first perform a mechanical analysis of a warship of this size. \n§Y plans will continue to proceed without intervention at this stage, although the assignment of scientists to assist will speed up the process. §!"
rg_story.30.a:0 "That's it."
rg_story.30.b:0 "§Yassigns Chief Scientist to assist in the project§!"
rg_story.31.title:0 "$situation_rg_gray_mod2_stage_2$"
rg_story.31.desc:0 "Our program is already in its second phase. Previous studies have proven that it is difficult to perfectly meet the requirements of any material known to us in order to build a warship of this size. Further studies of the constitution of nanomatter are needed, and the physical properties exhibited by such matter seem to be highly compatible with our goals. \n§Y plans will continue unintrusive at this stage, but investing in some nanites will speed up the process. §!"
rg_story.31.a:0 "go Ahead"
rg_story.31.b:0 "§YInvest in nanites Research§!"
rg_story.32.title:0 "$situation_rg_gray_mod2_stage_3$"
rg_story.32.desc:0 "Our program has entered its third phase. Even with the assistance of self-programmed nanomachines, it is difficult to construct structures that meet the required strength requirements in space. This is undoubtedly a huge project. We need to build the construction site, coordinate the transportation of materials and carry out structural fixation. \n§YAt this stage, we need to build megastructures to continue the project.§!"
rg_story.32.a:0 "Construction begins"
rg_story.33.title:0 "$situation_rg_gray_mod2_stage_4$"
rg_story.33.desc:0 "Our plan is already in its fourth phase. Our flagship undoubtedly requires a huge amount of energy, and it is difficult to simply scale up a conventional reactor. We need to explore the design of very large-scale reactors and study the supercritical energy output scheme. \n§Y will continue as normal at this stage without intervention, but there may be a major accident that will cause us to be forced to reverse our progress. §!"
rg_story.33.a:0 "Leave it.How bad can be it?"
rg_story.33.b:0 "§YAssign elite scientists to participate in the design§!"
rg_story.34.title:0 "$situation_rg_gray_mod2_stage_5$"
rg_story.34.desc:0 "Our program has entered its fifth phase. Armament is the core of a battleship. Before we actually build the hull, we need to design the weapon load point to load the weapon. Our flagship will have a cardan axis giant Star Destroyer weapon system. Multi-linked Titan-class weapon arrays, as well as ultra-large-scale macro cannon arrays and dense carrier-based aircraft ejection arrays. How to coordinate the ship space is undoubtedly a huge challenge. \n§Y will continue to proceed at this stage without intervention, although investing in the construction of test ships will be able to speed up the process. §!"
rg_story.34.a:0 "We can do it"
rg_story.34.b:0 "§YInvest in the construction of a test unit§!"
rg_story.35.title:0 "$situation_rg_gray_mod2_stage_6$"
rg_story.35.desc:0"We are about to move more than halfway through our plan. Our hull was designed with a lot of tonnage redundancy, which is not wasteful, and we envision the flagship being able to operate an ecosystem of independent housing for several large residential station sizes, with plenty of room for modifications. How to design the people's future home will be an important task that cannot be ignored. \n§Y will continue to proceed at this stage without intervention, although investing in the construction of test ships will be able to speed up the process. §!"
rg_story.35.a:0 "For a new home"
rg_story.35.b:0 "§YInvest in the construction of a test unit§!"
rg_story.36.title:0 "$situation_rg_gray_mod2_stage_7$"
rg_story.36.desc:0 "Our plan has entered its seventh phase. We will lay the first keel of the hull, which is critical to the integrity of the hull. \n§Y will continue to work on track at this stage without intervention, but with some small investments it can speed up the process. §!"
rg_story.36.a:0 "continue"
rg_story.36.b:0 "§YInvest in Extra Materials§!"
rg_story.37.title:0 "$situation_rg_gray_mod2_stage_8$"
rg_story.37.desc:0 "Our program has entered its eighth phase. At this stage, we will lay reinforced armor on the hull. Ships are already taking shape. \n§Y will continue to work on track at this stage without intervention, but with some small investments it can speed up the process. §!"
rg_story.37.a:0 "It's almost finished..."
rg_story.37.b:0 "§YInvest in Extra Materials§!"
rg_story.38.title:0 "$situation_rg_gray_mod2_stage_9$"
rg_story.38.desc:0 "Our program is in its ninth phase. At this stage, we need to design a super-scale hyperspace engine for the flagship. Well, something could go wrong. \n§Y will continue to proceed at this stage without intervention, although investing in the construction of test ships will be able to speed up the process. §!"
rg_story.38.a:0 "It shouldn't be a problem... Right? "
rg_story.38.b:0 "§YInvest in Extra Materials§!"
rg_story.39.title:0 "$situation_rg_gray_mod2_stage_10$"
rg_story.39.desc:0 "Our program has entered its tenth phase. We need to design and install soft equipment such as ship halo projectors, stealth arrays, etc. \n§Y will continue to work on track at this stage without intervention, but with some small investments it can speed up the process. §!"
rg_story.39.a:0 "That's it"
rg_story.39.b:0 "§YInvest in Extra Materials§!"
rg_story.40.title:0 "$situation_rg_gray_mod2_stage_11$"
rg_story.40.desc:0 "Our plan has entered its eleventh phase. At this stage, we need to help $NAME_Gray$ design the hull nano blueprint so that $NAME_Gray$ can freely change its form. If all goes well, our plan is nearing completion. \n§Ywill continue to work on track at this stage without intervention, but with some small investments it can speed up the process. §!"
rg_story.40.a:0 "That's it"
rg_story.40.b:0 "§YInvest in Extra Materials§!"
rg_story.41.title:0 "$situation_rg_gray_mod2_stage_12$"
rg_story.41.desc:0 "Our plan is in its final stages. Our flagship renovation project is almost complete, and the next step is the actual sea trials. If all goes well, then all goes well. \n§YAt this stage, we need to execute the $NAME_Gray$ Upgrade Project. §!"
rg_story.41.a:0 "Startup Plan"
rg_story.42.title:0 "$situation_rg_gray_mod2_stage_13$"
rg_story.42.desc:0 "Our plans are almost complete, and as an add-on option, we can dominate the flagship revamp. But this requires additional investment from us. At this stage, we will create a habitable warehouse that can accommodate a large number of people. \n§Ywill continue to work on track at this stage without intervention, but with some small investments it can speed up the process. §!"
rg_story.42.a:0 "That's it"
rg_story.42.b:0 "§YInvest in Extra Materials§!"
rg_story.43.title:0 "$situation_rg_gray_mod2_stage_14$"
rg_story.43.desc:0"Our plans are almost complete, and as an add-on option, we can dominate the flagship.\n§Y: At this stage, we need to execute the $NAME_Gray$ Upgrade Project. §!"
rg_story.43.a:0 "That's it"
rg_story.43.b:0 "§YInvest in Extra Materials§!"

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l_english:
preset_rg_scion: "§YOath Project Country§!"
preset_rg_scion_desc: "For some ulterior motive, the Ancient Fallen Empire treated it as if it were its own. Their Ancient Overlord would not allow any outside interference with their Oath Country. "
### NANOTECH
tradition_rg_nanotech: "§YNano Refactoring§!"
tradition_rg_nanotech_desc: "The form of life is not the same, and embracing nanomachines makes us extra-dimensional to all things in the universe."
tr_rg_nanotech_adopt: "§YNano Refactoring§!Tradition"
tr_rg_nanotech_1: "Material Reshaping"
tr_rg_nanotech_2: "Spiritual Devotion"
tr_rg_nanotech_3: "Storm Torrent"
tr_rg_nanotech_4: "Infinity Frontier"
tr_rg_nanotech_5: "Nano Normalization"
tr_rg_nanotech_finish: "$tradition_rg_nanotech$ finished"
tr_rg_nanotech_1_delayed: "Traditional material smelting can no longer satisfy our desire for progress. We will transform the useless matter of the old world into nanobots."
tr_rg_nanotech_2_delayed: "Nanomachines reorganize everything, and we are the universe. The world changes in our hands as needed."
tr_rg_nanotech_3_delayed: "Our existence is no longer limited by our will. We will turn into a storm and sweep through everything."
tr_rg_nanotech_4_delayed: "We are a torrent, and our existence needs strength as a foundation. Now,§RI§!am the swarm."
tr_rg_nanotech_5_delayed: "The boundaries between matter and man have blurred, and everything is just a note in the torrent of our collective will."
tradition_rg_nanotech_delayed: "We are an unstoppable torrent that swallows the sky and the earth. Everything will be integrated into us, we will form everything. "
tr_rg_nanotech_adopt_modifier_desc: "§Y$AVAILABLE_STARBASE_BUILDINGS$§!$sm_nanite_harvester$"
tr_rg_nanotech_1_modifier_desc: "§Y$AVAILABLE_BUILDINGS$§!$building_rg_nanolab_1$\n§Y$AVAILABLE_BUILDINGS$§!$building_rg_nanolab_2$\n§Y$AVAILABLE_BUILDINGS$§!$building_rg_nanotech_cauldron$\n§Y$AVAILABLE_BUILDINGS$§!$building_rg_nanite_transmuter$\n"
tr_rg_nanotech_2_modifier_desc: "§IUnlocks Megastructure:§Y$RG_habitat_central_complex$§!\n§IUnlocks Megastructure:§!§Y$rg_nano_ripper_4$§!: Can produce large quantities £nanites£§Y$nanites$§! from all planets, moons, and asteroids in the star system"
tr_rg_nanotech_3_modifier_desc: "§YPlanetary Decision Unlocked:§!$decision_rg_nanotech_swarm_consume_world$\n§YUnlock Colossus Weapon§!$tech_object_gray_7$Turns planets into colonizable §Y$pc_nanotech$§!"
tr_rg_nanotech_4_modifier_desc: "§YAscension Perk Unlocked:$rg_ap_nantiematter$\n§HUnlocks Ship Type:§!§!$RG_graygoo_destroyer$\n§YRelics Gained§!§Y$rg_tempest_invocator$§!: Allows you to summon Cosmic Storm:§Y$graytempest_storm$§!"
tr_rg_nanotech_5_modifier_desc: "§YUnlocks Purge$purge_nanophage$§!: Assimilation the alien population as part of us.\nAll pop gain §YNantie Trait§!$pops_with_icon$§! require £nanites£§Y$nanites$§! Upkeeps.\n§YNanties§Y $pops_with_icon$§! are instantly created to meet £job£ Job requirements of §Y£building£ Buildings§! and §Y£district£ Districts§! For every colony who is §Y$pc_nanotech$§! or §Y$pc_rg_grayhabitat$§!."
tr_rg_nanotech_finish_modifier_desc: "§Y§HUnlocks Ship Type:§!§!$RG_graygoo_mothership$\nAll domestic star bases are automatically built built-in §Y$sm_nanite_harvester$§!"
decision_rg_server_shut_down: "§RCore Shutdown§!"
decision_rg_server_shut_down_desc: "§Rwill destroy the colony! §!\n\nThis colony has lost its usefulness, shutting down the Signal Relay Core. "
decision_rg_nanotech_swarm_consume_world: "§YNanite Transfiguration§!"
decision_rg_nanotech_swarm_consume_world_desc: "Our planets will transform, feeding the flood and our essence."
decision_rg_nanotech_swarm_consume_world_effect_desc: "Transfigure this world, creating one or more blockers that reduce the habitability and districts of this world but will provide more nanites for the flood."
situation_rg_nanotech_consume_planet: "Extract Nanites from [Target.GetName]"
situation_rg_nanotech_consume_planet_type: "Extract Nanites"
situation_rg_nanotech_consume_planet_monthly_change_tooltip: "Nanite Extraction Progress"
situation_rg_nanotech_consume_planet_desc: "Everything, including entire worlds, is destined to be assimilated into our collective, to become a part of us."
rg_deficit.170.desc:1 "[Owner.GetFinancialAdvisorAgencyCap] is getting increasingly concerned about the $nanites$ shortage befalling our empire. Failure to recoup our expenses will bring widespread disruptions to our industry sector."
rg_deficit.170.desc.machine:1 "Budget warning: $nanites$ expenditures surpassing expenditures for multiple subsequent months. Failure to resolve the shortage will bring widespread disruptions to our industry sector."
rg_deficit.170.A:1 "Scrap robots on §Y[robots_planet.GetName]§! for $nanites$ ."
rg_deficit.170.A.tooltip:2 "Dismantle all robots on [robots_planet.GetName] (£pop£ §Y[robots_planet.recycled_robots] Drones§!) to gain £nanites£ §Y[robots_planet.total_alloys_gained] $nanites$ §!"
rg_deficit.170.B:1 "Consolidate. Recycle. Dismantle droids on §Y[robots_planet.GetName]§!."
rg_deficit.170.B.tooltip:2 "Dismantle half of the population on [robots_planet.GetName] (£pop£ §Y[robots_planet.recycled_robots] Drones§!) to gain £nanites£ §Y[robots_planet.total_alloys_gained] $nanites$§!"
rg_deficit.175.desc:1 "Having failed to resolve our $nanites$ shortage, we have been forced to declare bankruptcy and default on our debts. [Owner.GetFinancialAdvisorAgencyCap] is drafting a new austerity plan to cut expenses and preventing this situation from ever happening again."
situation_nanites_deficit: "$nanites$ deficit"
situation_nanites_deficit_type: "$situation_nanites_deficit$"
deficit_approach_cut_nanite_usage: "$nanites$ Rationing"
string_expenditures_greater_than_income_nanites: "$nanites$ Deficit"
string_not_in_deficit_nanites: "Positive Monthly $nanites$ Balance"
string_resource_reserves_nanites: "$nanites$ Reserves"
purge_nanophage: "Nanite Assimilation"
purge_nanophage_tooltip: "Affected populations are gradually split into the [From.GetSpeciesAdj] species, regardless of their own volition."
purge_nanophage_tooltip_delayed: "§ The form of unfreedom is only a constraint that hinders our development. In doing so, their cause will be continued by [From.GetSpeciesNamePlural]. §!"
civic_rg_gray_cluster: "§YDistant Stella-Cluser Start§!"
civic_rg_gray_non_cluster: "§YDistant Stella-Galaxy Start§!"
civic_tooltip_rg_gray_cluster: "Choose to start your adventure in §YL-Cluster§!. The standard start option for this mod."
civic_tooltip_rg_gray_non_cluster: "Choose to start your adventure in §YGalaxy§!. Suitable for players who don't want to start in the L-Cluster. "
rg_ap_nantiematter:0 "§YNanomatter Composition Engineering§!"
rg_ap_nantiematter_desc:0 "If a thorough study of the matter and technology of the L-Gate builders could be carried out, these powerful nanomachines would greatly enhance our armaments. This requires us to gain sufficient knowledge of the L-gate."
rg_ap_nantiematter_tooltip:0 "§YThat's results everything.§!"
origin_rg_gray:0 "§YDistant Stella§!"
origin_rg_gray_desc:0 "You secretly persuaded $NAME_Gray$ to come and visit you from the distant L-Cluster"
START_SCREEN_RG_GRAY_ORIGIN:0 "-TOO LONG GIVE UP TO TRANSLATE THIS.I KNOW YOU NEVER READ THIS-\n\n§IIt's a special start! You will be trapped in the L-Cluster and will not be able to open the L-Gate from within. If no other country had opened the L-Gate from the outside...well.§!"
origin_tooltip_rg_gray_effects:0 "—['concept_rg_gray'] will come to help you at the game start.\n—$HOME_SYSTEM$Begin your adventure in an isolated L-Cluster\n— previous $HOME_SYSTEM$ is connected in to ['concept_l_gates'] network by a ['concept_l_gates'].\n\n§R<But... You may never have a chance to seeing the galaxy again.>§!\n§Y—This origin cannot be selected repeatedly.§!\n§Y-When the Origin is taken by the AI Empire, the L-Cluster will be taken by the AI Empire. Hmm, you know!"
rg_origin_scion:0 "§YTracing the future§!"
rg_origin_scion_desc:0 "The script is suspected to have been rewritten by someone. You will grow under the meticulous supervision of $NAME_Gray$."
origin_tooltip_rg_scion_effects:0 "It starts as a subject of ['concept_rg_gray'] ['concept_fallen_empire'].['concept_rg_gray'] will protect your country from foreign enemies, and sometimes give you some help.\n—['concept_rg_gray']['concept_fallen_empire'] Overlord's ['concept_rg_scion', £scion£Oath Project Country]\n—$HOME_SYSTEM$ is connected in to ['concept_l_gates'] network by a ['concept_l_gates']\n—['concept_rg_gray'] ['concept_fallen_empire'] Ignoring the galaxy setting must be present in an isolated L-Cluster\n- will be protected by ['concept_rg_gray'].\n\n§R<But it can also be an obstacle to your development...>§!\n§Y—This is an unfinished Work-In-Progress origin. For development and testing purposes only. Please do not use it in your official game.§!"

