44 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
83 changed files with 3621 additions and 2560 deletions

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 = {
@@ -153,7 +153,7 @@ building_rg_nanolab_2 = {
# is_individual_machine = yes
# }
}
job_nanotech_researcher_add = 15
job_nanotech_researcher_add = 1500
}
# triggered_desc = {

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

@@ -1988,6 +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"

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

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

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

@@ -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

@@ -1,25 +0,0 @@
immediate = {
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
}
}
}

View File

@@ -4,8 +4,7 @@ immediate = {
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
#初始化衣柜
reset_gray_cloth = yes
}
}
trigger = {
@@ -125,6 +124,7 @@ option = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
@@ -155,15 +155,6 @@ option = {
rg_clear_harbitat = yes
}
}
option = {
# help
name = rg_help
hidden_effect = {
country_event = {
id = rg_graygoo.4
}
}
}
option = {
# 衣柜
name = rg_wardrobe
@@ -173,7 +164,6 @@ option = {
}
}
}
inline_script = "events/rg_wsg_marry_gray_option_500_scripts"
option = {
name = graygoo.500.d
default_hide_option = yes

View File

@@ -42,7 +42,6 @@ immediate = {
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
reset_gray_cloth = yes
}
}
option = {
@@ -102,6 +101,7 @@ option = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
@@ -129,15 +129,6 @@ option = {
}
}
}
option = {
# help
name = rg_help
hidden_effect = {
country_event = {
id = rg_grayleader.4
}
}
}
option = {
# 衣柜
name = rg_wardrobe
@@ -147,7 +138,6 @@ option = {
}
}
}
inline_script = "events/rg_wsg_marry_gray_option_scripts"
option = {
name = graygoo.500.d
tag = hire_leader

View File

@@ -31,7 +31,6 @@ immediate = {
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
reset_gray_cloth = yes
}
}
option = {
@@ -215,6 +214,7 @@ option = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
@@ -329,7 +329,6 @@ option = {
}
}
}
inline_script = "events/rg_wsg_marry_gray_option_scripts"
option = {
name = graygoo.500.d
tag = hire_leader

View File

@@ -29,7 +29,6 @@ immediate = {
after = {
hidden_effect = {
remove_country_flag = gray_diplomacy_engaged
reset_gray_cloth = yes
}
}
option = {
@@ -205,6 +204,7 @@ option = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
@@ -288,7 +288,6 @@ option = {
}
}
}
inline_script = "events/rg_wsg_marry_gray_option_scripts"
option = {
name = graygoo.500.d
tag = hire_leader

View File

@@ -11,7 +11,6 @@ trigger = {
option = {
name = OK
}
inline_script = "events/rg_wsg_marry_gray_option_504_scripts"
# option = {
# name = rg_graygoo.504.a
# allow = {

View File

@@ -141,6 +141,7 @@ option = {
NOT = {
RG_gray_harbitat_active_trigger = yes
}
has_country_flag = rg_gray_level_3
}
allow = {
}
@@ -176,7 +177,6 @@ option = {
}
}
}
inline_script = "events/rg_wsg_marry_gray_option_scripts"
# option = { # 开启建造中继器
# name = rg_event.5.e
# trigger = {

View File

@@ -1,63 +0,0 @@
option = {
name = marry_gray
trigger = {
RG_OR_has_wsg_mod_trigger = yes
check_variable = {
which = wg_gray_affection
value > @wg_gray_affection_to_lv4
}
NOT = {
has_country_flag = married_gray
}
}
allow = {
OR = {
AND = {
has_wg_special_authority = no
resource_stockpile_compare = {
resource = sr_living_metal
value >= 100
}
resource_stockpile_compare = {
resource = rare_crystals
value >= 1000
}
}
custom_tooltip = {
check_variable = {
which = wsg_rings
value >= 1
}
fail_text = not_enough_engagement_rings
}
}
custom_tooltip = {
fail_text = gray_become_ruler
NOT = {
ruler = {
has_leader_flag = "gray_leader"
}
}
}
}
if = {
limit = {
has_wg_special_authority = yes
}
subtract_variable = {
which = wsg_rings
value = 1
}
}
else = {
add_resource = {
sr_living_metal = -100
rare_crystals = -1000
}
}
hidden_effect = {
country_event = {
id = wg_affection.30000
}
}
}

View File

@@ -1,34 +0,0 @@
option = {
name = marry_gray
trigger = {
RG_OR_has_wsg_mod_trigger = yes
check_variable = {
which = wg_gray_affection
value > @wg_gray_affection_to_lv4
}
NOT = {
has_country_flag = married_gray
}
}
allow = {
OR = {
has_wg_special_authority = no
custom_tooltip = {
check_variable = {
which = wsg_rings
value >= 1
}
fail_text = not_enough_engagement_rings
}
}
}
subtract_variable = {
which = wsg_rings
value = 1
}
hidden_effect = {
country_event = {
id = wg_affection.30000
}
}
}

View File

@@ -1,37 +0,0 @@
option = {
name = marry_gray
trigger = {
RG_OR_has_wsg_mod_trigger = yes
check_variable = { which = wg_gray_affection value > @wg_gray_affection_to_lv4 }
NOT = { has_country_flag = married_gray }
}
allow = {
OR = {
AND = {
has_wg_special_authority = no
resource_stockpile_compare = {
resource = sr_living_metal
value >= 100
}
resource_stockpile_compare = {
resource = rare_crystals
value >= 1000
}
}
custom_tooltip = {
check_variable = { which = wsg_rings value >= 1 }
fail_text = not_enough_engagement_rings
}
}
}
if = {
limit = { has_wg_special_authority = yes }
subtract_variable = { which = wsg_rings value = 1 }
} else = {
add_resource = {
sr_living_metal = -100
rare_crystals = -1000
}
}
hidden_effect = { country_event = { id = wg_affection.30000 }}
}