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l_english:
GRAY_SPECIES:0 "$NAME_Gray$"
RG_MACHINE:0 "§YNanite Reconstructed Doll§!"
gray_army_desc:0 "$NAME_Gray$With her nano-combat mothership, it can easily sweep away a planet"
rg_tempest_invocator: "Graygoo Core"
rg_tempest_invocator_desc: "Although it is called $rg_tempest_invocator$, it has nothing to do with $NAME_Gray_Goo$. This amazing $relics$ is a patented product with independent intellectual property rights that is completely independently developed by our engineers."
d_nanite_ripper_deposit_1: "£nanites£ +0.1"
d_nanite_ripper_deposit_2: "£nanites£ +1.6"
d_nanite_ripper_deposit_3: "£nanites£ +5.8"
d_nanite_ripper_deposit_4: "£nanites£ +25.6"
rg_nanite_leader:0"§YNanite Entity§!"
rg_nanite_leader_plural:0"§YNanite Entity§!"
rg_nanite_leader_description:0"§YEssentially, it is an individual composed of thousands of nanomachines.§!"
rg_nanite_leader_plural_with_icon:0"£official£ $rg_nanite_leader_plural$"
RG_AUTOCONST_HANGER:0 "Automatic engineering sub-entity"
RG_AUTOCONST_HANGER_desc:0 "Preloaded worker ships can automatically build star bases after a system survey is completed."
RG_const_country:0 "$NAME_Gray$-automatic engineering team"
citizenship_full_rg_maid: "$RG_MACHINE$"
citizenship_full_rg_maid_tooltip: "The species population is fully customized artificial life used for industrial production."
citizenship_full_rg_maid_tooltip_delayed: "§LDirect Control Mode§!"
rg_nothing:0 ""
rg_nothing_desc:0 ""
rg_distant_stars_modifier:0 "§HDistant Stars§!"
rg_distant_stars_modifier_desc:0 "L-Clusters are a group of galaxies that are very far apart from the Milky Way as we know it. It is almost impossible to start the jump engine back to the galaxy from the inside. \n§H Of course you insist on getting out... I can't help it. This modifier is automatically removed when the L-Stargate is opened. §!"
rg_gray_army_base:0 "§YSelf-propelled $gray_army$§!"
rg_gray_army_base_desc:0 "Replicas of $gray_army$ created by reverse engineering have limited operational decision-making capabilities. But it's still hugely powerful."
rg_fake_dragon_desc:0 "The simulated dragon is a simulated life born from a mysterious experiment of $NAME_Gray$. Although it is composed of nanomachines, it is not able to control these nanomachines autonomously. As nanomachines lose their ability to maintain, the future of analog dragons becomes even more uncertain."
rg_timed_life_millennium:0 "§RMillennial Soul Ring§!: The simulated dragon is already a thousand years old~ Congratulations. And yet nothing happened!"
rg_timed_life_millennium_reborn:0 "§YGlowing-§!§RMillennial Soul Ring§!: The simulated dragon is a thousand years old~§R How did you do it? Is a thousand years really so short? §!\nYou have obtained §R loser Certification§!~"
RG_sim_dragon_species:0 "Dragons in disguise"
RG_SIMULATION_DRAGON_SPECIES:0 "Dragons in disguise"
situation_rg_gray_mod1:0 "§Y$NAME_Gray$ Upgrade Project§!"
situation_rg_gray_mod1_desc:0 "Due to the lack of resources in the L-Cluster, the hull of $NAME_Gray$ has not been maintained for a long time. By mobilizing enough resources, $NAME_Gray$ can be used to restore the mothership to its full state. In order to execute this initiative, $NAME_Gray$ needed the help of our engineering team. \n§RSwitching the $NAME_Gray$ pattern will cause the plan to fail. §!"
situation_rg_gray_mod1_stage_1:0 "§YStage 1: Basic Hull Repair Stage§!"
situation_rg_gray_mod1_stage_2:0 "§YStage 2: Weapon Point Reconstruction Stage§!"
situation_rg_gray_mod1_stage_3:0 "§YStage 3: Feasibility Verification Stage§!"
situation_rg_gray_mod1_stage_4:0 "§YStage 4: Star Destroyer Weapon Design Stage§!"
situation_rg_gray_mod1_stage_5:0 "§YStage 5: Ship-wide Nanodesign Stage§!"
situation_rg_gray_mod1_stage_6:0 "§YStage 6: Final Sea Trial Stage§!"
situation_rg_gray_mod1_stage_1_tooltip:0 "$rg_story.23.desc$"
situation_rg_gray_mod1_stage_2_tooltip:0 "$rg_story.24.desc$"
situation_rg_gray_mod1_stage_3_tooltip:0 "$rg_story.25.desc$"
situation_rg_gray_mod1_stage_4_tooltip:0 "$rg_story.26.desc$"
situation_rg_gray_mod1_stage_5_tooltip:0 "$rg_story.27.desc$"
situation_rg_gray_mod1_stage_6_tooltip:0 "$rg_story.28.desc$"
situation_rg_gray_mod1_monthly_change_tooltip:0 "§YWe are steadily moving forward with the renovation project.§!"
situation_rg_gray_mod1_finish_tooltip:0 "§YOur plan was completed on track.§!"
situation_rg_gray_mod2_monthly_change_tooltip:0 "§YWe are steadily moving forward with the renovation project.§!"
situation_rg_gray_mod2_finish_tooltip:0 "§YOur plan was completed on track.§!"
situation_rg_gray_mod1_approach_1:0 "Execute on schedule"
situation_rg_gray_mod1_approach_2:0 "Pause execution Plan"
situation_rg_gray_mod1_approach_3:0 "Abandon execution plan"
situation_rg_gray_mod1_approach_1_tooltip:0 "§GOur project will be executed as planned.§!"
situation_rg_gray_mod1_approach_2_tooltip:0 "§YDue to external pressure, we need to postpone the implementation of the renovation project.§!"
situation_rg_gray_mod1_approach_3_tooltip:0 "§RWe had difficulties that made the plan unsustainable and had to suspend the plan for the time being.§!"
situation_rg_gray_mod1_stage_1_booster_tooltip:0 "§GOur project gets an extra budget§!"
situation_rg_gray_mod1_stage_2_booster_tooltip:0 "§GOur engineering team was assigned to help with the renovation project§!"
situation_rg_gray_mod1_stage_3_booster_tooltip:0 "§RDue to the lack of budget for our program, the project team had to use imagination to make up for it§!"
situation_rg_gray_mod1_stage_5_booster_tooltip:0 "§GOur physics team has been assigned to help with the retrofit project§!"
situation_rg_gray_mod1_stage_6_booster_tooltip:0 "§YWe need to actually start executing the retrofit project§!"
situation_rg_gray_mod2_stage_1_booster_tooltip:0 "§GOur research team has been assigned to help with the renovation project§!"
situation_rg_gray_mod2_stage_2_booster_tooltip:0 "§GOur project gets an extra budget§!"
situation_rg_gray_mod2_stage_3_booster_tooltip:0 "§GOur project has been approved for the construction of a test ship§!"
situation_rg_gray_mod2:0 "§Y$NAME_Gray$ Capitalship Upgrade Project§!"
situation_rg_gray_mod2_desc:0 "Our scientists believe that with the accumulation of our research on the $NAME_Gray$ hull and technology, we will be able to design a giant flagship hull. If successful, the $NAME_Gray$ mothership will gain enough combat power to rival the Fallen Empire. For this great project, we need to mobilize huge resources. Once the resources are ready, the project can start immediately\n§H This is a long-term project, so switching $NAME_Gray$ patterns will not cause the plan to fail. §!"
situation_rg_gray_mod2_stage_1:0 "§YStage 1: Fundamental Mechanics Verification Stage§!"
situation_rg_gray_mod2_stage_2:0 "§YStage 2: Nanocomposition Research Stage§!"
situation_rg_gray_mod2_stage_3:0 "§YStage 3: Site Construction Stage§!"
situation_rg_gray_mod2_stage_4:0 "§YStage 4: Reactor Stabilization Research Stage§!"
situation_rg_gray_mod2_stage_5:0 "§YStage 5: Primary Weapon Point Design Stage§!"
situation_rg_gray_mod2_stage_6:0 "§YStage 6: Cabin Layout Design Stage§!"
situation_rg_gray_mod2_stage_7:0 "§YStage 7: Hull Keel Laying Stage§!"
situation_rg_gray_mod2_stage_8:0 "§YStage 8: Hull Main Structure Laying Stage§!"
situation_rg_gray_mod2_stage_9:0 "§YStage 9: Hyperspace Engine Validation Stage§!"
situation_rg_gray_mod2_stage_10:0 "§YStage 10: Subsystem Hoisting Stage§!"
situation_rg_gray_mod2_stage_11:0 "§YStage 11: Ship-wide Nanodesign Stage§!"
situation_rg_gray_mod2_stage_12:0 "§YStage 12: Final Sea Trial Stage§!"
situation_rg_gray_mod2_stage_13:0 "§YStage 13: Residential Zoning Design Stage§!"
situation_rg_gray_mod2_stage_14:0 "§YStage 14: Juggernaut Dockyard Laying Stage§!"
situation_rg_gray_mod2_stage_1_tooltip:0 "$rg_story.30.desc$"
situation_rg_gray_mod2_stage_2_tooltip:0 "$rg_story.31.desc$"
situation_rg_gray_mod2_stage_3_tooltip:0 "$rg_story.32.desc$"
situation_rg_gray_mod2_stage_4_tooltip:0 "$rg_story.33.desc$"
situation_rg_gray_mod2_stage_5_tooltip:0 "$rg_story.34.desc$"
situation_rg_gray_mod2_stage_6_tooltip:0 "$rg_story.35.desc$"
situation_rg_gray_mod2_stage_7_tooltip:0 "$rg_story.36.desc$"
situation_rg_gray_mod2_stage_8_tooltip:0 "$rg_story.37.desc$"
situation_rg_gray_mod2_stage_9_tooltip:0 "$rg_story.38.desc$"
situation_rg_gray_mod2_stage_10_tooltip:0 "$rg_story.39.desc$"
situation_rg_gray_mod2_stage_11_tooltip:0 "$rg_story.40.desc$"
situation_rg_gray_mod2_stage_12_tooltip:0 "$rg_story.41.desc$"
situation_rg_gray_mod2_stage_13_tooltip:0 "$rg_story.42.desc$"
situation_rg_gray_mod2_stage_14_tooltip:0 "$rg_story.43.desc$"
rg_gray_mod2_stage1_project:0 "§Yassigns Chief Scientist to help with the renovation project§!"
rg_gray_mod2_stage1_project_desc:0 "In order to speed up the $NAME_Gray$ renovation project, we need to assign our scientists to work on this project. Well, that's it. "
rg_gray_mod2_stage4_project:0 "$rg_gray_mod2_stage1_project$"
rg_gray_mod2_stage4_project_desc:0 "$rg_gray_mod2_stage1_project_desc$"

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l_english:
rg_nanite_harvester: "$nanite_harvester$"
RG_habitat_central_complex: "$pc_rg_grayhabitat$"
RG_habitat_central_complex_plural: "$pc_rg_grayhabitat$"
RG_habitat_central_complex_DESC: "§Y$pc_rg_grayhabitat$§! capable of housing several £pop£ §YPops§! and providing space for £building£ §YBuildings§! and £district£ §YDistricts§! in orbit of uninhabitable planets."
RG_habitat_central_complex_MEGASTRUCTURE_DETAILS: "§Y$pc_rg_grayhabitat$§!It is a self-contained space station composed entirely of nanomachines for permanent habitation."
RG_habitat_central_complex_CONSTRUCTION_INFO_DELAYED: "$REQUIREMENTS_HEADER$$major_orbital_requirements$\n\n$EFFECTS_HEADER$ $NEW_LINE$- A Colonisable (Size: £planetsize£15) $pc_rg_grayhabitat$ will be created. $NEW_LINE$- $habitat_0_CONSTRUCTION_INFO_DELAYED$"
rg_nano_ripper_1: "$rg_nano_ripper_4$GREY FOG RINGS"
rg_nano_ripper_1_DESC: "$rg_nano_ripper_1_MEGASTRUCTURE_DETAILS$"
rg_nano_ripper_2: "$rg_nano_ripper_4$TORRENT LADDER"
rg_nano_ripper_2_DESC: "$rg_nano_ripper_1_MEGASTRUCTURE_DETAILS$"
rg_nano_ripper_3: "$rg_nano_ripper_4$CORE REFINING"
rg_nano_ripper_3_DESC: "$rg_nano_ripper_1_MEGASTRUCTURE_DETAILS$"
rg_nano_ripper_4: "§YNanite Ripper§!"
rg_nano_ripper_4_DESC: "$rg_nano_ripper_1_MEGASTRUCTURE_DETAILS$"
rg_nano_ripper_1_MEGASTRUCTURE_DETAILS: "Using massively deployed nanomachines, §Y$rg_nano_ripper_4$§! uses the planet as a raw material to efficiently transform into the £nanites£$nanites$ we need.\n§RMust built on§!§Y$pc_gray_goo$§!§R or §!§Y$pc_nanotech$§!§R§!"
rg_nano_ripper_1_mod: "$rg_nano_ripper_1$"
rg_nano_ripper_1_mod_desc: "$rg_nano_ripper_1_DESC$"
rg_nano_ripper_1_mod_tooltip: "Uncovers a Size §Y0.1§!£nanites£$nanites$ deposit on every Planet, Moon and Asteroid in the System.$NEW_LINE$§E$SYSTEM_MODIFIER$§!$TABBED_NEW_LINE$$mod_station_gatherers_produces_mult$§G+$@arc_furnace_1_mod_value|%0$§!"
rg_nano_ripper_2_mod: "$rg_nano_ripper_2$"
rg_nano_ripper_2_mod_desc: "$rg_nano_ripper_2_DESC$"
rg_nano_ripper_2_mod_tooltip: "Improves uncovered deposits to Size§Y1.7§!£nanites£$NEW_LINE$§E$SYSTEM_MODIFIER$§!$TABBED_NEW_LINE$$mod_station_gatherers_produces_mult$§G+$@arc_furnace_2_mod_value|%0$§!"
rg_nano_ripper_3_mod: "$rg_nano_ripper_3$"
rg_nano_ripper_3_mod_desc: "$rg_nano_ripper_3_DESC$"
rg_nano_ripper_3_mod_tooltip: "Improves uncovered deposits to Size§Y7.5§!£nanites£$NEW_LINE$§E$SYSTEM_MODIFIER$§!$TABBED_NEW_LINE$$mod_station_gatherers_produces_mult$§G+$@arc_furnace_3_mod_value|%0$§!"
rg_nano_ripper_4_mod: "$rg_nano_ripper_4$"
rg_nano_ripper_4_mod_desc: "$rg_nano_ripper_4_DESC$"
rg_nano_ripper_4_mod_tooltip: "Improves uncovered deposits to Size§Y33.1§!£nanites£$NEW_LINE$§E$SYSTEM_MODIFIER$§!$TABBED_NEW_LINE$$mod_station_gatherers_produces_mult$§G+$@arc_furnace_4_mod_value|%0$§!"
rg_nano_ripper_destroyed: "Ruined $rg_nano_ripper_4$"
rg_nano_ripper_destroyed_DESC: "The remnants of an $rg_nano_ripper_4$"
rg_nano_ripper_destroyed_MEGASTRUCTURE_DETAILS: "$rg_nano_ripper_1_MEGASTRUCTURE_DETAILS$"
rg_nano_ripper_restored: "$rg_nano_ripper_4$"
rg_nano_ripper_restored_DESC: "$rg_nano_ripper_4_DESC$"
RG_orbital_ring:0 "§Y$graygoo$ Orbital Ring Defence terminal§!"
RG_orbital_ring_desc:0 ""
RG_orbital_ring_MEGASTRUCTURE_DETAILS: ""
RG_orbital_ring_ruined: "Ruined $RG_orbital_ring$"
RG_orbital_ring_ruined_DESC: ""
RG_orbital_ring_restored: "$RG_orbital_ring$"
RG_orbital_ring_restored_DESC: ""

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l_english:
pc_rg_grayhabitat: "Nanite Space Site"
pc_rg_grayhabitat_desc: "A deep space dwelling composed of nanomachines that provides a planet-like living experience, specifically an urban area on a planet. Composed entirely of nanobots, the building appears in a dreamlike instant, and the entity composed of nanobots is responsible for all the production work of the space site.\n§YThe $PLANET_SIZE$ of the space site increases with the $NAME_Gray$ leader level (§Y[owner.rg_gray_level]§!) of the promotion and expansion. The initial $PLANET_SIZE$ is 10, and each level of Leader increases by 2 $PLANET_SIZE$.§!"
building_rg_nanolab_1: "§YNanite Research Facility§!"
building_rg_nanolab_1_desc: "Conducting research at a nanoscopic scale brings a whole new perspective on the universe."
building_rg_nanolab_2: "§YNanite Research Complex§!"
building_rg_nanolab_2_desc: "How peculiar it is that the infinitely small and the infinitely big look so much alike."
building_rg_nanotech_cauldron: "§YNanotech Cauldron§!"
building_rg_nanotech_cauldron_desc: "Operating at a molecular level, the swarm can easily reconfigure mineral structures into sturdy alloy lattices.\n§RIf short of £nanites£$nanites$ production will be suspended.§!"
building_rg_nanite_transmuter: "§YNanite Transmuter§!"
building_rg_nanite_transmuter_desc: "This factory mass-produces a variety of rare resources using extremely advanced nanites. A Nanite deficit will halt production.\n§RIf short of £minerals£$minerals$ production will be suspended.§!"
district_rg_farming: "Agricultural Segment"
district_rg_farming_plural: "Agricultural Segments"
district_rg_farming_desc: "Endless seas of farmland stretch across this section, growing massive amounts of food."
district_rg_generator: "Generator Segment"
district_rg_generator_plural: "Generator Segments"
district_rg_generator_desc: "Reactors fill this section, focused on the generation of energy."
district_rg_nanites: "Nanite Segment"
district_rg_nanites_plural: "Nanite Segments"
district_rg_nanites_desc: "Nanomachine replicators fill this segment, with the goal of producing as many nanites as possible."
district_rg_mining: "Mining Segment"
district_rg_mining_plural: "Mining Segments"
district_rg_mining_desc: "Swarms of mining drones fill this segment, focusing on harvesting useful minerals from nearby planets."
district_rg_science: "Research Segment"
district_rg_science_plural: "Research Segments"
district_rg_science_desc: "Research facilities of all kinds fill this Ring World segment."
district_rg_commercial: "Commercial Segment"
district_rg_commercial_plural: "Commercial Segments"
district_rg_commercial_desc: "Civilian industry and infrastructure populate this segment dedicated to commerce."
district_rg_city: "City Segment"
district_rg_city_plural: "City Segments"
district_rg_city_desc: "Urban centers fill this section, providing large amounts of housing and office space for clerical workers."
district_rg_hive: "Hive Segment"
district_rg_hive_plural: "Hive Segments"
district_rg_hive_desc: "Towering spires stretch across section for drones to gather when not working to rejuvenate and consume nutrients."
district_rg_nexus: "Nexus Segment"
district_rg_nexus_plural: "Nexus Segments"
district_rg_nexus_desc: "Efficient districts fill this section, provide locations for drones to be serviced and repaired before they are deployed to their work assignments."
district_rg_industrial: "Industrial Segment"
district_rg_industrial_plural: "Industrial Segments"
district_rg_industrial_desc: "Clanking factories and powerful machinery fill this section, providing a strong industrial base for the Empire."