View File

@@ -1,138 +0,0 @@
produces = {
trigger = {
OR = {
has_trait = rg_machine_maid_trait
}
}
nanites = -0.1
multiplier = value:rg_maid_trait_mult
}
# vanilla
produces = {
trigger = {
OR = {
has_trait = trait_lithoid_scintillating
has_trait = trait_advanced_scintillating
}
}
rare_crystals = @lithoid_trait_resource_production
multiplier = value:lithoid_trait_mult
}
produces = {
trigger = {
OR = {
has_trait = trait_lithoid_gaseous_byproducts
has_trait = trait_advanced_gaseous_byproducts
}
}
exotic_gases = @lithoid_trait_resource_production
multiplier = value:lithoid_trait_mult
}
produces = {
trigger = {
OR = {
has_trait = trait_lithoid_volatile_excretions
has_trait = trait_advanced_volatile_excretions
}
}
volatile_motes = @lithoid_trait_resource_production
multiplier = value:lithoid_trait_mult
}
produces = {
trigger = {
OR = {
has_trait = trait_notofthisworld
has_trait = trait_robot_notofthisworld
has_trait = trait_exd
}
}
physics_research = 0.5
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = astralnomical_interest_modifier
}
is_enslaved = no
is_robot_pop = no
}
physics_research = 1
}
produces = {
trigger = {
has_trait = trait_cybernetic
exists = owner
owner = {
has_country_flag = driven_neural_chorus
}
}
unity = 0.1
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = particle_storm_aftermath_modifier_severity_1
}
}
volatile_motes = 0.02
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = particle_storm_aftermath_modifier_severity_2
}
}
volatile_motes = 0.04
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = particle_storm_aftermath_modifier_severity_3
}
}
volatile_motes = 0.06
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = celestial_storm_aftermath_modifier_severity_1
}
}
rare_crystals = 0.02
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = celestial_storm_aftermath_modifier_severity_2
}
}
rare_crystals = 0.04
}
produces = {
trigger = {
exists = planet
planet = {
has_modifier = celestial_storm_aftermath_modifier_severity_3
}
}
rare_crystals = 0.06
}

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

@@ -100,14 +100,6 @@ RG_orbital_ring = {
has_planet_flag = has_orbital_debris
}
}
if = {
limit = {
from = {
is_ai = yes
}
}
num_pops >= 25
}
}
}
# root = system

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

@@ -180,6 +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 +7,10 @@ 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
#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
}
#给遥远群星modifier减跃迁范围防止跳出去
add_modifier = {
modifier = rg_distant_stars_modifier
}
rg_event_effect_event1_gray_cluster = yes
}
else = {
rg_event_effect_event1_dragon = yes
#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
# }
}
#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
rg_event_effect_event1_cluster_galaxy = {
#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
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

@@ -158,7 +158,7 @@ rg_save_gray_leader_level_effect = {
}
#导出等级到暂存
export_trigger_value_to_variable = {
trigger = has_skill
trigger = has_base_skill
variable = rg_gray_level_temp
}
#导入变量
@@ -542,6 +542,21 @@ rg_harbitar_size_calculate = {
}
}
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 = {
@@ -584,16 +599,6 @@ rg_juggernaut_habitat_init = {
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 = {
@@ -605,22 +610,6 @@ rg_juggernaut_habitat_init = {
}
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
@@ -658,10 +647,20 @@ rg_juggernaut_habitat_init = {
}
}
while = {
count = 5
create_pop = {
species = owner_main_species
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
@@ -673,6 +672,7 @@ rg_juggernaut_habitat_init = {
}
}
}
rg_habitat_maid_init = yes
rg_set_gray_harbitat_active_effect = yes
}
}

View File

@@ -40,11 +40,26 @@ rg_gray_govener_init = {
}
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
}
}
}
}
@@ -92,11 +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 = {
@@ -113,7 +151,6 @@ rg_gray_govener_init = {
rg_set_gray_portrait = yes
}
}
}
rg_gray_commander_init = {
@@ -158,7 +195,10 @@ rg_gray_commander_init = {
}
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 = {
@@ -167,19 +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 = {
@@ -209,11 +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 = {
@@ -234,6 +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 = {
@@ -457,7 +524,6 @@ rg_gray_commander_init = {
# }
#
# }
rg_gray_scientist_init = {
event_target:rg_gray_country = {
create_leader = {
@@ -530,11 +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 = {
@@ -552,7 +623,6 @@ rg_gray_scientist_init = {
rg_set_gray_portrait = yes
}
}
}
rg_gray_country_leader_init = {
@@ -593,18 +663,48 @@ 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
}
}
}
}
@@ -622,7 +722,7 @@ rg_gray_leader_experience_jar = {
RG_has_gray_cluster_origin_trigger = yes
}
}
has_skill < 10
has_base_skill < 10
}
add_experience = 54000
event_target:gray_owner = {

View File

@@ -1423,7 +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 = {
@@ -1433,7 +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 = {
@@ -1796,7 +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
@@ -1804,13 +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
@@ -2193,7 +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
@@ -2201,13 +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
@@ -2397,7 +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
@@ -2405,13 +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
@@ -2802,7 +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

@@ -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
}
@@ -93,7 +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
}
}
}

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 = {
@@ -31,9 +51,33 @@ RG_OR_has_wsg_mod_trigger = {
}
}
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 = {
@@ -448,7 +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
@@ -502,7 +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
@@ -562,7 +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
@@ -616,7 +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
@@ -668,7 +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
@@ -842,7 +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