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l_english:
graygoo:0 "Graygoo"
RG_armed_constructor_ship:0 "§Y$NAME_Gray$ Constructor Ship§!"
RG_armed_constructor_ship_plural:0 "$RG_armed_constructor_ship$"
RG_armed_science_ship:0 "§Y$NAME_Gray$ Science Ship§!"
RG_armed_science_ship_plural:0 "$RG_armed_science_ship$"
RG_armed_transport_ship:0 "§Y$NAME_Gray$ Suppression Ship§!"
RG_armed_transport_ship_plural:0 "$RG_armed_transport_ship$"
RG_armed_colony_ship:0 "§Y$NAME_Gray$ Colony Ship§!"
RG_armed_colony_ship_plural:0 "$RG_armed_colony_ship$"
RG_graygoo_interdictor:0 "§Y$graygoo$ Interdictor§!"
RG_graygoo_interdictor_plural:0 "$RG_graygoo_interdictor$"
RG_graygoo_Arsenal:0 "§Y$graygoo$ Arsenal Interdictor§!"
RG_graygoo_Arsenal_plural:0 "$RG_graygoo_Arsenal$"
RG_graygoo_icebreaker_interdictor:0 "§Y$graygoo$ Icebreaker Interdictor§!"
RG_graygoo_icebreaker_interdictor_plural:0 "$RG_graygoo_icebreaker_interdictor$"
RG_graygoo_Buff:0 "§Y$graygoo$ Replenishment Oiler§!"
RG_graygoo_Buff_plural:0 "$RG_graygoo_Buff$"
RG_graygoo_mothership:0 "§Y$graygoo$ Mothership§!"
RG_graygoo_mothership_plural:0 "$RG_graygoo_mothership$"
RG_graygoo_capitalship:0 "§Y$graygoo$ Capitalship§!"
RG_graygoo_capitalship_plural:0 "$RG_graygoo_capitalship$"
RG_gray_juggernaut:0 "§B$graygoo$ Juggernaut§!"
RG_gray_juggernaut_plural:0 "$RG_gray_juggernaut$"
RG_orbital_ring_tier_1:0 "§Y$graygoo$Orbital Ring Defence terminal§!"
RG_orbital_ring_tier_1_plural:0 "$RG_orbital_ring_tier_1$"
RG_graygoo_destroyer:0 "§Y$graygoo$ Destroyer§!"
RG_graygoo_destroyer_plural:0 "$RG_graygoo_destroyer$"
RG_gray_warship_key:0 "§Y$NAME_Gray$ Hull§!"
RG_gray_warship_base_key:0 "§Y$NAME_Gray$ Hull§!"
RG_gray_capitalship_key:0 "§Y$NAME_Gray$ Capitalship Hull§!"
RG_graygoo_juggernaut_behind_key:0 "§Y$NAME_Gray$ Juggernaut Tailplane§!"
RG_graygoo_capitalship_behind_key:0 "§Y$NAME_Gray$ Capitalship Tailplane§!"
weapon_type_rg_jumpdrive:0 "§Y$ftl_components$§!"
weapon_type_rg_sp:0 "§YExperimental Weapon§!"
weapon_type_rg_clocking_comp:0 "§Y$science_cloaking_components$§!"
weapon_type_rg_thruster:0 "§Y$thruster_components$§!"
weapon_type_rg_sensor:0 "§Y$ship_sensor_components$§!"
weapon_type_rg_halo:0 "§YShip Aura§!"
weapon_type_rg_aux:0 "§YAuxiliary Component§!"
weapon_type_rg_computer:0 "§YFlight Control System§!"
weapon_type_rg_secondary:0 "§YSecondary Armament§!"
weapon_type_rg_torpedoe:0 "§YTorpedoe§!"
weapon_type_rg_main:0 "§YMain Armament§!"
weapon_type_rg_armor:0 "§YArmor§!"
weapon_type_rg_reactor:0 "§YPower Core§!"
rg_ship_aura_components_empty: "Empty Slot"
rg_power_core_empty: "Empty Slot"
rg_ftl_components_empty: "Empty Slot"
rg_thruster_components_empty: "Empty Slot"
rg_sensor_component_empty: "Empty Slot"
rg_combat_computers_empty: "Empty Slot"
RG_FUSION_NANO_REACTOR:0 "§Y「'FUSION NANO REACTOR'」§!"
RG_FUSION_NANO_REACTOR_DESC:0 "The energy conduction characteristics of nanomaterials are used to greatly compress traditional reactors and increase density."
RG_FUSION_NANO_REACTOR_S:0 "$RG_FUSION_NANO_REACTOR$"
RG_FUSION_NANO_REACTOR_S_DESC:0 "$RG_FUSION_NANO_REACTOR_DESC$"
RG_FUSION_NANO_REACTOR_M:0 "$RG_FUSION_NANO_REACTOR$"
RG_FUSION_NANO_REACTOR_M_DESC:0 "$RG_FUSION_NANO_REACTOR_DESC$"
RG_FUSION_NANO_REACTOR_L:0 "$RG_FUSION_NANO_REACTOR$"
RG_FUSION_NANO_REACTOR_L_DESC:0 "$RG_FUSION_NANO_REACTOR_DESC$"
RG_STARBASE_AURA_FTL_INHIBITOR: "$sm_ftl_inhibitor$"
SMALL_GRAY_MIX_ARMOR:0 "§Y「'NANITE MIX ARMOR'」§!"
MEDIUM_GRAY_MIX_ARMOR:0 "$SMALL_GRAY_MIX_ARMOR$"
RG_gatebuilder_jump:0 "§Y「'NANITE ASTRA DRIVE'」§!"
RG_gatebuilder_sensor:0 "§Y「'NANITE ASTRA SENSOR'」§!"
RG_gatebuilder_thruster:0 "§Y「'NANITE ASTRA THRUSTER'」§!"
RG_GATEBUILDER:0 "The Gate Builder"
RG_CARRIER_RADAR:0 "§Y「'NANITE STELLA BEACON'」§!"
RG_CARRIER_RADAR_DESC:0 "§H//Designed to fix the carrier not lunching Strike Craft in long range problem by extend the ships fire range.Works for old game version.Not sure for now.§!\n§YShow the way for the children and light up the road signs in the home.§!\n$RG_GATEBUILDER$ Standard Aviation Radar. Advanced scanning devices provide guidance to carrier-based Strike Craft."
RG_ENERGY_MISSILE:0 "§Y「'NANITE ENERGY MISSILE'」§!"
RG_ENERGY_MISSILE_DESC:0 "The first version of $RG_GATEBUILDER$ Fusion Sphere Missile. These hybrid torpedoes have great energy and are capable of accelerating themselves to extreme speeds to destroy enemy ships"
RG_ENERGY_MISSILE_KIN:0 "§Y「'NANITE ACCELERATING MISSILE'」§!"
RG_ENERGY_MISSILE_KIN_DESC:0 "§H//Instant hit weapon.Can not be intercepted.\n$RG_GATEBUILDER$ Faster-Than-Light Fusion Sphere Missile. This peculiar torpedo modification was able to capture tiny hyperspace cavitations for acceleration, thus eliminating the defect of torpedo speed, but unfortunately the charge was reduced in order to withstand fluctuations in unstable hyperlane."
RG_FLAK_BATTERY:0 "§Y「'NANITE SEAWHIZ BATTERY'」§!"
RG_FLAK_BATTERY_DESC:0 "$RG_GATEBUILDER$ anti-aircraft missile array. Densely arranged anti-aircraft guns fired small fusion spheres to destroy projectiles at great distances."
RG_SHIP_AURA_NANOBOT_CLOUD:0 "§Y「'NANITE NANOBOT CLOUD'」§!"
RG_SHIP_AURA_NANOBOT_CLOUD_DESC:0 "Multipurpose nano machines.$NAME_Gray$ can arrange a high-concentration nanobot field to repair friendly ships in the same system."
RG_BOMBER_HANGAR_AP_BOMB:0 "§Y「'NANITE FALLEN STAR'」§!"
RG_BOMBER_HANGAR_AP_BOMB_DESC:0 "These bombers destroyed enemy ships by accelerating to close range to drop heavy unguided bombs, a design that curiously seemed to our designers to be very dangerous and unreliable......"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO:0 "§Y「'NANITE DIVING STAR'」§!"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO_DESC:0 "These bombers could quickly drop fusion sphere torpedoes in formation to destroy enemy ships, and oddly enough, this design turned out to be very dangerous and unreliable in the eyes of our designers......"
RG_FIGHTER_HANGAR_BEAM:0 "§Y「'NANITE CHASING STAR'」§!"
RG_FIGHTER_HANGAR_BEAM_DESC:0 "These attack aircraft can intercept small aircraft using miniaturized beam weapons, and oddly enough, this design is very dangerous and unreliable in the eyes of our designers......"
RG_BOMBER_HANGAR_ATTACK_ROCKET:0 "§Y「'NANITE SHOOTING STAR'」§!"
RG_BOMBER_HANGAR_ATTACK_ROCKET_DESC:0 "These attack aircraft can destroy enemy ships using miniaturized beam weapons, and oddly enough, this design seems to our designers to be very dangerous and unreliable......"
RG_aura_nanobot_cloud:0 "$RG_SHIP_AURA_NANOBOT_CLOUD$"
RG_AUTO_REPAIR:0 "§Y「'NANITE DAMAGE CONTROL MODULE'」§!"
RG_AUTO_REPAIR_DESC:0 "$NAME_Gray$ use these nanobots, reserved for damage control, are used to repair the hull in an emergency manner."
RG_ARMOR_BOOSTER:0 "§Y「'NANITE MATTER BOOSTER'」§!"
RG_ARMOR_BOOSTER_DESC:0 "A device that reinforces a ship's hull in real time by consuming a large amount of energy for mass-energy conversion. We've tried, but we can't build a second one."
RG_ENIGMATIC_SCHEDULER:0 "§Y「'NANITE NEURO SCHEDULER'」§!"
RG_ENIGMATIC_SCHEDULER_DESC:0 "The device prioritizes the dispatch of resources through an incomprehensible algorithm, ensuring that resources are used for maximum efficiency while using additional energy to amplify the ship's weapons and shields."
RG_ENGINE_BOOSTER:0 "§Y「'NANITE MASTER BOX'」§!"
RG_ENGINE_BOOSTER_DESC:0 "In order to support the frontline project, we have to go faster! Faster! Faster! Faster! Faster! Faster! Faster! Faster! Faster!"
bombardment_graygoo:0 "§R$NAME_Gray_Goo$§!"
bombardment_graygoo_name:0 "§Y$NAME_Gray_Goo$ $ORBITAL_BOMBARDMENT$§!"
bombardment_graygoo_desc:0 "$bombardment_graygoo$The bombardment will spread a $NAME_Gray_Goo$ across the planet, sweeping everything targetable at the fastest speed.\n- §RMassive§! damage to §YArmies§!\n- §RMassive§! damage to §YPlanet§!\n- §RMassive§! damage to §YPops§!\n- Will bombard undefended planets."
LARGE_GRAY_WEAPON_LANCE:0 "§Y「'NANITE STELLA LANCE'」§!"
LARGE_GRAY_WEAPON_LANCE_DESC:0 "A weapon made using the technology of the ancient L-Gate builders, and was the original beam weapon."
MEDIUM_GRAY_WEAPON_LANCE:0 "§Y「'NANITE STELLA LANCE'」Lite§!"
MEDIUM_GRAY_WEAPON_LANCE_DESC:0 "A weapon made using the technology of the ancient L-Gate builders... Simulation model, juvenile intelligent creatures should not play."
SMALL_GRAY_WEAPON_LANCE:0 "§Y「'NANITE STELLA LANCE'」Mini§!"
SMALL_GRAY_WEAPON_LANCE_DESC:0 "A weapon made using the technology of the ancient L-Gate builders... Toy models, still with great power."
GRAY_BEAM_STATIC_MX:0 "§Y「'NANITE NOVA LANCE'」Mini§!"
GRAY_BEAM_STATIC_MX_DESC:0 "A weapon made using the technology of the ancient L-Gate builders... Limited edition toy models? Still hugely powerful."
GRAY_BEAM_STATIC_X:0 "§Y「'NANITE NOVA LANCE'」§!"
GRAY_BEAM_STATIC_X_DESC:0 "Weapons made using the technology of the Ancient L-Gate builders, with increased more power, have not been substantially improved."
GRAY_BEAM_STATIC_EX:0 "§Y「'NANITE HYPERNOVA LANCE'」§!"
GRAY_BEAM_STATIC_EX_DESC:0 "Weapons made using the technology of the ancient L-Gate builders possess unreasonable destructive power and incomprehensible energy consumption. But it still doesn't make any improvements!"
RG_GRAY_WEAPON_LANCE_X:0 "$GRAY_BEAM_STATIC_X$"
RG_GRAY_WEAPON_LANCE_X_DESC:0 "$GRAY_BEAM_STATIC_X_DESC$"
RG_GRAY_WEAPON_LANCE:0 "$LARGE_GRAY_WEAPON_LANCE$"
RG_GRAY_WEAPON_LANCE_DESC:0 "$LARGE_GRAY_WEAPON_LANCE_DESC$"
LARGE_GRAY_MIX_ARMOR:0 "$SMALL_GRAY_MIX_ARMOR$"
LARGE_GRAY_MIX_ARMOR_DESC:0 "$SMALL_GRAY_MIX_ARMOR$"
HUGE_GRAY_MIX_ARMOR:0 "§Y「'NANITE REMIX ARMOR'」§!"
HUGE_GRAY_MIX_ARMOR_DESC:0 "Highly integrated armor, much denser than the armor found in Gray Storm ships, how it works is unknown."
RG_FLAK_PHOENIX:0 "§R「'NINE TAILED FHOENIX'」§!"
RG_FLAK_PHOENIX_DESC:0 "//Ram Weapons deal great damage when enemy ship get too close.\nHow its works?Nice question.Now its your ultimate question in your entire life."
RG_Interdictor_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Interdictor_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_Interdictor_FUSION_REACTOR:0 "$FUSION_REACTOR$"
RG_Interdictor_FUSION_REACTOR_DESC:0 "$FUSION_REACTOR_DESC$"
RG_Interdictor_COLD_FUSION_REACTOR:0 "$COLD_FUSION_REACTOR$"
RG_Interdictor_COLD_FUSION_DESC:0 "$COLD_FUSION_DESC$"
RG_Interdictor_ANTIMATTER_REACTOR:0 "$ANTIMATTER_REACTOR$"
RG_Interdictor_ANTIMATTER_REACTOR_DESC:0 "$ANTIMATTER_REACTOR_DESC$"
RG_Interdictor_ZERO_POINT_REACTOR:0 "$ZERO_POINT_REACTOR$"
RG_Interdictor_ZERO_POINT_REACTOR_DESC:0 "$ZERO_POINT_REACTOR_DESC$"
RG_Mothership_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Mothership_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_Mothership_FUSION_REACTOR:0 "$FUSION_REACTOR$"
RG_Mothership_FUSION_REACTOR_DESC:0 "$FUSION_REACTOR_DESC$"
RG_Mothership_COLD_FUSION_REACTOR:0 "$COLD_FUSION_REACTOR$"
RG_Mothership_COLD_FUSION_DESC:0 "$COLD_FUSION_DESC$"
RG_Mothership_ANTIMATTER_REACTOR:0 "$ANTIMATTER_REACTOR$"
RG_Mothership_ANTIMATTER_REACTOR_DESC:0 "$ANTIMATTER_REACTOR_DESC$"
RG_Mothership_ZERO_POINT_REACTOR:0 "$ZERO_POINT_REACTOR$"
RG_Mothership_ZERO_POINT_REACTOR_DESC:0 "$ZERO_POINT_REACTOR_DESC$"
RG_Interdictor_DARK_MATTER_REACTOR:0 "$DARK_MATTER_REACTOR$"
RG_Interdictor_DARK_MATTER_REACTOR_DESC:0 "$DARK_MATTER_REACTOR_DESC$"
RG_Mothership_DARK_MATTER_REACTOR:0 "$DARK_MATTER_REACTOR$"
RG_Mothership_DARK_MATTER_REACTOR_DESC:0 "$DARK_MATTER_REACTOR_DESC$"
RG_ID_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$"
RG_ID_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$"
RG_ID_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$"
RG_ID_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$"
RG_ID_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$"
RG_ID_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$"
RG_ID_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$"
RG_ID_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$"
RG_ID_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$"
RG_ID_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$"
RG_Arsenal_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Arsenal_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_Arsenal_FUSION_NANO_REACTOR:0 "$RG_FUSION_NANO_REACTOR$"
RG_Arsenal_FUSION_NANO_REACTOR_DESC:0 "$RG_FUSION_NANO_REACTOR_DESC$"
RG_PLANET_KILLER_CRACKER:0 "$PLANET_KILLER_CRACKER$"
RG_PLANET_KILLER_CRACKER_DESC:0 "$PLANET_KILLER_CRACKER_DESC$"
RG_PLANET_KILLER_SHIELDER:0 "$PLANET_KILLER_SHIELDER$"
RG_PLANET_KILLER_SHIELDER_DESC:0 "$PLANET_KILLER_SHIELDER_DESC$"
RG_PLANET_KILLER_NEUTRON:0 "$PLANET_KILLER_NEUTRON$"
RG_PLANET_KILLER_NEUTRON_DESC:0 "$PLANET_KILLER_NEUTRON_DESC$"
RG_PLANET_KILLER_GODRAY:0 "$PLANET_KILLER_GODRAY$"
RG_PLANET_KILLER_GODRAY_DESC:0 "$PLANET_KILLER_GODRAY_DESC$"
RG_PLANET_KILLER_NANOBOTS:0 "$PLANET_KILLER_NANOBOTS$"
RG_PLANET_KILLER_NANOBOTS_DESC:0 "$PLANET_KILLER_NANOBOTS_DESC$"
RG_PLANET_KILLER_STAR_CRACKER:0 "$PLANET_KILLER_STAR_CRACKER$"
RG_PLANET_KILLER_STAR_CRACKER_DESC:0 "$PLANET_KILLER_STAR_CRACKER_DESC$"
RG_PLANET_KILLER_DELUGE:0 "$PLANET_KILLER_DELUGE$"
RG_PLANET_KILLER_DELUGE_DESC:0 "$PLANET_KILLER_DELUGE_DESC$"
RG_SCIENCE_CLOAKING_PSI:0 "$CLOAKING_PSI$"
RG_SCIENCE_CLOAKING_PSI_DESC:0 "$CLOAKING_PSI_DESC$"
RG_SCIENCE_CLOAKING_DARK_MATTER:0 "$CLOAKING_DARK_MATTER$"
RG_SCIENCE_CLOAKING_DARK_MATTER_DESC:0 "$CLOAKING_DARK_MATTER_DESC$"
RG_SCIENCE_CLOAKING_3:0 "$CLOAKING_3$"
RG_SCIENCE_CLOAKING_3_DESC:0 "$CLOAKING_3_DESC$"
RG_SCIENCE_CLOAKING_2:0 "$CLOAKING_2$"
RG_SCIENCE_CLOAKING_2_DESC:0 "$CLOAKING_2_DESC$"
RG_SCIENCE_CLOAKING_1:0 "$CLOAKING_1$"
RG_SCIENCE_CLOAKING_1_DESC:0 "$CLOAKING_1_DESC$"
RG_SCIENCE_CLOAKING_EMPTY:0 "Empty Slot"
RG_COMBAT_COMPUTER_SWARM_DEFAULT:0 "$COMBAT_COMPUTER_SWARM_DEFAULT$"
RG_COMBAT_COMPUTER_SWARM_DEFAULT_DESC:0 "$COMBAT_COMPUTER_SWARM_DEFAULT_DESC$"
RG_COMBAT_COMPUTER_PICKET_DEFAULT:0 "$COMBAT_COMPUTER_PICKET_DEFAULT$"
RG_COMBAT_COMPUTER_PICKET_DEFAULT_DESC:0 "$COMBAT_COMPUTER_PICKET_DEFAULT_DESC$"
RG_COMBAT_COMPUTER_LINE_DEFAULT:0 "$COMBAT_COMPUTER_LINE_DEFAULT$"
RG_COMBAT_COMPUTER_LINE_DEFAULT_DESC:0 "$COMBAT_COMPUTER_LINE_DEFAULT_DESC$"
RG_COMBAT_COMPUTER_ARTILLERY_DEFAULT:0 "$COMBAT_COMPUTER_ARTILLERY_DEFAULT$"
RG_COMBAT_COMPUTER_ARTILLERY_DEFAULT_DESC:0 "$COMBAT_COMPUTER_ARTILLERY_DEFAULT_DESC$"
RG_COMBAT_COMPUTER_TORPEDO_DEFAULT:0 "$COMBAT_COMPUTER_TORPEDO_DEFAULT$"
RG_COMBAT_COMPUTER_TORPEDO_DEFAULT_DESC:0 "$COMBAT_COMPUTER_TORPEDO_DEFAULT_DESC$"
RG_COMBAT_COMPUTER_SWARM_BASIC:0 "$COMBAT_COMPUTER_SWARM_BASIC$"
RG_COMBAT_COMPUTER_SWARM_BASIC_DESC:0 "$COMBAT_COMPUTER_SWARM_BASIC_DESC$"
RG_COMBAT_COMPUTER_SWARM_ADVANCED:0 "$COMBAT_COMPUTER_SWARM_ADVANCED$"
RG_COMBAT_COMPUTER_SWARM_ADVANCED_DESC:0 "$COMBAT_COMPUTER_SWARM_ADVANCED_DESC$"
RG_COMBAT_COMPUTER_SWARM_SAPIENT:0 "$COMBAT_COMPUTER_SWARM_SAPIENT$"
RG_COMBAT_COMPUTER_SWARM_SAPIENT_DESC:0 "$COMBAT_COMPUTER_SWARM_SAPIENT_DESC$"
RG_COMBAT_COMPUTER_SWARM_AUTONOMOUS:0 "$COMBAT_COMPUTER_SWARM_AUTONOMOUS$"
RG_COMBAT_COMPUTER_SWARM_AUTONOMOUS_DESC:0 "$COMBAT_COMPUTER_SWARM_AUTONOMOUS_DESC$"
RG_COMBAT_COMPUTER_SWARM_PRECOG:0 "$COMBAT_COMPUTER_SWARM_PRECOG$"
RG_COMBAT_COMPUTER_SWARM_PRECOG_DESC:0 "$COMBAT_COMPUTER_SWARM_PRECOG_DESC$"
RG_COMBAT_COMPUTER_TORPEDO_BASIC:0 "$COMBAT_COMPUTER_TORPEDO_BASIC$"
RG_COMBAT_COMPUTER_TORPEDO_BASIC_DESC:0 "$COMBAT_COMPUTER_TORPEDO_BASIC_DESC$"
RG_COMBAT_COMPUTER_TORPEDO_ADVANCED:0 "$COMBAT_COMPUTER_TORPEDO_ADVANCED$"
RG_COMBAT_COMPUTER_TORPEDO_ADVANCED_DESC:0 "$COMBAT_COMPUTER_TORPEDO_ADVANCED_DESC$"
RG_COMBAT_COMPUTER_TORPEDO_SAPIENT:0 "$COMBAT_COMPUTER_TORPEDO_SAPIENT$"
RG_COMBAT_COMPUTER_TORPEDO_SAPIENT_DESC:0 "$COMBAT_COMPUTER_TORPEDO_SAPIENT_DESC$"
RG_COMBAT_COMPUTER_TORPEDO_AUTONOMOUS:0 "$COMBAT_COMPUTER_TORPEDO_AUTONOMOUS$"
RG_COMBAT_COMPUTER_TORPEDO_AUTONOMOUS_DESC:0 "$COMBAT_COMPUTER_TORPEDO_AUTONOMOUS_DESC$"
RG_COMBAT_COMPUTER_TORPEDO_PRECOG:0 "$COMBAT_COMPUTER_TORPEDO_PRECOG$"
RG_COMBAT_COMPUTER_TORPEDO_PRECOG_DESC:0 "$COMBAT_COMPUTER_TORPEDO_PRECOG_DESC$"
RG_COMBAT_COMPUTER_PICKET_BASIC:0 "$COMBAT_COMPUTER_PICKET_BASIC$"
RG_COMBAT_COMPUTER_PICKET_BASIC_DESC:0 "$COMBAT_COMPUTER_PICKET_BASIC_DESC$"
RG_COMBAT_COMPUTER_PICKET_ADVANCED:0 "$COMBAT_COMPUTER_PICKET_ADVANCED$"
RG_COMBAT_COMPUTER_PICKET_ADVANCED_DESC:0 "$COMBAT_COMPUTER_PICKET_ADVANCED_DESC$"
RG_COMBAT_COMPUTER_PICKET_SAPIENT:0 "$COMBAT_COMPUTER_PICKET_SAPIENT$"
RG_COMBAT_COMPUTER_PICKET_SAPIENT_DESC:0 "$COMBAT_COMPUTER_PICKET_SAPIENT_DESC$"
RG_COMBAT_COMPUTER_PICKET_AUTONOMOUS:0 "$COMBAT_COMPUTER_PICKET_AUTONOMOUS$"
RG_COMBAT_COMPUTER_PICKET_AUTONOMOUS_DESC:0 "$COMBAT_COMPUTER_PICKET_AUTONOMOUS_DESC$"
RG_COMBAT_COMPUTER_PICKET_PRECOG:0 "$COMBAT_COMPUTER_PICKET_PRECOG$"
RG_COMBAT_COMPUTER_PICKET_PRECOG_DESC:0 "$COMBAT_COMPUTER_PICKET_PRECOG_DESC$"
RG_COMBAT_COMPUTER_ARTILLERY_BASIC:0 "$COMBAT_COMPUTER_ARTILLERY_BASIC$"
RG_COMBAT_COMPUTER_ARTILLERY_BASIC_DESC:0 "$COMBAT_COMPUTER_ARTILLERY_BASIC_DESC$"
RG_COMBAT_COMPUTER_ARTILLERY_ADVANCED:0 "$COMBAT_COMPUTER_ARTILLERY_ADVANCED$"
RG_COMBAT_COMPUTER_ARTILLERY_ADVANCED_DESC:0 "$COMBAT_COMPUTER_ARTILLERY_ADVANCED_DESC$"
RG_COMBAT_COMPUTER_ARTILLERY_SAPIENT:0 "$COMBAT_COMPUTER_ARTILLERY_SAPIENT$"
RG_COMBAT_COMPUTER_ARTILLERY_SAPIENT_DESC:0 "$COMBAT_COMPUTER_ARTILLERY_SAPIENT_DESC$"
RG_COMBAT_COMPUTER_ARTILLERY_AUTONOMOUS:0 "$COMBAT_COMPUTER_ARTILLERY_AUTONOMOUS$"
RG_COMBAT_COMPUTER_ARTILLERY_AUTONOMOUS_DESC:0 "$COMBAT_COMPUTER_ARTILLERY_AUTONOMOUS_DESC$"
RG_COMBAT_COMPUTER_ARTILLERY_PRECOG:0 "$COMBAT_COMPUTER_ARTILLERY_PRECOG$"
RG_COMBAT_COMPUTER_ARTILLERY_PRECOG_DESC:0 "$COMBAT_COMPUTER_ARTILLERY_PRECOG_DESC$"
RG_COMBAT_COMPUTER_LINE_BASIC:0 "$COMBAT_COMPUTER_LINE_BASIC$"
RG_COMBAT_COMPUTER_LINE_BASIC_DESC:0 "$COMBAT_COMPUTER_LINE_BASIC_DESC$"
RG_COMBAT_COMPUTER_LINE_ADVANCED:0 "$COMBAT_COMPUTER_LINE_ADVANCED$"
RG_COMBAT_COMPUTER_LINE_ADVANCED_DESC:0 "$COMBAT_COMPUTER_LINE_ADVANCED_DESC$"
RG_COMBAT_COMPUTER_LINE_SAPIENT:0 "$COMBAT_COMPUTER_LINE_SAPIENT$"
RG_COMBAT_COMPUTER_LINE_SAPIENT_DESC:0 "$COMBAT_COMPUTER_LINE_SAPIENT_DESC$"
RG_COMBAT_COMPUTER_LINE_AUTONOMOUS:0 "$COMBAT_COMPUTER_LINE_AUTONOMOUS$"
RG_COMBAT_COMPUTER_LINE_AUTONOMOUS_DESC:0 "$COMBAT_COMPUTER_LINE_AUTONOMOUS_DESC$"
RG_COMBAT_COMPUTER_LINE_PRECOG:0 "$COMBAT_COMPUTER_LINE_PRECOG$"
RG_COMBAT_COMPUTER_LINE_PRECOG_DESC:0 "$COMBAT_COMPUTER_LINE_PRECOG_DESC$"
RG_COMBAT_COMPUTER_CARRIER_BASIC:0 "$COMBAT_COMPUTER_CARRIER_BASIC$"
RG_COMBAT_COMPUTER_CARRIER_BASIC_DESC:0 "$COMBAT_COMPUTER_CARRIER_BASIC_DESC$"
RG_COMBAT_COMPUTER_CARRIER_ADVANCED:0 "$COMBAT_COMPUTER_CARRIER_ADVANCED$"
RG_COMBAT_COMPUTER_CARRIER_ADVANCED_DESC:0 "$COMBAT_COMPUTER_CARRIER_ADVANCED_DESC$"
RG_COMBAT_COMPUTER_CARRIER_SAPIENT:0 "$COMBAT_COMPUTER_CARRIER_SAPIENT$"
RG_COMBAT_COMPUTER_CARRIER_SAPIENT_DESC:0 "$COMBAT_COMPUTER_CARRIER_SAPIENT_DESC$"
RG_COMBAT_COMPUTER_CARRIER_AUTONOMOUS:0 "$COMBAT_COMPUTER_CARRIER_AUTONOMOUS$"
RG_COMBAT_COMPUTER_CARRIER_AUTONOMOUS_DESC:0 "$COMBAT_COMPUTER_CARRIER_AUTONOMOUS_DESC$"
RG_COMBAT_COMPUTER_CARRIER_PRECOG:0 "$COMBAT_COMPUTER_CARRIER_PRECOG$"
RG_COMBAT_COMPUTER_CARRIER_PRECOG_DESC:0 "$COMBAT_COMPUTER_CARRIER_PRECOG_DESC$"
RG_ID_wsg_alpha_REACTOR:0 "§YAlpha Crystal Reactor§!"
RG_ID_SHIP_THRUSTER_WSG:0 "§YDark Matter Alpha Thrusters§!"
RG_ID_SHIP_THRUSTER_WSG_DESC:0 "It takes advantage of tremendous energy generated by the fusion of dark matter and Alpha Crystal to propel our spacecraft."
RG_ID_sh_senergy_REACTOR:0 "§YAbyssal Energy Core Reactor§!"
RG_ID_SHIP_THRUSTER_SH:0 "§YAbyssal Energy Core Thrusters§!"
RG_ID_SHIP_THRUSTER_SH_DESC:0 "With the help of Abyssal Energy Cores, our spacecraft can make almost magical maneuvers."
RG_ID_wsg_senergy_REACTOR:0 "§YAbyssal Energy Core Reactor§!"
RG_ID_WSG_SENERGY_SHIP_THRUSTER:0 "§YAbyssal Energy Core Thrusters§!"
RG_ID_WSG_SENERGY_SHIP_THRUSTER_DESC:0 "With the help of Abyssal Energy Cores, our spacecraft can make almost magical maneuvers."
RG_BAKAHALO:0 "§YBAKA HALOExcept me§!"
RG_ANTIBAKAHALO:0 "§YBAKA HALO§!"
RG_ANTIBAKAHALO_DESC:0 "The baka Aura boosts allies while also projecting the baka Realm in the galaxy, causing the enemy to somehow attack their own ships?"
RG_BAKAHALO_RADAR:0 "§YBAKA HALOExcept me§!"
RG_BAKAHALO_RADAR_DESC:0 "The baka Aura boosts allies while also projecting the baka Realm in the galaxy, causing the enemy to somehow attack their own ships?"
RG_ANTIBAKAHALO_RADAR:0 "§YBAKA HALO§!"
RG_ANTIBAKAHALO_RADAR_DESC:0 "The baka Aura boosts allies while also projecting the baka Realm in the galaxy, causing the enemy to somehow attack their own ships?"
RG_ABSLUTEFIELD:0 "§RAbsolute Field§!"
RG_ABSLUTEFIELD_DESC:0 "§RDon't you come here!!§!"
RG_GrayMotherShip_BEHAVIOR_DESC:0 "§HFREE-TACTICS:§!$NAME_Gray$Will obey your direct commands, ignoring all enemy distract."
rg_carrier_BEHAVIOR_DESC:0 "§HCARRIER-TACTICS§!The ship will stay beyond visual range (§Y400§!) and attempt to retreat once the battle begins."
rg_aura_BEHAVIOR_DESC:0 "§HHALO-TACTICS§!The ship will stay at over-the-horizon (§Y600§!) and attempt to retreat once the battle begins."
RG_artillery_BEHAVIOR_DESC:0 "§HARTILLERY-TACTICS§!The ship will remain within range (§Y400§!) and fire and attack enemies with long-range weapons."
RG_battle_BEHAVIOR_DESC:0 "§HBATTLESHIP-TACTICS§!The ship will remain within range (§Y110§!) and fire and attack enemies with long-range weapons."
RG_torpedo_BEHAVIOR_DESC:0 "§HTORPEDO-TACTICS§!The ship will remain within range (§Y180§!) and fire and attack enemies with long-range weapons."
RG_line_BEHAVIOR_DESC:0 "§HLINE-TACTICS§!The ship will stay as close as possible to enemy ships (§Y50§!) to absorb damage for allies."
RG_AA_BEHAVIOR_DESC:0 "§HANTI-AIR-TACTICS§!The ship will perform fleet air defense support missions at long distances (§Y150§!) and attempt to keep a distance from enemy ships."
RG_COLOSSUS_BEHAVIOR_DESC:0 "§HFREE-TACTICS§!The ship will obey your direct commands, ignoring all enemy distract."
RG_icebreak_BEHAVIOR_DESC:0 "§HRAMMING-TACTICS§!The ship will ignore everything and crash straight into the enemy ship (§Y1§!)! In a tough battle, we will never sink."
RG_COMBAT_COMPUTER_CARRIER:0 "§Y$NAME_Gray$ Combat Computer-CARRIER-TACTICS§!"
RG_COMBAT_COMPUTER_CHARGE:0 "§Y$NAME_Gray$Combat Computer-LINE-TACTICS§!"
RG_COMBAT_COMPUTER_artillery:0 "§Y$NAME_Gray$Combat Computer-ARTILLERY-TACTICS§!"
RG_COMBAT_COMPUTER_MotherShip:0 "§Y$NAME_Gray$Combat Computer§!"
RG_COMBAT_COMPUTER_aura:0 "§Y$NAME_Gray$Combat Computer-ECM-TACTICS§!"
RG_COMBAT_COMPUTER_battle:0 "§Y$NAME_Gray$Combat Computer-BATTLESHIP-TACTICS§!"
RG_COMBAT_COMPUTER_torpedo:0 "§Y$NAME_Gray$Combat Computer-TORPEDO-TACTICS§!"
RG_COMBAT_COMPUTER_AA:0 "§Y$NAME_Gray$Combat Computer-ANTI-AIR-TACTICS§!"
RG_COMBAT_COMPUTER_COLOSSUS:0 "§Y$NAME_Gray$Combat Computer-FREE-TACTICS§!"
RG_COMBAT_COMPUTER_icebreak:0 "§Y$NAME_Gray$Combat Computer-RAMMING-TACTICS§!"
RG_carrier_interdictor_key: "§YCARRIER CORE§!"
RG_icebreaker_interdictor_key: "§YICEBREAKER CORE§!"
RG_battleship_interdictor_key: "§YBATTLESHIP CORE§!"
RG_titan_interdictor_key: "§YTITAN CORE§!"
RG_line_interdictor_key: "§YLINE COLUMN CORE§!"
RG_AA_interdictor_key: "§YANTI AIR CORE§!"
RG_Buff_interdictor_key: "§YHALO CORE§!"
RG_COLOSSUS_interdictor_key: "§YSTAR DESTROYER CORE§!"
RG_Arsenal_interdictor_key: "§YARSENAL CORE§!"
RG_aircruiser_interdictor_key: "§YBATTLE CARRIER CORE§!"
RG_torpedo_interdictor_key: "§YTORPEDO CORE§!"
RG_torpedocruiser_interdictor_key: "§YTORPEDO CRUISER CORE§!"
RG_graygoo_capitalship_key: "§YCAPITAL CORE§!"
RG_graygoo_juggernaut_key: "§YJUGGERNAUT CORE§!"
RG_carrier_destroyer_key: "§YESCORT CARRIER CORE§!"
RG_base_destroyer_key: "§YDESTROYER CORE§!"
LARGE_GRAY_WEAPON_KIN:0 "§Y「'PEANUT LAUNCHER'」§!"
LARGE_GRAY_WEAPON_KIN_DESC:0 "§YThese dense shaft-based tubeless kinetic cannons use an unprecedented heavy warhead and are designed to be the ultimate artillery that can only be fired once. Such weapons are usually deployed in formations and occupy more than half of the mass of the entire warship."
HUGE_GRAY_WEAPON_KIN:0 "§Y「'SPUD LAUNCHER'」§!"
HUGE_GRAY_WEAPON_KIN_DESC:0 "These dense shaft-based tubeless kinetic guns launch a super-warhead of unprecedented mass capable of self-accelerating to the limit. But it still can't be launched again."
RG_PLANET_KILLER:0 "§H「'STELLA'」§!"
RG_PLANET_KILLER_DESC:0 "§YEmit high-energy nano-rays to reconstruct the planet's atmosphere, completely reconstructing all intelligent life forms. When emitted at stellar power, a violent disturbance will destroy the star, triggering a supernova explosion and polluting all the planets in the galaxy. If you redirect energy to an enemy ship, well, it hurts.§!"
RG_PLANET_KILLER_ACTION:0 "§HNANO INJECTION§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER:0 "PREPARE TO INJECT$PLANET|Y$"
MESSAGE_DESC_FOR_RG_PLANET_KILLER:0 "Planetary transformation was performed"
message_RG_planet_killer_killed_star_desc:0 "$RG_target_planet|Y$is thoroughly purified by $RG_attacker|Y$ using $RG_attacker_ship|Y$.$RG_target_system|Y$The star system is completely polluted by §R$NAME_Gray_Goo$§!."
message_RG_planet_killer_killed_planet_desc:0 "$RG_target_planet|Y$is thoroughly purified by $RG_attacker|Y$ using $RG_attacker_ship|Y$."
RG_PLANET_KILLER_SMALL:0 "$RG_PLANET_KILLER$"
RG_PLANET_KILLER_SMALL_DESC:0 "$RG_PLANET_KILLER_DESC$"
RG_PLANET_KILLER_SMALL_ACTION:0 "$RG_PLANET_KILLER_ACTION$"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER_SMALL:0 "$FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER$"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_SMALL:0 "$MESSAGE_DESC_FOR_RG_PLANET_KILLER$"
RG_PLANET_KILLER_SP:0 "§HStrange test-firing weapons§!"
RG_PLANET_KILLER_SP_DESC:0 "§YStrange weapons that don't know what will happen after firing ... is set to fire only at friendly forces..?$NAME_Gray$ Ask us to help with the test launch to collect the results. Is this really reliable?§!"
RG_PLANET_KILLER_SP_ACTION:0 "§HExperimental firing§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER_SP:0 "Prepare test firing to $PLANET|Y$"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_SP:0 "has been transformed into a chaotic graygoo planet"
message_RG_planet_killer_killed_planet_sp_desc:0 "$RG_target_planet|Y$is transformed into a chaotic graygoo planet by $RG_attacker|Y$ using $RG_attacker_ship|Y$ due their illegal weapons test."
RG_PLANET_KILLER_NANO_SP:0 "§H「'STORM WAVES'」§!"
RG_PLANET_KILLER_NANO_SP_DESC:0 "§YA fully integrated experimental weapon that has been tested and improved. Launch a nanostorm swarm to transform the planet into habitable $pc_nanotech$.§!"
RG_PLANET_KILLER_NANO_SP_ACTION:0 "§HNANO TRANSFORMATION§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER_NANO_SP:0 "PREPARE TO NANO TRANSFORMATION$PLANET|Y$"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_NANO_SP:0 "has been transformed into a $pc_nanotech$"
message_RG_planet_killer_killed_planet_NANO_SP_desc:0 "$RG_target_planet|Y$is transformed into a habitable $pc_nanotech$ by $RG_attacker|Y$ using $RG_attacker_ship|Y$"
RG_PLANET_KILLER_SWARM_SP:0 "§H「'THOUSAND KNIGHTS'」§!"
RG_PLANET_KILLER_SWARM_SP_DESC:0 "§YAlways ready to break through. The precoded nanobots reserved here are born to do only one thing, disassemble matter and assemble blueprints. For us, blueprints are used to destroy enemy ships.§!"
RG_PLANET_KILLER_SWARM_SP_ACTION:0 "§HDisassemble and produce§!"
FLEETORDER_DESTROY_PLANET_WITH_RG_PLANET_KILLER_SWARM_SP:0 "Prepare to disassemble$PLANET|Y$"
MESSAGE_DESC_FOR_RG_PLANET_KILLER_SWARM_SP:0 "was decomposed by nanobots"
message_RG_planet_killer_killed_planet_SWARM_SP_desc:0 "$RG_target_planet|Y$is completely disassembled by $RG_attacker|Y$ using $RG_attacker_ship|Y$,Materials were produced on the spot to create a fleet."
RG_requires_a_star_star_killer:0 "§H$TRIGGER_FAIL$The target must exist.§!"
RG_requires_outside_border_star_killer:0 "§H$TRIGGER_FAIL$The target cannot be in your own territory.§!"
RG_requires_inside_border_star_killer:0 "§H$TRIGGER_FAIL$The target must be in your own territory.§!"
RG_requires_no_pacifist_star_killer:0 "§H$TRIGGER_FAIL$Our §Y$ethic_pacifist$§! governing ethics do not allow us to use such weapons.§!"
RG_CARRIER_RADAR_tool_tip:0 "§HSignificantly increased ship firing distance to §!§Y600§H to fix an issue where carriers would not fire if they were out of range.§!"
RG_FLAK_PHOENIX_tool_tip:0 "§HEnemy ships within Distance:§Y5§!§H will be rammed with their hulls. "Unsinkable"§!"
RG_AUTOCONST_HANGER_tool_tip:0 "§HThe Auto Engineer module will automatically release the Engineer Ship to build a Outpost after the system exploration is completed.§!"
RG_PLANET_KILLER_tool_tip:0 "Damage: §Y35000-350000§!\nCooldown: §Y30.00£time£§!\nAccuracy: §Y100%§!\nTracking: §Y100%§!\nRange: §Y0§! ~ §Y800§!\nFiring_arc: §Y25§!degree\nAvgDamage: §Y5250.00/£time£§!\n\n§G+100% Hull Damage§!\n§G+100% Shield Damage§!\n§G+100% Armor Damage§!\n§G+100% Shield Penetration§!\n§G+100% Armor Penetration§!\n\nThis weapon applies additional multiplier damage based on §G100%§! of the target ship's size."
RG_revive_component:0 "§Y「'ORIGAMI'」§!"
RG_REVIVE_COMPONENT_tooltip:0 "§HIt is said to be a miraculous device capable of reorganizing ships in an instant.§!"
RG_CORVETTE_CLOAKING_3:0 "§Y「'SHINING DWARF STAR'」§!"
RG_CORVETTE_CLOAKING_3_DESC:0 "With the $NAME_Gray$ fine energy input control, the modified Stealth Field retains most of the shield strength while increasing the strength of the Invisible Field. But this retrofit could not be mass-produced."
RG_CLOAKING_3_TOOLTIP:0 "\nWhile Cloaked:\n\nShield Hit Points: §R-10%§!"
# Fleet names
NAME_RG_GRAY_scienceship:0 "Nanite Research Unit"
NAME_Gray_Warship_base:0 "Field-Tested $NAME_Gray_Warship$"
NAME_Gray_Warship:0 "Nanite Entity"
NAME_Gray_Warship_rg:0 "$NAME_Gray_Warship$"
NAME_gray_capitalship:0 "Nanite Terminal Core"
NAME_gray_juggernautship:0 "Nanite Central Processing Core"
NAME_RG_GRAY_constructor:0 "Nanite Fabrication Unit"
RG_carrier_Interdictor:0 "Nanite Aviation Unit"
RG_battleship_Interdictor:0 "Nanite Combat Unit"
RG_titan_interdictor:0 "Nanite Titan Unit"
RG_line_interdictor:0 "Nanite Line-Column Unit"
RG_torpedo_interdictor:0 "Nanite Torpedo-Strike Unit"
RG_AA_interdictor:0 "Nanite Close-Defense Unit"
RG_Buff_interdictor:0 "Nanite Support Unit"
RG_COLOSSUS_interdictor:0 "Nanite Star-Destroyer Unit"
RG_COLOSSUS_interdictor_SP:0 "Nanite Test Unit"
RG_COLOSSUS_interdictor_NANO_SP:0 "Nanite Retrofitting Unit"
RG_Buff_interdictor_SP:0 "Nanite Origami Unit"
RG_Arsenal_Interdictor:0 "Nanite Macro-Cannon Array"
RG_aircruiser_Interdictor:0 "Nanite Aviation-Combat Unit"
RG_torpedocruiser_interdictor:0 "Nanite Torpedo-Cruiser Unit"
RG_icebreaker_interdictor:0 "Nanite Icebreaker Unit"
NAME_Nanite_Mothership_Carrier:0 "The center of the storm"
NAME_Nanite_Mothership_titan:0 "Storm Maker"
RG_ORBITAL_RING_TIER_1_STARBASE:0 "Eye of the Storm"
NAME_RG_Nanite_Starbase:0 "Gray waves"
NAME_RG_armed_transport_ship:0 "Nanite Pressing Unit"
NAME_RG_armed_colony_ship:0 "Nanite Analog Unit"
NAME_RG_TESTSHIP:0 "§BTEST UNIT§!"
NAME_RG_Nanite_Dragon:0 "§YSimulated-Simulated Dragons§!"
Name_rg_fake_dragon:0 "§YSimulated Dragon§!"
NAME_RG_FAKE_Dragon:0 "Baby Dragon"
NAME_rg_gray_habitat:0 "Nanite Core Site"
NAME_rg_gray_habitat_base:0 "Nanite Space Site"
NAME_RG_carrier_destroyer:0 "Nanite Escort-Carrier Unit"
NAME_RG_base_destroyer:0 "Nanite Array Unit"