@@ -1,55 +1,32 @@
situation_nanties_deficit = {
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
owner = {
country_event = { id = advisor.20 days = 10 random = 20 }
save_event_target_as = kaleidoscope_new_owner
}
random_playable_country = {
limit = {
has_country_flag = gave_kaleidoscope_to@owner
}
country_event = { id = situation.2025 days = 10 random = 20 }
}
}
on_abort = {
owner = {
add_resource = {
energy = @bailout_basic_base_amount
nanites = @bailout_strategic_base_amount
mult = value:bailout_scaling_factor
}
}
}
start_value = 15
on_monthly = {
random_events = {
80 = 0
20 = origin.4170 # Payback | MSI helping you
}
}
stages = {
deficit_first = {
icon = GFX_situation_stage_1
icon_background = GFX_situation_stage_frame_red
end = 25
modifier = {
planet_researchers_physics_research_produces_add = -0.5
planet_researchers_society_research_produces_add = -0.5
planet_researchers_engineering_research_produces_add = -0.5
diplo_weight_economy_mult = -0.1
planet_pop_assembly_reduction = 0.1
ship_disengage_chance_mult = -0.1
ship_weapon_damage = -0.20
ship_speed_mult = -0.20
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 = {
@@ -57,14 +34,10 @@ situation_nanties_deficit = {
icon_background = GFX_situation_stage_frame_red
end = 50
modifier = {
planet_researchers_physics_research_produces_add = -1
planet_researchers_society_research_produces_add = -1
planet_researchers_engineering_research_produces_add = -1
diplo_weight_economy_mult = -0.2
planet_pop_assembly_reduction = 0.2
ship_disengage_chance_mult = -0.25
ship_weapon_damage = -0.40
ship_speed_mult = -0.40
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 = {
@@ -72,14 +45,10 @@ situation_nanties_deficit = {
icon_background = GFX_situation_stage_frame_red
end = 75
modifier = {
planet_researchers_physics_research_produces_add = -1.5
planet_researchers_society_research_produces_add = -1.5
planet_researchers_engineering_research_produces_add = -1.5
diplo_weight_economy_mult = -0.33
planet_pop_assembly_reduction = 0.33
ship_disengage_chance_mult = -0.50
ship_weapon_damage = -0.60
ship_speed_mult = -0.60
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 = {
@@ -87,73 +56,61 @@ situation_nanties_deficit = {
icon_background = GFX_situation_stage_frame_red
end = 100
on_first_enter = {
situation_event = { id = deficit.100 }
situation_event = {
id = gigadeficit.160
}
}
modifier = {
planet_researchers_physics_research_produces_add = -2
planet_researchers_society_research_produces_add = -2
planet_researchers_engineering_research_produces_add = -2
diplo_weight_economy_mult = -0.5
planet_pop_assembly_reduction = 0.5
ship_disengage_chance_mult = -0.75
planet_jobs_produces_mult = -0.1
ship_weapon_damage = -0.8
ship_speed_mult = -0.8
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 = deficit.110 }
situation_event = {
id = rg_deficit.220
}
}
}
on_fail = {
custom_tooltip = deficit_situation_finish_tooltip
hidden_effect = { destroy_situation = this }
hidden_effect = {
destroy_situation = this
}
}
monthly_progress = {
base = 0
modifier = {
add = value:deficit_situation_progress_value|RESOURCE|energy|
desc = string_expenditures_greater_than_income_energy
owner = { has_actual_deficit = { RESOURCE = energy } }
add = value:deficit_situation_progress_value|RESOURCE|nanites|
desc = string_expenditures_greater_than_income_nanites
owner = {
has_actual_deficit = {
RESOURCE = nanites
}
}
}
modifier = {
subtract = 5
desc = string_not_in_deficit_energy
subtract = 3
desc = string_not_in_deficit_nanites
owner = {
resource_income_compare = {
resource = energy
resource = nanites
value >= 0
}
}
}
modifier = {
subtract = 1
desc = string_resource_reserves_energy
desc = string_resource_reserves_nanites
owner = {
has_negative_income_with_stockpile = { RESOURCE = energy }
has_negative_income_with_stockpile = {
RESOURCE = nanites
}
}
modifier = {
desc = civilian_difficulty
mult = 0.1
situation_monthly_progress > 0
is_difficulty = 0
owner = {
is_ai = no
}
}
modifier = {
desc = cadet_difficulty
mult = 0.5
situation_monthly_progress > 0
is_difficulty = 1
owner = {
is_ai = no
}
}
}
approach = {
@@ -169,14 +126,15 @@ situation_nanties_deficit = {
}
}
approach = {
name = deficit_approach_cut_science_investment
name = deficit_approach_cut_nanite_usage
icon = GFX_situation_approach_research
icon_background = GFX_situation_approach_bg_red
modifier = {
planet_researchers_produces_mult = -0.5
planet_buildings_energy_upkeep_mult = -0.2
country_nanites_produces_mult = 0.15
planet_stability_add = -10
planet_structures_cost_mult = 1
megastructures_cost_mult = 1
}
ai_weight = {
base = 0
modifier = {

View File

@@ -79,18 +79,13 @@ rg_fallen_machine = {
count = 5
add_district = district_rw_nexus
}
while = {
count = 105
create_pop = {
create_pop_group = {
species = owner_main_species
size = 105
}
}
while = {
count = 94
create_pop = {
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 = {
create_pop_group = {
species = owner_main_species
size = 50
}
}
while = {
count = 20
create_pop = {
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 = {
create_pop_group = {
species = owner_main_species
size = 22
}
}
while = {
count = 10
create_pop = {
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 = {
create_pop_group = {
species = owner_main_species
}
size = 105
}
while = {
count = 94
create_pop = {
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 = {
create_pop_group = {
species = owner_main_species
size = 50
}
}
while = {
count = 20
create_pop = {
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 = {
create_pop_group = {
species = owner_main_species
size = 22
}
}
while = {
count = 10
create_pop = {
create_pop_group = {
species = event_target:rg_scion_slave.species
}
size = 10
}
while = {
count = 10

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

@@ -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
}
@@ -91,6 +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

@@ -827,7 +827,7 @@ ship_event = {
is_triggered_only = yes
immediate = {
from = {
save_event_target_as = gray_homeworld
save_global_event_target_as = gray_homeworld
}
rg_timeline_attract_field_init = yes
}
@@ -848,64 +848,55 @@ country_event = {
id = graygoo.401
title = "TRANSMISSION"
desc = {
trigger = {
NOT = {
has_authority = auth_machine_intelligence
}
}
trigger = { is_machine_empire = no }
text = "graygoo.401.a.desc"
}
desc = {
trigger = {
has_authority = auth_machine_intelligence
}
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 = {
has_authority = auth_machine_intelligence
has_authority = auth_hive_mind
is_machine_empire = yes
is_hive_empire = yes
}
}
hidden_effect = {
country_event = {
id = graygoo.402
}
country_event = { id = graygoo.402 }
}
}
option = {
name = graygoo.401.b
trigger = {
has_authority = auth_machine_intelligence
is_machine_empire = yes
}
hidden_effect = {
country_event = {
id = graygoo.402
}
country_event = { id = graygoo.402 }
}
}
option = {
name = graygoo.401.c
trigger = {
has_authority = auth_hive_mind
is_hive_empire = yes
}
hidden_effect = {
country_event = {
id = graygoo.402
}
country_event = { id = graygoo.402 }
}
}
}
@@ -915,17 +906,11 @@ country_event = {
id = graygoo.402
title = "TRANSMISSION"
desc = {
trigger = {
NOT = {
has_authority = auth_machine_intelligence
}
}
trigger = { is_machine_empire = no }
text = "graygoo.402.a.desc"
}
desc = {
trigger = {
has_authority = auth_machine_intelligence
}
trigger = { is_machine_empire = yes }
text = "graygoo.402.b.desc"
}
diplomatic = yes
@@ -938,9 +923,7 @@ country_event = {
option = {
name = graygoo.402.a
hidden_effect = {
country_event = {
id = graygoo.403
}
country_event = { id = graygoo.403 }
}
}
}
@@ -960,9 +943,7 @@ country_event = {
option = {
name = graygoo.403.a
hidden_effect = {
country_event = {
id = graygoo.404
}
country_event = { id = graygoo.404 }
}
}
}
@@ -982,9 +963,7 @@ country_event = {
option = {
name = graygoo.404.a
hidden_effect = {
country_event = {
id = graygoo.405
}
country_event = { id = graygoo.405 }
}
}
}
@@ -1004,11 +983,7 @@ country_event = {
option = {
name = graygoo.405.a
hidden_effect = {
owner = {
country_event = {
id = graygoo.406
}
}
country_event = { id = graygoo.406 }
}
}
option = {
@@ -1017,19 +992,23 @@ country_event = {
}
}
# 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
@@ -1090,8 +1069,29 @@ country_event = {
}
is_ai = no
}
inline_script = {
script = events/rg_graygoo/rg_graygoo.499
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
}
}
}
}
@@ -1117,20 +1117,10 @@ country_event = {
}
}
immediate = {
if = {
limit = {
RG_OR_has_wsg_mod_trigger = yes
}
country_event = {
id = rg_graygoo.500
}
}
else = {
country_event = {
id = rg_grayleader.500
}
}
}
}
# Main Menu (Governor)
@@ -1153,20 +1143,10 @@ country_event = {
exists = event_target:gray_governor
}
immediate = {
if = {
limit = {
RG_OR_has_wsg_mod_trigger = yes
}
country_event = {
id = rg_graygoo.501
}
}
else = {
country_event = {
id = rg_grayleader.501
}
}
}
}
# Main Menu (Warship)
@@ -1195,20 +1175,10 @@ country_event = {
}
}
immediate = {
if = {
limit = {
RG_OR_has_wsg_mod_trigger = yes
}
country_event = {
id = rg_graygoo.502
}
}
else = {
country_event = {
id = rg_grayleader.502
}
}
}
}
# Main Menu (Army)
@@ -1242,20 +1212,10 @@ country_event = {
}
}
immediate = {
if = {
limit = {
RG_OR_has_wsg_mod_trigger = yes
}
country_event = {
id = rg_graygoo.503
}
}
else = {
country_event = {
id = rg_grayleader.503
}
}
}
}
# Main Menu (Gray Reforming)
@@ -1274,20 +1234,10 @@ country_event = {
RG_gray_is_reforming_trigger = yes
}
immediate = {
if = {
limit = {
RG_OR_has_wsg_mod_trigger = yes
}
country_event = {
id = rg_graygoo.504
}
}
else = {
country_event = {
id = rg_grayleader.504
}
}
}
}
# Main Menu (const)
@@ -1316,20 +1266,10 @@ country_event = {
}
}
immediate = {
if = {
limit = {
RG_OR_has_wsg_mod_trigger = yes
}
country_event = {
id = rg_graygoo.505
}
}
else = {
country_event = {
id = rg_grayleader.505
}
}
}
}
# Gray destroyed or disbanded
@@ -1403,7 +1343,9 @@ country_event = {
desc = "graygoo.511.desc"
picture = GFX_evt_circuitry_modification
show_sound = event_radio_chatter
is_triggered_only = yes
option = {
name = graygoo.511.a
}

View File

@@ -212,7 +212,7 @@ country_event = {
is_machine_empire = no
}
}
every_owned_pop = {
every_owned_pop_group = {
modify_species = {
species = this
ideal_planet_class = pc_nuked
@@ -249,18 +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
}
@@ -416,10 +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
@@ -446,10 +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
@@ -459,6 +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

@@ -684,6 +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
@@ -717,8 +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
}
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 = {
@@ -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 = {
@@ -1119,12 +1168,17 @@ planet_event = {
NOT = { ideal_planet_class = root }
}
}
last_created_pop = {
event_target:last_created_pop_group = {
modify_species = {
ideal_planet_class = root
}
}
}
event_target:last_created_pop_group = {
add_pop_amount = local_pop_amount
}
while = {
count = local_pop_amount
if = {
limit = {
from = {
@@ -1143,6 +1197,7 @@ planet_event = {
}
}
}
}
every_country = {
limit = {
has_communications = FROM
@@ -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 }
}
}
}
}
@@ -1194,22 +1255,16 @@ 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 = this
species = owner_main_species
add_trait = rg_machine_maid_trait
}
species = { save_event_target_as = gray_owner_modded_species }
}
}
}
}
# 拆毁工厂小灰通讯
@@ -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
}
}
}
}