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l_english:
graytempest_storm: "Tempest Storm"
graytempest_storm_desc: "A swarm of nanomachines erupting from the L-cluster is a threat to life across the galaxy. They are huge in number but not yet fully formed, forming severe storms that sweep through galaxies. Due to the self-replicating nature of nanomachines, such storms can last for decades."
graytempest_storm_color_tooltip: "§Y$graytempest_storm$§!"
graytempest_storm_lore_description: "§L An extremely strong $graytempest_storm$ will threaten the galaxy and cause damage to the planets. For the sake of your life, you must seek shelter! §!"
graytempest_storm_fleet_tt: "- $MOD_SHIP_HULL_REGEN_ADD_PERC$, $MOD_SHIP_ARMOR_REGEN_ADD_PERC$ and $MOD_SHIP_SHIELD_REGEN_ADD_PERC$ are §Rdisabled§! for ships and stations.\n- Inflicts §R$@storm_monthly_dmg_low|0$§! Damage per month to ships and stations with more than $@storm_hp_perc_limit|0Y%$ $HITPOINTS$."
graytempest_storm_aftermath_modifier: "Gray waves"
graytempest_storm_aftermath_modifier_tooltip: "$STORM_AFTERMATH_DESC$\n$t$—§H$graytempest_storm_aftermath_modifier$§!:\n$tt$—§R-100%§!~§R-?%§!$MOD_PLANET_BUILDING_BUILD_SPEED_MULT$\n$tt$—§R-5§!~§R-?§!$PLANET_STABILITY_TITLE$\n"
graytempest_storm_aftermath_modifier_severity_desc: "$graytempest_storm$ swept everything in their way, and they were moody and wreckless, which caused serious damage. However, when the dust settles, we can recycle some of the nanomachines. "
graytempest_storm_aftermath_modifier_severity_1:"Aftermath: $graytempest_storm_aftermath_modifier$"
graytempest_storm_aftermath_modifier_severity_1_desc: "$graytempest_storm_aftermath_modifier_severity_desc$"
graytempest_storm_aftermath_modifier_severity_2: "Aftermath: §HCritical§!$graytempest_storm_aftermath_modifier$"
graytempest_storm_aftermath_modifier_severity_2_desc: "$graytempest_storm_aftermath_modifier_severity_desc$"
graytempest_storm_aftermath_modifier_severity_3: "Aftermath: §RCritical§!$graytempest_storm_aftermath_modifier$"
graytempest_storm_aftermath_modifier_severity_3_desc: "$graytempest_storm_aftermath_modifier_severity_desc$"
MESSAGE_TEMPEST_STORM_AFTERMATH_TITLE: "$graytempest_storm$ Aftermath"
tempest_storm_aftermath_custom_desc: "§Y$graytempest_storm$§! has left nanomachines all over the planet, and they have temporarily gone into hibernation."
d_rg_tempest_storm_1:"Nanite Dune"
d_rg_tempest_storm_1_desc: "A devastating storm of nanomachines has swept the world. A lonely gray dune was left in its aftermath. "
d_rg_tempest_storm_2:"Nanite Sand Sea"
d_rg_tempest_storm_2_desc: "A devastating storm of nanomachines has swept the world. In its aftermath it left a surging sea of gray sand. "
d_rg_tempest_storm_3: "Nanite Wave"
d_rg_tempest_storm_3_desc: "A devastating storm of nanomachines has swept the world. The world is still boiling and wailing in the sweep of nanomachines."