View File

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

View File

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

View File

@@ -1,4 +1,6 @@
namespace = rg_planet
# Furnace Lvl 1
country_event = {
id = rg_planet.1000
@@ -260,11 +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
}
}
}
@@ -287,12 +289,6 @@ country_event = {
else = {
random_owned_planet = {
limit = {
owner = {
RG_gray_harbitat_active_trigger = yes
}
# exists = event_target:rg_gray_habitat_target
PREV = {
any_owned_planet = {
is_under_colonization = no
OR = {
is_planet_class = pc_rg_grayhabitat
@@ -302,15 +298,14 @@ 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
}
}
# exists = event_target:rg_gray_habitat_target
}
planet_event = {
id = rg_planet.2027
@@ -379,43 +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 = {
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 = num_pops
create_pop = {
species = owner_main_species
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
}
}
}
}
@@ -431,18 +448,21 @@ country_event = {
trigger = {
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
}
}
}
}
@@ -462,16 +482,19 @@ planet_event = {
owner = {
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
}
}
}
}

View File

@@ -621,7 +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
}
@@ -635,794 +638,3 @@ country_event = {
}
}
}
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
}
}

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
}
}

View File

@@ -1,143 +0,0 @@
namespace = rg_graygoo
# 舰R启用兼容用事件
# Main Menu (Initial)
country_event = {
id = rg_graygoo.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
custom_gui = wg_gray_new_commu_window
custom_gui_option = wg_new_commu_option
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.500
}
}
# Main Menu (Governor)
country_event = {
id = rg_graygoo.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
custom_gui = wg_gray_new_commu_window
custom_gui_option = wg_new_commu_option
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.501
}
}
# Main Menu (Warship)
country_event = {
id = rg_graygoo.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
custom_gui = wg_gray_new_commu_window
custom_gui_option = wg_new_commu_option
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.502
}
}
# Main Menu (Army)
country_event = {
id = rg_graygoo.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
custom_gui = wg_gray_new_commu_window
custom_gui_option = wg_new_commu_option
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.503
}
}
# Main Menu (Gray Reforming)
country_event = {
id = rg_graygoo.504
title = "graygoo.500.title"
desc = "graygoo.504.desc"
diplomatic = yes
custom_gui = wg_gray_new_commu_window
custom_gui_option = wg_new_commu_option
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.504
}
}
# Main Menu (const)
country_event = {
id = rg_graygoo.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
custom_gui = wg_gray_new_commu_window
custom_gui_option = wg_new_commu_option
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.505
}
}
# help Menu (Initial)
country_event = {
id = rg_graygoo.4
title = "graygoo.500.title"
desc = "rg_graygoo.4.a.desc"
diplomatic = yes
custom_gui = wg_gray_new_commu_window
custom_gui_option = wg_new_commu_option
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.4
}
}
country_event = {
id = rg_graygoo.5
title = "graygoo.500.title"
desc = "rg_event.5.a.desc"
desc = "rg_event.5.b.desc"
desc = "rg_event.5.c.desc"
diplomatic = yes
custom_gui = wg_gray_new_commu_window
custom_gui_option = wg_new_commu_option
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.5
}
}
country_event = {
id = rg_graygoo.6
title = "graygoo.500.title"
desc = "rg_event.6.a.desc"
desc = "rg_event.6.b.desc"
diplomatic = yes
custom_gui = wg_gray_new_commu_window
custom_gui_option = wg_new_commu_option
is_triggered_only = yes
inline_script = {
script = events/rg_graygoo/rg_graygoo.6
}
}

View File

@@ -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§!"

View File

@@ -0,0 +1,75 @@
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.§!"

View File

@@ -1,5 +1,4 @@
l_english:
# NAME_Gray:0 "小灰"
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"
@@ -21,6 +20,10 @@
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 ""
@@ -36,15 +39,15 @@
RG_sim_dragon_species:0 "Dragons in disguise"
RG_SIMULATION_DRAGON_SPECIES:0 "Dragons in disguise"
situation_rg_gray_mod1:0 "§Y$NAME_Gray$Renovation Project§!"
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 "§Y Stage 1: Basic Hull Repair Stage§!"
situation_rg_gray_mod1_stage_2:0 "§Y Stage 2: Weapon Point Reconstruction Stage§!"
situation_rg_gray_mod1_stage_3:0 "§Y Stage 3: Feasibility Verification Stage§!"
situation_rg_gray_mod1_stage_4:0 "§Y Stage 4: Star Destroyer Weapon Design Stage§!"
situation_rg_gray_mod1_stage_5:0 "§Y Stage 5: Ship-wide Nanodesign Stage§!"
situation_rg_gray_mod1_stage_6:0 "§Y Stage 6: Final Sea Trial Stage§!"
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 "$rg_story.24.desc$"
@@ -76,7 +79,7 @@
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 Renovation Project§!"
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§!"

View File

@@ -0,0 +1,40 @@
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: ""

View File

@@ -0,0 +1,43 @@
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."

View File

@@ -10,9 +10,9 @@
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: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: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 "$RG_graygoo_Buff$"
@@ -48,6 +48,13 @@
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."
@@ -60,6 +67,8 @@
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'」§!"

View File

@@ -0,0 +1,27 @@
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."

View File

@@ -0,0 +1,54 @@
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: "$rg_nano_ripper_4_DESC$"

View File

@@ -0,0 +1,23 @@
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$trait_rg_machine_unit$§!."

View File

@@ -0,0 +1,33 @@
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."