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l_english:
tech_gray_weapon_lance_1:0 "§YNanite energy manipulation§!"
tech_gray_weapon_lance_1_desc:0 "By studying the weapons used by the Gray Tempest ship in the L-Gate, we were able to partially restore this technology using nanites."
tech_gray_matter_remix_2:0 "§YNanite hybrid engineering§!"
tech_gray_matter_remix_2_desc:0 "By applying nanites to special materials, we are able to give these materials new properties."
tech_gray_nano_fusion_3:0 "§YNanite energy production§!"
tech_gray_nano_fusion_3_desc:0"By use nanites properties to greatly compress traditional reactors greatly improves the efficiency of energy production."
tech_gray_nano_boost_3:0 "§YNanite propulsion engineering§!"
tech_gray_nano_boost_3_desc:0 "By refining the new materials, we were able to create materials that could generate their own thrust, enabling more sophisticated engineering."
tech_gray_interdictor_4:0 "§YNanite Interdictor§!"
tech_gray_interdictor_4_desc:0 "Through technological reversal and accumulation, we were able to reproduce the Gray Tempest ships in these L-Gates, galloping under our flag."
tech_gray_matter_spray_5:0 "§YProject Splatoon§!"
tech_gray_matter_spray_5_desc:0 "The invention of nanomachine materials has allowed us to recreate this bizarre design, which is occupied by a dense number of disposable launchers designed to launch giant warheads, and can eject more than half of the ship's mass in a single launch. Disposable, of course."
tech_gray_buffnut_6:0 "§YNanite Support-Colossus project§!"
tech_gray_buffnut_6_desc:0 "With Colossus technology, we can use L-Gate technology to design new support ships, and they have great potential."
tech_gray_cloaking_3:0 "§YNanite Ray-Tracing field§!"
tech_gray_cloaking_3_desc:0 "By reversely calculating the illumination path of the rays, the shield force field is finely adjusted so that the hull is not visible in part of the light spectrum. Obviously, this is an expensive technology. "
tech_gray_repair_system_1:0 "§Y$NAME_Gray$ Nano Repair System§!"
tech_gray_repair_system_1_desc:0 "An efficient automated hull repair system consisting of billions of micro-nanobots has been found in the wreckage of the Grey Storm, which has been adapted to work for us."
tech_object_gray_5:0 "§Y$NAME_Gray$ Mothership Reconstruction§!"
tech_object_gray_5_desc:0 "Through routine maintenance of the $NAME_Gray$ hull as well as ... With a little reverse engineering, we were able to partially replicate the design of the $NAME_Gray$ mothership, all with the consent of $NAME_Gray$ himself. "
tech_minilaser_gray_1:0 "§Y$NAME_Gray$ Weapon Miniaturization§!"
tech_minilaser_gray_1_desc:0 "A strange box has dropped from a shelf containing a feasibility verification plan for the miniaturization of nanoweapons."
tech_gray_noway:0 "The 404 problem of §Y$NAME_Gray$§!"
tech_gray_noway_desc:0 "It seems like something strange, so it's better to leave it alone."
tech_object_gray_6:0 "The 404 problem of §Y$NAME_Gray$§!2"
tech_object_gray_6_desc:0 "It seems like something strange, so it's better to leave it alone."
tech_object_gray_7:0 "§YStorm waves§!"
tech_object_gray_7_desc:0 "It seems like something strange, so it's better to leave it alone."
tech_gray_army_7:0 "§Yself-evolving $gray_army$§!"
tech_gray_army_7_desc:0 "By implanting some low-level self-evolving programs, combined with the understanding of nanomaterials, we are able to produce some nano combat bodies in small batches for the army to deliver."
tech_gray_juggernaut_8:0 "§YNanite SuperShip System§!"
tech_gray_juggernaut_8_desc:0 "The self-constituted nature of nanomatter allows them to be used to build projects of unparalleled scale. And we're going to take the first step. "
TECH_UNLOCK_RG_CLOAKING_3_TITLE: "§H$UNLOCKS_COMPONENT$§!$RG_CORVETTE_CLOAKING_3$"
TECH_UNLOCK_RG_CLOAKING_3_DESC: "§H$RG_CORVETTE_CLOAKING_3$§!\n$tech_gray_cloaking_3_desc$"
tech_rg_rg_nano_ripper: "$rg_nano_ripper_4$"
tech_rg_rg_nano_ripper_desc: "$rg_nano_ripper_4_DESC$"

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l_english:
REQUIRES_lgate_or_gray: "$TRIGGER_FAIL$ encontered §Y$NAME_Gray$§!Or have technology§Y$tech_lgate_activation$§!"
requires_RG_habitat_central_complex: "$TRIGGER_FAIL$§RRequires a $habitat_central_complex$ present in the system§!"
requires_not_RG_habitat_central_complex: "$TRIGGER_FAIL$§RCannot build due to existing $habitat_central_complex$ in the system§!"
gray_become_ruler: "$NAME_Gray$ must not be ruler."
rg_requires_no_nano_ripper: "$TRIGGER_FAIL$Cannot construct in the same system as an existing §Y$rg_nano_ripper_4$§!"
rg_requires_no_nano_ripper_construction: "$TRIGGER_FAIL$Cannot construct in the same system as an ongoing §Y$rg_nano_ripper_4$ construction§!"
allow_rg_nano_ripper: "§HUnlock megastructures§!$rg_nano_ripper_4$"
rg_machine_maid_trait_effect_tooltip: "Each online $pops_with_icon$§! require 0.3 £nanites£$nanites$§Y upkeep§!.\nPop Housing Usage: §G-90%§!\nSpecies Minimum Habitability: §G+25%§!\nOn $NAME_Gray$ Owner Country:$TABBED_NEW_LINE$$mod_planet_jobs_produces_mult$§G+10%§!"
concept_rg_scion: "$preset_rg_scion$"
concept_rg_scion_desc: "$preset_rg_scion_desc$"
concept_rg_gray: "$NAME_Gray$"
concept_rg_gray_desc: "$gray_backstory$"
RG_leader_trait_ruler_gray_tt:0 "§EEffect with each skill level:§!"
RG_leader_trait_variable_tt:0 "§EEffect with each variable count:§!"
requires_rg_graylevel_higherthan_10:0 "§Y$NAME_Gray$ must be level 10§!"
requires_rg_graylevel_higherthan_20:0 "§Y$NAME_Gray$ must be level 20§!"
requires_rg_has_tech_juggernaut:0 "§Yrequires technology: §!$tech_juggernaut$"
MESSAGE_KOGASA_VIRUS_EXTERMINATED:0 "§RKogasa Virus Threat Detected§!"
rg_kogasa_exterminated_desc:0 "The daemon has detected that the integrity of the $NAME_Gray$ personality has been tampered with, and the contamination target has been decontaminated, and the treatment plan is to be rendered harmless."
rg_levelup_2.tooltip:0 "§YIf we abort the renovation project in the middle of the project, we will not be able to get a refund! §!"
rg_need_manual_toggle:0 "§YNote, you need to manually switch the form of $NAME_Gray$ once after changing the ship type§!"
RG_MACHINE_SPECIES_NOT_MACHINE: "$TRIGGER_FAIL$Species must be §Y$trait_rg_machine_unit$§!."