View File

@@ -1,199 +0,0 @@
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?"
@@ -391,3 +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

@@ -23,7 +23,7 @@
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§!人口需要£nanites£§Y$nanites$§!维护费。\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。"
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§!"
@@ -37,6 +37,13 @@
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。§!"

View File

@@ -21,6 +21,10 @@
RG_AUTOCONST_HANGER_desc:0 "预载的工蜂工程舰可以在星系调查完成后自动建造恒星基地。"
RG_const_country:0 "$NAME_Gray$-自动工程队"
citizenship_full_rg_maid: "$RG_MACHINE$"
citizenship_full_rg_maid_tooltip: "该物种人口是完全自定义化用于工业生产的人工生命。"
citizenship_full_rg_maid_tooltip_delayed: "§L进行直接控制。§!"
rg_nothing:0 ""
rg_nothing_desc:0 ""
@@ -114,3 +118,9 @@
rg_gray_mod2_stage4_project:0 "$rg_gray_mod2_stage1_project$"
rg_gray_mod2_stage4_project_desc:0 "$rg_gray_mod2_stage1_project_desc$"
opinion_nanophage: "神秘失踪"
opinion_nanophage_our_species: "纳米同化我们的物种"
MESSAGE_RG_GRAY_GOO_LEADER_CHAT_TITLE:"小灰"
MESSAGE_TYPE_RG_GRAY_GOO_LEADER_CHAT:"小灰的悄悄话"

View File

@@ -14,30 +14,43 @@
district_rg_farming: "农业区段"
district_rg_farming_plural: "农业区段"
district_rg_farming_desc: "无垠的农田之海充斥着这个区段,其中种满了大量的食物。"
district_rg_generator: "发电区段"
district_rg_generator_plural: "发电区段"
district_rg_generator_desc: "反应堆填满了这个区段,专注于生产能量。"
district_rg_nanites: "纳米区段"
district_rg_nanites_plural: "纳米区段"
district_rg_nanites_desc: "纳米机器复制仪填满了这个区段,目标是生产尽可能多的纳米机器人。"
district_rg_generator: "纳米复制区段"
district_rg_generator_plural: "纳米复制区段"
district_rg_generator_desc: "纳米机器复制仪填满了这个区段,专注于生产基础资源。"
district_rg_nanites: "纳米铸造区段"
district_rg_nanites_plural: "纳米铸造区段"
district_rg_nanites_desc: "纳米机器复制仪填满了这个区段,目标是生产尽可能多的纳米机器人与合金。"
district_rg_mining: "采矿区段"
district_rg_mining_plural: "采矿区段"
district_rg_mining_desc: "采矿无人机集群填满了这个区段,专注于从附近星球上采集有用的矿物。"
district_rg_science: "研区段"
district_rg_science_plural: "研区段"
district_rg_science_desc: "这个区段充满了各类研究设施。"
district_rg_science: "纳米科研区段"
district_rg_science_plural: "纳米科研区段"
district_rg_science_desc: "这个区段充满了住房与各类研究设施。"
district_rg_commercial: "商业区段"
district_rg_commercial_plural: "商业区段"
district_rg_commercial_desc: "这个区段充斥着专门用于商业的民用工厂和设施。"
district_rg_city: "城市区段"
district_rg_city_plural: "城市区段"
district_rg_city: "纳米居住区段"
district_rg_city_plural: "纳米居住区段"
district_rg_city_desc: "这个区段充满了城市中心,这些城市中心提供大量的住房和职员的办公场所。"
district_rg_hive: "蜂巢区段"
district_rg_hive_plural: "蜂巢区段"
district_rg_hive: "纳米蜂巢区段"
district_rg_hive_plural: "纳米蜂巢区段"
district_rg_hive_desc: "高耸的尖塔布满这个区段,当子个体不在工作时,就会集结于此摄取营养素。"
district_rg_nexus: "中枢区段"
district_rg_nexus_plural: "中枢区段"
district_rg_nexus: "纳米中枢区段"
district_rg_nexus_plural: "纳米中枢区段"
district_rg_nexus_desc: "高效的区划填满了这个区段,无人机部署作业前,在这些集中区划中接受整修服务。"
district_rg_industrial: "工业区段"
district_rg_industrial_plural: "工业区段"
district_rg_industrial: "纳米铸造区段"
district_rg_industrial_plural: "纳米铸造区段"
district_rg_industrial_desc: "这个区段中遍布着叮当作响的工厂与强劲的机械,为帝国提供了有力的工业基础。"
zone_rg_city_housing:0 "纳米居住特化"
zone_rg_city_housing_desc:0 "使用零素方钢和纳米物质,房屋就像凭空出现一样相互堆叠。"
zone_rg_city_housing_plural:0 "纳米居住特化"
zone_rg_city_foundry:0 "纳米复制特化"
zone_rg_city_foundry_desc:0 "使用先进的零素方钢和膨胀螺栓堆叠技术,这些凭空增加的复制仪专注于生产基础资源。"
zone_rg_city_foundry_plural:0 "纳米复制特化"
zone_rg_city_science:0 "纳米研发特化"
zone_rg_city_science_desc:0 "通过缩减研究人员宿舍空间,我们的科研设备数量得以增加。"
zone_rg_city_science_plural:0 "纳米研发特化"
zone_rg_city_alloys:0 "纳米铸造特化"
zone_rg_city_alloys_desc:0 "使用先进的零素方钢和膨胀螺栓堆叠技术,这些凭空增加的复制仪目标是生产尽可能多的纳米机器人与合金。"
zone_rg_city_alloys_plural:0 "纳米铸造特化"

View File

@@ -59,6 +59,13 @@
RG_FUSION_NANO_REACTOR_L:0 "$RG_FUSION_NANO_REACTOR$"
RG_FUSION_NANO_REACTOR_L_DESC:0 "$RG_FUSION_NANO_REACTOR_DESC$"
rg_ship_aura_components_empty: "空槽"
rg_power_core_empty: "空槽"
rg_ftl_components_empty: "空槽"
rg_thruster_components_empty: "空槽"
rg_sensor_component_empty: "空槽"
rg_combat_computers_empty: "空槽"
SMALL_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!"
MEDIUM_GRAY_MIX_ARMOR:0 "§Y「梦想领域」§!"
RG_gatebuilder_jump:0 "§Y「终抵群星」§!"
@@ -117,6 +124,8 @@
RG_FLAK_PHOENIX:0 "§R「起源」§!"
RG_FLAK_PHOENIX_DESC:0 "§Y创造与解构。§!\n没有什么比一个拥抱更能消除隔阂。"
RG_STARBASE_AURA_FTL_INHIBITOR: "$sm_ftl_inhibitor$"
RG_Interdictor_FISSION_REACTOR:0 "$FISSION_REACTOR$"
RG_Interdictor_FISSION_REACTOR_DESC:0 "$FISSION_REACTOR_DESC$"
RG_Interdictor_FUSION_REACTOR:0 "$FUSION_REACTOR$"

View File

@@ -6,7 +6,6 @@
rg_requires_no_nano_ripper: "$TRIGGER_FAIL$无法与现存的§Y$rg_nano_ripper_4$§!在同一个恒星系建造"
rg_requires_no_nano_ripper_construction: "$TRIGGER_FAIL$无法与§Y在建的$rg_nano_ripper_4$§!在同一星系建造"
allow_rg_nano_ripper: "§H解锁巨型结构§!$rg_nano_ripper_4$"
rg_machine_maid_trait_effect_tooltip: "每个在线的$pops_with_icon$§!产生0.3£nanites£$nanites$§Y维护费§!。\n在$NAME_Gray$国家工作时:$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$"
@@ -20,3 +19,4 @@
rg_kogasa_exterminated_desc:0 "守护进程检测到$NAME_Gray$人格完整性遭到篡改,污染目标已被净化,处理方案:无害化处理。"
rg_levelup_2.tooltip:0 "§Y如果我们中途中止改造项目将无法得到退款§!"
rg_need_manual_toggle:0 "§Y注意更改舰种后你需要手动切换一次$NAME_Gray$的形态§!"
RG_MACHINE_SPECIES_NOT_MACHINE: "$TRIGGER_FAIL$物种必须是§Y$trait_rg_machine_unit$§!。"

View File

@@ -1,14 +1,15 @@
l_simp_chinese:
rg_machine_maid_trait:0 "§Y菠萝包网络§!"
rg_machine_maid_trait_desc:0 "这种机械体似乎是由纳米机械所构造的。她们只有有限的个体智能,但每个个体似乎都将心智互相链接组成了一个强大的意识网络。个体的数量越多她们的意识就越强大。"
RG_leader_trait_admiral_gray:0 "§Y纳米机器个体§!"
RG_leader_trait_admiral_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?"
RG_leader_trait_admiral_gray_1:0 "§Y纳米机器个体§!"
RG_leader_trait_admiral_gray_1_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?"
RG_leader_trait_admiral_gray_2:0 "§Y纳米机器个体§!"
RG_leader_trait_admiral_gray_2_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。可不要让她做奇怪的事情哦?"
RG_leader_trait_governor_gray:0 "§Y纳米机器个体§!"
RG_leader_trait_governor_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。可不要让她做奇怪的事情哦?"
rg_machine_maid_trait_effect_tooltip: "§Y行星类型§!为§Y$pc_nanotech$§!或§Y$pc_rg_grayhabitat$§!时:$TABBED_NEW_LINE$每个在线的$pops_with_icon$§!产生0.3£nanites£$nanites$§Y维护费§!。\n人口住房使用§G-90%§!\n物种最低宜居性§G+25%§!\n在$NAME_Gray$$TRIGGER_OWNER$国家工作时:$TABBED_NEW_LINE$$mod_planet_jobs_produces_mult$§G+10%§!"
RG_leader_trait_admiral_gray:0 "$rg_nanite_leader$"
RG_leader_trait_admiral_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。"
RG_leader_trait_admiral_gray_1:0 "$rg_nanite_leader$"
RG_leader_trait_admiral_gray_1_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。"
RG_leader_trait_admiral_gray_2:0 "$rg_nanite_leader$"
RG_leader_trait_admiral_gray_2_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以自由变换形态重组或快速修复自身。"
RG_leader_trait_governor_gray:0 "$rg_nanite_leader$"
RG_leader_trait_governor_gray_desc:0 "$NAME_Gray$本质上是由千千万万纳米机械所组成的个体,这让她可以辅助星域资源调度和研究资源调度。"
RG_leader_trait_offical_gray:0 "$RG_leader_trait_governor_gray$"
RG_leader_trait_offical_gray_desc:0 "$RG_leader_trait_governor_gray_desc$"
RG_leader_trait_ruler_gray:0 "§Y天选化身§!"
@@ -29,3 +30,5 @@
RG_leader_trait_admiral_timed_life_desc:0 "\n§G模拟龙的属性会随着年龄增长。\n$t$§Y每增长一岁提供§!:\n$tt$§G 额外舰船武器伤害 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n她是从一次实验中诞生的模拟生命。时间每流逝一个月她就老去一岁。倘若无法找到永生的方法脆弱的灵魂就将落叶归根。"
RG_leader_trait_admiral_born_tobe_dragon:0 "§Y羽化成龙§!"
RG_leader_trait_admiral_born_tobe_dragon_desc:0 "\n§G模拟龙的属性会随着年龄增长。\n$t$§Y每增长一岁提供§!:\n$tt$§G 额外舰船武器伤害 +1%§!\n§G 额外装甲生命值 +1%§!\n§G 额外船体生命值 +1%§!$t$\n当前§!§R[owner.rg_fake_dragon_timedlife_counter]§!§G岁§!\n梦想中的龙终于变成了梦想中的样子。传说她一拳打开了壳化身为龙。"
trait_rg_machine_unit: "$RG_MACHINE$"
trait_rg_machine_unit_desc: "这个物种由高度先进的仿生纳米机械组成,纳米机器的完美模拟仿真使得他们和有机体并无区别。"