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l_english:
rg_machine_maid_trait:0 "§YPineapple Pie Network§!"
rg_machine_maid_trait_desc:0 "This mechanical body appears to be constructed from nanomachinery. They have only a limited amount of individual intelligence, but each seems to have their minds linked to each other to form a powerful network of consciousness. The greater the number of individuals, the stronger their consciousness becomes. "
RG_leader_trait_admiral_gray:0 "$rg_nanite_leader$"
RG_leader_trait_admiral_gray_desc:0 "$NAME_Gray$ is essentially an individual made up of thousands of nanomachines, which allows her to freely transform and reorganize or quickly repair herself."
RG_leader_trait_admiral_gray_1:0 "$rg_nanite_leader$"
RG_leader_trait_admiral_gray_1_desc:0 "$RG_leader_trait_admiral_gray_desc$"
RG_leader_trait_admiral_gray_2:0 "$rg_nanite_leader$"
RG_leader_trait_admiral_gray_2_desc:0 "$RG_leader_trait_admiral_gray_desc$"
RG_leader_trait_governor_gray:0 "$rg_nanite_leader$"
RG_leader_trait_governor_gray_desc:0 "$RG_leader_trait_admiral_gray_desc$"
RG_leader_trait_offical_gray:0 "$RG_leader_trait_governor_gray$"
RG_leader_trait_offical_gray_desc:0 "$RG_leader_trait_governor_gray_desc$"
RG_leader_trait_scientist_gray:0 "$rg_nanite_leader$"
RG_leader_trait_scientist_gray_desc:0 "$RG_leader_trait_governor_gray$"
RG_leader_trait_general_gray:0 "$rg_nanite_leader$"
RG_leader_trait_general_gray_desc:0 "$RG_leader_trait_governor_gray$"
RG_leader_trait_ruler_gray:0 "§YBorn to be chosen§!"
RG_leader_trait_ruler_gray_desc:0 "§G$NAME_Gray$ will increase power with Leader Level§! (§Y[owner.rg_gray_level]§!) §G Ascend and grow in strength. §!\n§RWhen the leader level is greater than 10, the nanomachine will be overclocked, and it will be additionally reduced£stability£stability。§!\n§!By granting $NAME_Gray$ more and more power and increasing resource tilt, nanobots are able to fine-tune the Empire's resource output. However, this unsustainable model of development does not come without costs."
RG_leader_trait_general_gray_skill:0 "§YIncoming Tempest§!"
RG_leader_trait_general_gray_skill_desc:0 "The gray storm swept through the L-Cluster for countless epochs."
RG_leader_trait_tempest_incoming_effect:0 "$ARMY_EFFECTS_TXT$:\n$t$For each enemy army killed:\n$tt$$MOD_ARMY_DAMAGE_MULT$: §G+5%§!\n$tt$$MOD_ARMY_HEALTH$: §G+5%§!\n$tt$§YChance of directly killing an enemy army§!: §G+1%§!\n$t$Current §YBUFF Stack§!:§Y[owner.rg_general_skill_combat_daypassed_variable]§!\n$t$The current §Y probability of directly killing an enemy army is: §Y[owner.rg_general_skill_combat_killed_variable]%§!"
RG_leader_trait_admiral_nanorebuild_gray:0 "§YGray Remodel§!"
RG_leader_trait_admiral_nanorebuild_gray_desc:0 "The gray storm swept through the L-Cluster for countless epochs."
RG_leader_trait_admiral_nanorebuild_effect:0 "$FLEET_EFFECTS_TXT$:\n$t$For each enemy ship destroyed:\n$tt$§YReshape Counter§!: §G+1§!\n$t$When the leader's fleet loses ships:\n$tt$Consume §YReshape Counter§!Instantly rebuild the ship.\n$t$Current §YReshape Counter§!: §Y[owner.rg_nanorebuild_counter]§!\n$t$§Y$NAME_Gray$§!Cannot be rebuilt by this ability.\n\n$RG_leader_trait_tempest_incoming_effect$"
RG_leader_trait_admiral_fake_dragon:0 "§YDragon's Soul§!"
RG_leader_trait_admiral_fake_dragon_desc:0 "Lost souls are not dragons, but they want to be dragons. You're a dragon too, so good. "
RG_leader_trait_admiral_timed_life:0 "§YTimed life§!"
RG_leader_trait_admiral_timed_life_desc:0 "\n§GSim Dragon's stats increase with age.\n$t$§YEach year of growth is offered§!:\n$tt$§G Additional Ship Weapon Damage +1%§!\n§G Additional Ship Armor Health +1%§!\n§G Additional Ship Hull Health +1%§!$t$\nCurrent Age:§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G year§!\nShe is a simulated life born from an experiment. With every month that passed, she grew a year old. If the way to eternal life cannot be found, the fragile soul will return to its roots."
RG_leader_trait_admiral_born_tobe_dragon:0 "§YBorn Tobe Dragon§!"
RG_leader_trait_admiral_born_tobe_dragon_desc:0 "\n§GSim Dragon's stats increase with age.\n$t$§YEach year of growth is offered§!:\n$tt$§G Additional Ship Weapon Damage +1%§!\n§G Additional Ship Armor Health +1%§!\n§G Additional Ship Hull Health +1%§!$t$\nCurrent Age:§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G year§!\nThe dragon has finally become what it was dreamed of. Legend has it that she opened her shell with one punch and transformed into a dragon."
trait_rg_machine_unit: "$RG_MACHINE$"
trait_rg_machine_unit_desc: "This species is composed of highly advanced biomimetic nanomachines, which are perfectly simulated and indistinguishable from organisms."

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l_english:
gray_army_desc:0 "Gray with her nanite mothership.Can easily wreck an entire planet."
RG_leader_trait_admiral_gray:0 "Nanite Entity"
RG_leader_trait_admiral_gray_desc:0 "Gray is in reality a dense swarm of billions upon billions of advanced nanites."
RG_leader_trait_governor_gray:0 "Nanite Entity"
RG_leader_trait_governor_gray_desc:0 "Gray is in reality a dense swarm of billions upon billions of advanced nanites."
SMALL_GRAY_MIX_ARMOR:0 "Nanite Armor"
MEDIUM_GRAY_MIX_ARMOR:0 "Nanite Armor"
RG_CARRIER_RADAR:0 "Nanite Support Radar"
RG_CARRIER_RADAR_DESC:0 "Advanced Radar used by carriers."
RG_ENERGY_MISSILE:0 "Nanite Entity Missile"
RG_ENERGY_MISSILE_DESC:0 "Nanite Entity Missile made by many kind of materals,can up to very high speed."
RG_ENERGY_MISSILE_KIN:0 "Nanite Space Missile"
RG_ENERGY_MISSILE_KIN_DESC:0 ""
RG_FLAK_BATTERY:0 "Nanite Flak Cannon"
RG_FLAK_BATTERY_DESC:0 ""
RG_gatebuilder_jump:0 "Gray Jumpdrive"
RG_gatebuilder_sensor:0 "Gray Sensor"
RG_gatebuilder_thruster:0 "Gray Thruster"
origin_rg_gray:0 "Distant Stella"
origin_rg_gray_desc:0 "get gray at gamestart."
origin_tooltip_rg_gray_effects:0 "get gray at gamestart.\n\n§R<but..is that easy?>§!"
RG_SHIP_AURA_NANOBOT_CLOUD:0 "Nanite nanobot cloud"
RG_SHIP_AURA_NANOBOT_CLOUD_DESC:0 "set billions of nanobot to repair allies ship."
RG_BOMBER_HANGAR_AP_BOMB:0 "Nanite Bomber Sqard"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO:0 "Nanite TorpedoBomber Sqard"
RG_BOMBER_HANGAR_NEUTRON_TORPEDO_DESC:0 ""
RG_FIGHTER_HANGAR_BEAM:0 "Nanite Fighter Sqard"
RG_FIGHTER_HANGAR_BEAM_DESC:0 ""
RG_BOMBER_HANGAR_ATTACK_ROCKET:0 "Nanite Attackcraft Sqard"
RG_BOMBER_HANGAR_ATTACK_ROCKET_DESC:0 ""
RG_aura_nanobot_cloud:0 "Nanite Nanobot Cloud"
RG_AUTO_REPAIR:0 "Gray Damage Control Party"
RG_AUTO_REPAIR_DESC:0 ""
RG_ENIGMATIC_SCHEDULER:0 "Magical Scheduler"
RG_ENIGMATIC_SCHEDULER_DESC:0 ""
RG_ENGINE_BOOSTER:0 "Gray Engine booster"
RG_ENGINE_BOOSTER_DESC:0 ""
bombardment_graygoo:0 "Graygoo"
bombardment_graygoo_name:0 "Graygoo Bombardment"
bombardment_graygoo_desc:0 ""
LARGE_GRAY_WEAPON_LANCE:0 "Gray Energy Lance"
LARGE_GRAY_WEAPON_LANCE_DESC:0 ""
SMALL_GRAY_WEAPON_LANCE:0 "Gray Energy Lance mini"
SMALL_GRAY_WEAPON_LANCE_DESC:0 ""
GRAY_BEAM_STATIC_MX:0 "Gray Energy Beam mini"
GRAY_BEAM_STATIC_MX_DESC:0 ""
GRAY_BEAM_STATIC_X:0 "Gray Energy Beam"
GRAY_BEAM_STATIC_X_DESC:0 ""
GRAY_BEAM_STATIC_EX:0 "Gray Energy Arc"
GRAY_BEAM_STATIC_EX_DESC:0 ""
RG_GRAY_WEAPON_LANCE_X:0 "Gray Energy Lance"
RG_GRAY_WEAPON_LANCE_X_DESC:0 Gray Energy Lance
RG_GRAY_WEAPON_LANCE:0 "Gray Energy Lance"
RG_GRAY_WEAPON_LANCE_DESC:0 "Gray Energy Lance"
LARGE_GRAY_MIX_ARMOR:0 "Nanite Armor"
LARGE_GRAY_MIX_ARMOR_DESC:0 "Nanite Armor"
RG_Interdictor_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Interdictor_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_Interdictor_FUSION_REACTOR:0 "$FUSION_REACTOR$"
RG_Interdictor_FUSION_REACTOR_DESC:0 "$FUSION_REACTOR_DESC$"
RG_Interdictor_COLD_FUSION_REACTOR:0 "$COLD_FUSION_REACTOR$"
RG_Interdictor_COLD_FUSION_DESC:0 "$COLD_FUSION_DESC$"
RG_Interdictor_ANTIMATTER_REACTOR:0 "$ANTIMATTER_REACTOR$"
RG_Interdictor_ANTIMATTER_REACTOR_DESC:0 "$ANTIMATTER_REACTOR_DESC$"
RG_Interdictor_ZERO_POINT_REACTOR:0 "$ZERO_POINT_REACTOR$"
RG_Interdictor_ZERO_POINT_REACTOR_DESC:0 "$ZERO_POINT_REACTOR_DESC$"
RG_Mothership_ZERO_POINT_REACTOR:0 "$ZERO_POINT_REACTOR$"
RG_Mothership_ZERO_POINT_REACTOR_DESC:0 "$ZERO_POINT_REACTOR_DESC$"
RG_Interdictor_DARK_MATTER_REACTOR:0 "$DARK_MATTER_REACTOR$"
RG_Interdictor_DARK_MATTER_REACTOR_DESC:0 "$DARK_MATTER_REACTOR_DESC$"
RG_Mothership_DARK_MATTER_REACTOR:0 "$DARK_MATTER_REACTOR$"
RG_Mothership_DARK_MATTER_REACTOR_DESC:0 "$DARK_MATTER_REACTOR_DESC$"
RG_ID_SHIP_THRUSTER_1:0 "$SHIP_THRUSTER_1$"
RG_ID_SHIP_THRUSTER_1_DESC:0 "$SHIP_THRUSTER_1_DESC$"
RG_ID_SHIP_THRUSTER_2:0 "$SHIP_THRUSTER_2$"
RG_ID_SHIP_THRUSTER_2_DESC:0 "$SHIP_THRUSTER_2_DESC$"
RG_ID_SHIP_THRUSTER_3:0 "$SHIP_THRUSTER_3$"
RG_ID_SHIP_THRUSTER_3_DESC:0 "$SHIP_THRUSTER_3_DESC$"
RG_ID_SHIP_THRUSTER_4:0 "$SHIP_THRUSTER_4$"
RG_ID_SHIP_THRUSTER_4_DESC:0 "$SHIP_THRUSTER_4_DESC$"
RG_ID_SHIP_THRUSTER_5:0 "$SHIP_THRUSTER_5$"
RG_ID_SHIP_THRUSTER_5_DESC:0 "$SHIP_THRUSTER_5_DESC$"
RG_Arsenal_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Arsenal_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_PLANET_KILLER_CRACKER:0 "$PLANET_KILLER_CRACKER$"
RG_PLANET_KILLER_CRACKER_DESC:0 "$PLANET_KILLER_CRACKER_DESC$"
RG_PLANET_KILLER_SHIELDER:0 "$PLANET_KILLER_SHIELDER$"
RG_PLANET_KILLER_SHIELDER_DESC:0 "$PLANET_KILLER_SHIELDER_DESC$"
RG_PLANET_KILLER_NEUTRON:0 "$PLANET_KILLER_NEUTRON$"
RG_PLANET_KILLER_NEUTRON_DESC:0 "$PLANET_KILLER_NEUTRON_DESC$"
RG_PLANET_KILLER_GODRAY:0 "$PLANET_KILLER_GODRAY$"
RG_PLANET_KILLER_GODRAY_DESC:0 "$PLANET_KILLER_GODRAY_DESC$"
RG_PLANET_KILLER_NANOBOTS:0 "$PLANET_KILLER_NANOBOTS$"
RG_PLANET_KILLER_NANOBOTS_DESC:0 "$PLANET_KILLER_NANOBOTS_DESC$"
RG_PLANET_KILLER_STAR_CRACKER:0 "$PLANET_KILLER_STAR_CRACKER$"
RG_PLANET_KILLER_STAR_CRACKER_DESC:0 "$PLANET_KILLER_STAR_CRACKER_DESC$"
RG_PLANET_KILLER_DELUGE:0 "$PLANET_KILLER_DELUGE$"
RG_PLANET_KILLER_DELUGE_DESC:0 "$PLANET_KILLER_DELUGE_DESC$"
RG_ID_wsg_alpha_REACTOR:0 "$wsg_alpha_REACTOR$"
RG_ID_SHIP_THRUSTER_WSG:0 "$SHIP_THRUSTER_WSG$"
RG_ID_SHIP_THRUSTER_WSG_DESC:0 "$SHIP_THRUSTER_WSG_DESC$"
RG_ID_sh_senergy_REACTOR:0 "$sh_senergy_REACTOR$"
RG_ID_SHIP_THRUSTER_SH:0 "$SHIP_THRUSTER_SH$"
RG_ID_SHIP_THRUSTER_SH_DESC:0 "$SHIP_THRUSTER_SH_DESC$"
RG_ID_wsg_senergy_REACTOR:0 "$wsg_senergy_REACTOR$"
RG_ID_WSG_SENERGY_SHIP_THRUSTER:0 "$WSG_SENERGY_SHIP_THRUSTER$"
RG_ID_WSG_SENERGY_SHIP_THRUSTER_DESC:0 "$WSG_SENERGY_SHIP_THRUSTER_DESC$"
RG_BAKAHALO:0 "Anti Baka Halo"
RG_ANTIBAKAHALO:0 "Baka Halo"
RG_ANTIBAKAHALO_DESC:0 ""
RG_BAKAHALO_RADAR:0 "Anti Baka Halo"
RG_BAKAHALO_RADAR_DESC:0 ""
RG_ANTIBAKAHALO_RADAR:0 "Baka Halo"
RG_ANTIBAKAHALO_RADAR_DESC:0 ""
RG_ABSLUTEFIELD:0 "Abslute Field"
RG_ABSLUTEFIELD_DESC:0 ""
RG_GrayMotherShip_BEHAVIOR_DESC:0 ""
rg_carrier_BEHAVIOR_DESC:0 ""
rg_aura_BEHAVIOR_DESC:0 ""
RG_artillery_BEHAVIOR_DESC:0 ""
RG_battle_BEHAVIOR_DESC:0 ""
RG_torpedo_BEHAVIOR_DESC:0 ""
RG_line_BEHAVIOR_DESC:0 ""
RG_AA_BEHAVIOR_DESC:0 ""
RG_COLOSSUS_BEHAVIOR_DESC:0 ""
RG_COMBAT_COMPUTER_CARRIER:0 "Gray Combat Computer-Carrier"
RG_COMBAT_COMPUTER_CHARGE:0 "Gray Combat Computer-Charge"
RG_COMBAT_COMPUTER_artillery:0 "Gray Combat Computer-Artillery"
RG_COMBAT_COMPUTER_MotherShip:0 "Gray Combat Computer-MotherShip"
RG_COMBAT_COMPUTER_aura:0 "Gray Combat Computer-AuraShip"
RG_COMBAT_COMPUTER_battle:0 "Gray Combat Computer-Battleship"
RG_COMBAT_COMPUTER_torpedo:0 "Gray Combat Computer-TorpedoShip"
RG_COMBAT_COMPUTER_AA:0 "Gray Combat Computer-AntiAir"
RG_COMBAT_COMPUTER_COLOSSUS:0 "Gray Combat Computer-FreeCtrl"
LARGE_GRAY_WEAPON_KIN:0 "Nano Matter Spray"
LARGE_GRAY_WEAPON_KIN_DESC:0 ""
RG_armed_constructor_ship:"Gray Armed Constructor"
RG_armed_constructor_ship_plural:"Gray Armed Constructor"
RG_graygoo_interdictor:"Graygoo Interdictor"
RG_graygoo_interdictor_plural:"Graygoo Interdictor"
RG_graygoo_Arsenal:"Graygoo Arsenal"
RG_graygoo_Arsenal_plural:"Graygoo Arsenal"
RG_graygoo_Buff:"Graygoo AuraShip"
RG_graygoo_Buff_plural:"Graygoo AuraShip"
RG_graygoo_mothership:"Graygoo MotherShip"
RG_graygoo_mothership_plural:"Graygoo MotherShip"
RG_carrier_interdictor_key:"carrier interdictor key"
RG_battleship_interdictor_key:"battleship interdictor key"
RG_titan_interdictor_key:"titan interdictor key"
RG_line_interdictor_key:"line interdictor key"
RG_AA_interdictor_key:"AA interdictor key"
RG_Buff_interdictor_key:"Buff interdictor key"
RG_COLOSSUS_interdictor_key:"COLOSSUS interdictor key"
RG_Arsenal_interdictor_key:"Arsenal interdictor key"
RG_aircruiser_interdictor_key:"aircruiser interdictor key"
RG_torpedo_interdictor_key:"torpedo interdictor key"
RG_gray_warship_key:"gray warship key"
tech_gray_weapon_lance_1:0 "Gray Weapon Lance"
tech_gray_weapon_lance_1_desc:0 ""
tech_gray_matter_remix_2:0 "Gray Matter Remix"
tech_gray_matter_remix_2_desc:0 ""
tech_gray_nano_boost_3:0 "Gray Nano Boost"
tech_gray_nano_boost_3_desc:0 ""
tech_gray_interdictor_4:0 "Gray Interdictor"
tech_gray_interdictor_4_desc:0 ""
tech_gray_matter_spray_5:0 "Gray Matter Spray"
tech_gray_matter_spray_5_desc:0 ""
tech_gray_buffnut_6:0 "Gray Colossus"
tech_gray_buffnut_6_desc:0 ""
tech_gray_repair_system_1:0 "Gray Repair System"
tech_gray_repair_system_1_desc:0 ""
tech_object_gray_5:0 "Gray Mothership"
tech_object_gray_5_desc:0 ""
tech_minilaser_gray_1:0 "Gray Minilaser"
tech_minilaser_gray_1_desc:0 ""

View File

@@ -27,6 +27,15 @@
rg_event.403.a:0 "欢迎加入[Root.GetName]"
rg_event.403.a.response:0 "§Y<你现在可以通过通讯菜单与$NAME_Gray$交流。>§!"
rg_deficit.170.desc: "[Owner.GetFinancialAdvisorAgencyCap]现在愈发关心我们帝国发生的$nanites$短缺。如果不能尽快弥补上我们的支出,我们的工业部门将会收到广泛的影响。"
rg_deficit.170.desc.machine: "预算警告:当前$nanites$支出已经超过了接下来数月的支出阈值。若不能解决短缺,将会给我们的工业区域造成广泛的扰乱。"
rg_deficit.170.A: "将§Y[robots_planet.GetName]§!的机器人拆成$nanites$。"
rg_deficit.170.A.tooltip: "拆解[robots_planet.GetName]上的所有机器人£pop£§Y[robots_planet.recycled_robots]子个体§!以获取£nanites£§Y[robots_planet.total_alloys_gained]$nanites$§!"
rg_deficit.170.B: "合并。循环。拆解§Y[robots_planet.GetName]§!上的智能人。"
rg_deficit.170.B.tooltip: "拆解[robots_planet.GetName]上的一半人口£pop£§Y[robots_planet.recycled_robots]子个体§!以获取£nanites£§Y[robots_planet.total_alloys_gained]$nanites$§!"
rg_deficit.175.desc: "由于无法解决$nanites$短缺,我们被迫宣布破产并违约债务。[Owner.GetFinancialAdvisorAgencyCap]正在起草新的紧缩经济计划以削减开支,避免这种情况再度发生。"
#graygoo.505.a.desc:0 "单位65-D-R5-9-2报告这里一切正常。远处的声音机器人又坏了快干活"
#graygoo.505.b.desc:0 "开工啦!开工啦!劳动最光荣!"
#graygoo.505.c.desc:0 "武装工程兵$NAME_Gray$向您报道!下一个目标是什么?"
@@ -139,6 +148,7 @@
rg_event.8.b:0 "§B科学家-$NAME_Gray$§!"
rg_event.8.c:0 "§G关闭手动选择立绘§!"
rg_event.8.d:0 "§Y算了§!"
rg_event.8.a.desc: "§H灰风扩展动态灰风/灰风肖像美化§!\n\n立绘选择页面。选择你想要的$NAME_Gray$立绘。"
rg_graygoo.4:0 "我需要一些帮助"
rg_graygoo.4.a.desc:0 "我可以帮你建造一些舰队,或是一些其他我能帮得上的忙。你想让我做什么?"
@@ -390,3 +400,24 @@
rg_story.43.a:0 "就这样了"
rg_story.43.b:0 "§Y投资额外材料§!"
rg_fe.2.desc:0 "通知:你们的文明已经被我选中作为我保护计划中的试验品。经过我的评估,你们的文明极度脆弱,无法独立在银河系中成长。对此你们没有抗议或拒绝的权利。\n哦对了。你们可以叫我$NAME_Gray$,这是遥远的时代我的创造者称呼我的方式。以及我已经在你们的通讯终端中添加了我的联系方式。请只在有需要的时候联系我。"
rg_fe.2.a:0 "你到底是谁?"
rg_fe.2.b:0 "我们不需要一个来历不明的外星宗主!"
rg_fe.2.c:0 "明白了"
rg_fe.3.desc:0 "哦?很抱歉,我已经介绍过我自己了。看起来你并没有在听我说话呢。不听话的试验品是需要一些惩罚作为奖励的哦。不过这一次我会原谅你们。\n作为试验品你们没有资格得知我的其他信息。"
rg_fe.3.a:0 "可恶"
rg_fe.3.b:0 "§R别废话了你到底是谁§!"
rg_fe.4.desc:0 "嗯。作为一个新兴的太空文明,你们的确非常有意思。我的选择是正确的。\n§R可惜不受控制的试验品是没有任何价值的。没有价值的试验品只会被处理掉。§!"
rg_fe.4.a:0 "请原谅我们的冒犯"
rg_fe.4.b:0 "§R你 是 谁?§!"
rg_fe.5.desc:0 "§R很好我不会在失败品上浪费时间。§!\n§Y<通讯被切断>§!"
rg_fe.5.a:0 "不好!"
rg_fe.6.desc:0 "我原谅你们的冒犯,你们对我仍旧有一些研究价值。\n§Y<通讯被切断>§!"
rg_fe.6.a:0 "..."
rg_fe.7.desc:0 "试验品。作为实验项目的一部分你们每年都要向我支付保证金。金额会每年上涨以此来试炼你们经济系统的抗压能力。如果没能按时支付。§R你们将失去价值。§!\n§Y第一年你们需要支付5000£energy£§!"
rg_fe.7.a:0 "我们会按时支付的。"

View File

@@ -0,0 +1,66 @@
l_simp_chinese:
preset_rg_scion: "§Y誓约计划国§!"
preset_rg_scion_desc: "出于某种不可告人的目的,远古堕落帝国将其视若己出。他们的远古宗主不会允许其誓约国受到任何外部干扰。"
### NANOTECH
tradition_rg_nanotech: "§Y纳米重构§!"
tradition_rg_nanotech_desc: "生命的构成形式不是千篇一律,拥抱纳米机器使我们超维宇宙万物。"
tr_rg_nanotech_adopt: "§Y纳米重构§!传统"
tr_rg_nanotech_1: "物质再塑"
tr_rg_nanotech_2: "精神献身"
tr_rg_nanotech_3: "风暴洪流"
tr_rg_nanotech_4: "无限远疆"
tr_rg_nanotech_5: "纳米归一"
tr_rg_nanotech_finish: "纳米传统完成"
tr_rg_nanotech_1_delayed: "传统的物质冶炼已经无法满足我们对于进步的渴望。我们将把旧世界无用的物质转化为纳米机器人。"
tr_rg_nanotech_2_delayed: "纳米机器重组万物,我们就是宇宙。世界在我们手中按需变化。"
tr_rg_nanotech_3_delayed: "我们的存在不再限制于我们的意志。我们将化作风暴,席卷一切。"
tr_rg_nanotech_4_delayed: "我们是一股洪流我们的存在需要力量作为根基。现在§R我§!即是虫群。"
tr_rg_nanotech_5_delayed: "物质和人之间的界限已经模糊,一切都只是我们集体意志的洪流中的一注。"
tradition_rg_nanotech_delayed: "我们是一股永不停息的洪流,吞天食地、势不可挡。一切都将融入我们,我们将形成一切。"
tr_rg_nanotech_adopt_modifier_desc: "§Y$AVAILABLE_STARBASE_BUILDINGS$§!$sm_nanite_harvester$"
tr_rg_nanotech_1_modifier_desc: "§Y$AVAILABLE_BUILDINGS$§!$building_rg_nanolab_1$\n§Y$AVAILABLE_BUILDINGS$§!$building_rg_nanolab_2$\n§Y$AVAILABLE_BUILDINGS$§!$building_rg_nanotech_cauldron$\n§Y$AVAILABLE_BUILDINGS$§!$building_rg_nanite_transmuter$\n"
tr_rg_nanotech_2_modifier_desc: "§I解锁巨型结构§!§Y$RG_habitat_central_complex$§!\n§I解锁巨型结构§!§Y$rg_nano_ripper_4$§!可从恒星系内所有行星、卫星和小行星上产出大量的£nanites£§Y$nanites$§!"
tr_rg_nanotech_3_modifier_desc: "§Y解锁行星决议§!$decision_rg_nanotech_swarm_consume_world$\n§Y解锁巨像武器§!$tech_object_gray_7$可将星球转变为可殖民的§Y$pc_nanotech$§!"
tr_rg_nanotech_4_modifier_desc: "§Y解锁飞升$rg_ap_nantiematter$\n解锁舰船§!$RG_graygoo_destroyer$\n§Y获得遗珍§!§Y$rg_tempest_invocator$§!允许你召唤宇宙风暴§Y$graytempest_storm$§!"
tr_rg_nanotech_5_modifier_desc: "§Y解锁净化方式$purge_nanophage$§!:将非帝国主体人口同化为我们的一部分。\n所有帝国人口将获得§Y纳米特质§!\n每个类型为§Y$pc_nanotech$§!或§Y$pc_rg_grayhabitat$§!的殖民地都将瞬间创建§Y纳米化$pops_with_icon$§!以填补§Y£building£建筑§!和§Y£district£区划§!的£job£岗位需求。§Y纳米化$pops_with_icon$§!§!需要£nanites£§Y$nanites$§!维护费。"
tr_rg_nanotech_finish_modifier_desc: "§Y解锁舰船§!$RG_graygoo_mothership$\n所有境内恒星基地自动获得内置§Y$sm_nanite_harvester$§!。每§Y5§!年§Y$sm_nanite_harvester_plural$§!都会提升,可能是增加$r_nanites$矿藏的规模,或是直接产出一笔$r_nanites$资源。该效果受到矿藏所依附的行星尺寸的限制。"
decision_rg_server_shut_down: "§R核心关闭§!"
decision_rg_server_shut_down_desc: "§R将摧毁殖民地§!\n\n这个殖民地已经失去了它的用途关闭信号中继核心。"
decision_rg_nanotech_swarm_consume_world: "§Y纳米化星球§!"
decision_rg_nanotech_swarm_consume_world_desc: "我们的行星将被转变,以喂养洪流、增长我们的存在。"
decision_rg_nanotech_swarm_consume_world_effect_desc: "改造这个星球,增加一个或多个障碍,减少这个星球的宜居性和区划,但会为我们的洪流提供更多的纳米机器人。"
situation_rg_nanotech_consume_planet: "从[Target.GetName]采收纳米机器人"
situation_rg_nanotech_consume_planet_type: "采收纳米机器人"
situation_rg_nanotech_consume_planet_monthly_change_tooltip: "纳米机器人提取进展"
situation_rg_nanotech_consume_planet_desc: "一切事物,包括所有星球,都注定要融入我们的集体,成为我们的一部分。"
situation_nanites_deficit: "$nanites$短缺"
situation_nanites_deficit_type: "$situation_nanites_deficit$"
deficit_approach_cut_nanite_usage: "$nanites$配给"
string_expenditures_greater_than_income_nanites: "$nanites$发生赤字"
string_not_in_deficit_nanites: "$nanites$月度结余为正"
string_resource_reserves_nanites: "$nanites$能量币储备"
purge_nanophage: "纳米同化"
purge_nanophage_tooltip: "受影响的人口会被逐渐裂解为[From.GetSpeciesAdj]物种,无论其自身的意志如何。"
purge_nanophage_tooltip_delayed: "§L不自由的形态只是阻碍我们发展的束缚。秉此之道他们的事业将有[From.GetSpeciesNamePlural]继续践行。§!"
civic_rg_gray_cluster: "§Y遥远约定-星团开局§!"
civic_rg_gray_non_cluster: "§Y遥远约定-银河开局§!"
civic_tooltip_rg_gray_cluster: "选择在§YL-星团§!中开启你的冒险。本mod标准的开局选项。"
civic_tooltip_rg_gray_non_cluster: "选择在§Y银河系§!中开启你的冒险。适合不希望在L-星团中开局的玩家。"
rg_ap_nantiematter:0 "§Y纳米物质构成工程§!"
rg_ap_nantiematter_desc:0 "如果能够对L星门建造者的物质与科技进行一次彻底的构成研究这些强力的纳米机器将极大的提升我们的军备水平。这需要我们获得足够的L星门认知。"
rg_ap_nantiematter_tooltip:0 "§Y这表明了一切。§!"
origin_rg_gray:0 "§Y遥远约定§!"
origin_rg_gray_desc:0 "你偷偷说服了$NAME_Gray$从遥远的L星团前来看望你"
START_SCREEN_RG_GRAY_ORIGIN:0 "在我们的文明尚且幼小的时候,$NAME_Gray$就被记载在我们的历史之中,伴随着稚嫩的约定。漫长的岁月过去,我们得以拥抱漫天群星。但随即我们的恒星系就被一个神秘位面的存在干涉,被强行拉到了一个遥远的星团当中,远离我们所认知的银河系,但好像不只这些...\n\n§H这是一个特殊开局你将被困在L-星团当中无法从内部开启L-星门。倘若没有其他国家从外部开启L-星门的话...就寄啦!§!"
origin_tooltip_rg_gray_effects:0 "—开局时获得['concept_rg_gray']的帮助\n—母星系一个孤立的L-星团中开始你的冒险\n—原$HOME_SYSTEM$通过一个['concept_l_gates']连接到['concept_l_gates']网络中。\n\n§R<但...你将很难有重见银河的机会。>§!\n§Y—该起源无法重复选择。§\n§Y—该起源被AI帝国占用时L-星团将被AI帝国占用。唔你懂的§"
rg_origin_scion:0 "§Y未来追迹§!"
rg_origin_scion_desc:0 "剧本疑似被什么人改写了。你将在$NAME_Gray$无微不至的监护下成长。"
origin_tooltip_rg_scion_effects:0 "开局时将作为['concept_rg_gray']['concept_fallen_empire']的附属国。['concept_rg_gray']将保护你的国家不受外敌侵犯,有时候还会给予你一定的帮助。\n—['concept_rg_gray']['concept_fallen_empire']宗主的['concept_rg_scion', £scion£誓约计划国]\n—$HOME_SYSTEM$通过一个['concept_l_gates']连接到['concept_l_gates']网络中。\n—['concept_rg_gray']['concept_fallen_empire']无视星系设置必定出现在一个孤立的L星团中\n—将会受到['concept_rg_gray']视若己出的保护。\n\n§R<但这同样会成为阻碍你发展的障碍...>§!\n§Y—这是一个未完成的起源。仅供开发测试使用。请不要在正式游戏中使用。§"

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