View File

@@ -1,13 +1,20 @@
{
"folders": [
{
"path": "."
"name": "playasgray",
"path": "../playasgray"
},
{
"name": "Stellaris",
"path": "../../../../../../../Steam/steamapps/common/Stellaris"
},
{
"path": "../../../../../../../Steam/steamapps/workshop/content/281990"
"name": "2293827000",
"path": "../../../../../../../Steam/steamapps/workshop/content/281990/2293827000"
},
{
"name": "3412303559",
"path": "../../../../../../../Steam/steamapps/workshop/content/281990/3412303559"
}
]
}

51
steam.md Normal file
View File

@@ -0,0 +1,51 @@
[b]~Real Gray:The Distant Stars Story Pack Module~[/b]
If you are finding a mod about waifu gray. That is direct made for this concept.
If you are not. you are not.
[hr]v3.13 Vela[/hr]
[h1][b]Main Feature[/b][/h1]
[h2]All Stories to one road[/h2]
What never you find in L-Cluster you always find Gray in the story end.
[list]
[*][b]-Gray Tempest: [/b]By destroy the Factory.
[*][b]-Dessanu Empire: [/b]By destroy the Factory.Also.
[*][b]-L-Drake: [/b] By destroy the Dragon.Maybe don't need to be all of them.
[*][b]-"Eerie Silence": [/b] Rush your science ship to any Graygoo planet in Cluster.
[/list]
[h2]Distant Stella Origin[/h2]
Allow you to start your game in L-Cluster or normal Galaxy With Gray-The Nanite Entity at game start.
With lots advantage.
In Multiplayer only one Country can have 'Distant Stella Origin'.Otherwise,the origin effect will be replaced.
[h2]Gray Tempest Enhanced[/h2]
All Tempest Ships are redesigned with advanced modded weapons&ships.You should deal it as an unfair mod crisis.
Graygoo ships now have more than 14 different ship type and designs.
Gray Tempest Fleet is auto reinforced by time passed.The best way to deal it is destroying Factory as fast as you can.
[h2]Gray Event Overhaul[/h2]
Completely recoded Gray Event.
Death won't lose any skill&record.
Selectable Trait when Gray spawn as normal level 10.(Non-Distant Stella Origin)
[b]Gray now can do[/b]
[list]
[*][b]-Gray-Officer: [/b]Special trait can add your empire resource produce base on Gray's Leader Level. Move level more alloys.
[*][b]-Gray-Warship: [/b]Special trait for Space&Ground Combat.Upgradeable ship design from rusted Gray mothership into The Gray Juggernaut. First Upgrade require Gray level 10.Second Upgrade require technology 'tech_juggernaut'.
[*][b]-Gray-Army: [/b]Transport Ship its self now with armed too.Calling orbital laser.
[*][b]-Gray-Scientist: [/b]High Cloaking level.Fast Speed.Armed to teeth.Auto send Construct ship building Starbase&mining/researching-station/Hyper-relay for completely free.
[*][b]-Gray-SpaceStation: [/b]Have all resource production you need.Self-sustaining.Infinity population.Instant appear where you want Gray to go.
[/list]
[h2]Special Nanite Technologies&Weapons[/h2]
All country can research Nanite Tech&Ships by using new traditions 'Nano Refactoring' if have l-gate insights.
When fully active it's give you all Nanite technologies.Make you pop instant grow out from nanite sands.
Although not include Gray it's self.
[b]Notice[/b]
This mod is not designed for balance.
Most english desc is translated by AI. Because they are too long. I'm so lazy.
[b]Compatibility[/b]
This mod is compatible with any other mod.[spoiler] If not been overwritten [/spoiler]
For History change:
[url=https://github.com/Kalospacer/Real-Gray/tags] Github-history-version [/url]

34
steamcn.md Normal file
View File

@@ -0,0 +1,34 @@
开了一个投诉用的QQ群:927698136
可以进群辱骂作者
[b]一个送给灰风老婆的mod[/b]
[hr]3.13 Vela[/hr]
[h1][b]主要特性[/b][/h1]
[b]遥远约定起源[/b]
-你与灰风一起被关在L星团里。当然这扇门只能从外面打开。
-这是一个独立星系开局并且会把你的mod母星留在原地。
[b]灰风拥有四种形态,并且进行了一定加强[/b]
-战舰形态:初始为基本母舰,提升灰风领袖等级可以进行多次改造。
-武装科学舰:恒星系探索完成后自动释放武装工程舰建造哨站。
-独特的多功能巨像武器:把外星人换成我们自己的样子!
-全知全能的隐形主宰!
-纳米空间站。完成传统后可以自主建造。
[b]独特的武器科技与灰色风暴加强[/b]
-随灰蛊风暴事件在银河地图上生成纳米风暴,提供极高的建造速度同时持续长达数年之久。
-随时间进行增援的灰蛊舰队,还请速战速决。
-12种舰种组成的多功能拦截舰多样化的母舰设计。
-开启L星门打败德萨努L星龙灰色风暴后也可以获得小灰。
-逆向工程残骸你也可以获得武器科技和独特舰船类型。
如果你需要一点帮助,可以找小灰用合金购买灰风母舰和武装工程舰。友情价出售
关于改造小灰的战舰:
-10级可以舰船状态对话一改、
-需要主宰科技前置可以对话二改。
如果你需要本mod的历史版本
[url=https://github.com/Kalospacer/Real-Gray/tags] Github-历史版本下载 [/url]
如果你无法访问Github
[url=https://git.ra3battle.cn/Kalospacer/realgray-stellaris-mod/tags] 战网分流-历史版本下载 [/url]