rg_create_gray_const = { optimize_memory if = { limit = { has_country_flag = gray_warship_active } if = { limit = { exists = event_target:gray_warship } event_target:gray_warship = { save_event_target_as = gray_constship_location } } else = { random_controlled_fleet = { limit = { has_fleet_flag = gray_fleet } save_event_target_as = gray_constship_location } } } else_if = { limit = { has_country_flag = gray_juggernaut_active } if = { limit = { exists = event_target:gray_juggernaut } event_target:gray_juggernaut = { save_event_target_as = gray_constship_location } } else = { random_controlled_fleet = { limit = { has_fleet_flag = gray_juggernaut_fleet } save_event_target_as = gray_constship_location } } } else_if = { limit = { has_country_flag = gray_army_active } if = { limit = { any_owned_army = { army_type = gray_army exists = planet } } random_owned_army = { limit = { army_type = gray_army } planet = { save_event_target_as = gray_constship_location } } } else = { random_owned_army = { limit = { army_type = gray_army } fleet = { save_event_target_as = gray_constship_location } } } } else_if = { limit = { has_country_flag = gray_governor_active } if = { limit = { any_owned_planet = { exists = sector.leader sector.leader = { has_leader_flag = gray_governor } } } random_owned_planet = { limit = { exists = sector.leader sector.leader = { has_leader_flag = gray_governor } } save_event_target_as = gray_constship_location } } else = { capital_scope = { save_event_target_as = gray_constship_location } } } else = { capital_scope = { save_event_target_as = gray_constship_location } } every_owned_leader = { if = { ###等级检测 limit = { has_leader_flag = rg_gray_leader NOT = { has_leader_flag = rg_gray_leader_temp } } export_trigger_value_to_variable = { trigger = has_skill variable = rg_gray_level_temp } owner = { set_variable = { which = rg_gray_level value = prev.rg_gray_level_temp } } clear_variable = rg_gray_level_temp } } every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } set_owner = event_target:rg_gray_country set_leader_flag = rg_gray_leader_temp # kill_leader = { show_notification = no } } if = { limit = { exists = event_target:gray_leader_scientist } event_target:gray_leader_scientist = { set_owner = event_target:gray_owner remove_leader_flag = rg_gray_leader_temp } } else = { create_leader = { class = scientist species = event_target:gray_species name = "NAME_Gray" immortal = yes event_leader = yes gender = female skill = 10 set_age = 18 traits = { trait = RG_leader_trait_scientist_gray trait = leader_trait_carefree } effect = { save_global_event_target_as = gray_leader_scientist set_leader_flag = rg_gray_leader set_leader_flag = gray_scientist change_leader_portrait = Gray } } } set_country_flag = gray_constship_active create_fleet = { name = "NAME_Gray" settings = { can_upgrade = no can_disband = no can_change_composition = no can_change_leader = yes uses_naval_capacity = no spawn_debris = no } effect = { set_owner = prev create_ship = { name = "NAME_Gray" design = "NAME_RG_GRAY_scienceship" prefix = no upgradable = yes } set_fleet_stance = evasive set_location = { target = event_target:gray_constship_location distance = 0 angle = random } set_fleet_flag = gray_constship save_global_event_target_as = global_gray_constship set_cloaking_active = yes assign_leader = event_target:gray_leader_scientist } } every_owned_fleet = { limit = { has_fleet_flag = gray_fleet } delete_fleet = { target = this kill_leader = no destroy_template = yes } } every_owned_army = { limit = { army_type = gray_army } if = { limit = { exists = leader } unassign_leader = leader } remove_army = yes } remove_country_flag = gray_army_active remove_country_flag = gray_warship_active remove_country_flag = gray_governor_active random_owned_leader = { limit = { has_leader_flag = gray_scientist } set_skill = owner.rg_gray_level } } rg_create_gray_army = { optimize_memory if = { limit = { has_country_flag = gray_constship_active } if = { limit = { exists = event_target:global_gray_constship } event_target:global_gray_constship = { save_event_target_as = gray_transport_location } } else = { random_owned_fleet = { limit = { has_fleet_flag = gray_constship } save_event_target_as = gray_transport_location } } } else_if = { limit = { has_country_flag = gray_warship_active } if = { limit = { exists = event_target:gray_warship } event_target:gray_warship = { save_event_target_as = gray_transport_location } } else = { random_owned_fleet = { limit = { has_fleet_flag = gray_fleet } save_event_target_as = gray_transport_location } } } else_if = { limit = { has_country_flag = gray_juggernaut_active } if = { limit = { exists = event_target:gray_juggernaut } event_target:gray_juggernaut = { save_event_target_as = gray_transport_location } } else = { random_controlled_fleet = { limit = { has_fleet_flag = gray_juggernaut_fleet } save_event_target_as = gray_transport_location } } } else_if = { limit = { has_country_flag = gray_governor_active } if = { limit = { any_owned_planet = { exists = sector.leader sector.leader = { has_leader_flag = gray_governor } } } random_owned_planet = { limit = { exists = sector.leader sector.leader = { has_leader_flag = gray_governor } } save_event_target_as = gray_transport_location } } else = { capital_scope = { save_event_target_as = gray_warship_location } } } else = { capital_scope = { save_event_target_as = gray_transport_location } } every_owned_leader = { if = { ###等级检测 limit = { has_leader_flag = rg_gray_leader NOT = { has_leader_flag = rg_gray_leader_temp } } export_trigger_value_to_variable = { trigger = has_skill variable = rg_gray_level_temp } owner = { set_variable = { which = rg_gray_level value = prev.rg_gray_level_temp } } clear_variable = rg_gray_level_temp } } every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } set_owner = event_target:rg_gray_country set_leader_flag = rg_gray_leader_temp # kill_leader = { show_notification = no } } if = { limit = { exists = event_target:gray_leader_general } event_target:gray_leader_general = { set_owner = event_target:gray_owner remove_leader_flag = rg_gray_leader_temp } } else = { create_leader = { class = general species = event_target:gray_species name = "NAME_Gray" immortal = yes event_leader = yes gender = female skill = 10 set_age = 18 traits = { trait = RG_leader_trait_general_gray trait = leader_trait_army_logistician } effect = { save_global_event_target_as = gray_leader_general set_leader_flag = rg_gray_leader set_leader_flag = gray_general change_leader_portrait = Gray } } } create_ship_design = { design = "NAME_RG_armed_transport_ship" } add_ship_design = last_created_design set_country_flag = gray_army_active create_fleet = { name = "NAME_Gray" effect = { set_owner = prev create_army_transport = { ship_name = "NAME_Gray" army_name = "NAME_Gray" army_type = "gray_army" } set_location = { target = event_target:gray_transport_location distance = 0 angle = random } # set_cloaking_active = yes set_fleet_stance = aggressive } } last_created_army = { assign_leader = event_target:gray_leader_general } every_owned_fleet = { limit = { has_fleet_flag = gray_fleet } delete_fleet = { target = this kill_leader = no destroy_template = yes } } every_owned_fleet = { limit = { has_fleet_flag = gray_constship } delete_fleet = { target = this kill_leader = no destroy_template = yes } } remove_country_flag = gray_warship_active remove_country_flag = gray_governor_active remove_country_flag = gray_constship_active remove_ship_design = last_created_design random_owned_leader = { limit = { has_leader_flag = gray_general } set_skill = owner.rg_gray_level } } rg_create_gray_governor = { optimize_memory every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } kill_leader = { show_notification = no } } every_owned_fleet = { limit = { has_fleet_flag = gray_fleet } delete_fleet = { target = this kill_leader = no destroy_template = yes } } every_owned_fleet = { limit = { has_fleet_flag = gray_constship } delete_fleet = { target = this kill_leader = no destroy_template = yes } } every_owned_army = { limit = { army_type = gray_army } if = { limit = { exists = leader } unassign_leader = leader } remove_army = yes } every_owned_leader = { if = { ###等级检测 limit = { has_leader_flag = rg_gray_leader NOT = { has_leader_flag = rg_gray_leader_temp } } export_trigger_value_to_variable = { trigger = has_skill variable = rg_gray_level_temp } owner = { set_variable = { which = rg_gray_level value = prev.rg_gray_level_temp } } clear_variable = rg_gray_level_temp } } every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } set_owner = event_target:rg_gray_country set_leader_flag = rg_gray_leader_temp # kill_leader = { show_notification = no } } if = { limit = { exists = event_target:gray_governor } event_target:gray_governor = { set_owner = event_target:gray_owner remove_leader_flag = rg_gray_leader_temp } } else = { create_leader = { class = governor species = event_target:gray_species name = "NAME_Gray" gender = female immortal = yes event_leader = yes skill = 10 set_age = 18 traits = { trait = RG_leader_trait_governor_gray trait = leader_trait_retired_fleet_officer } effect = { save_global_event_target_as = gray_governor set_leader_flag = rg_gray_leader set_leader_flag = gray_governor } } } set_country_flag = gray_governor_active remove_country_flag = gray_warship_active remove_country_flag = gray_constship_active remove_country_flag = gray_army_active random_owned_leader = { limit = { has_leader_flag = gray_governor } set_skill = owner.rg_gray_level } } rg_create_gray_warship = { optimize_memory if = { limit = { has_country_flag = gray_constship_active } if = { limit = { exists = event_target:global_gray_constship } event_target:global_gray_constship = { save_event_target_as = gray_warship_location } } else = { random_controlled_fleet = { limit = { has_fleet_flag = gray_constship } save_event_target_as = gray_warship_location } } } else_if = { limit = { has_country_flag = gray_juggernaut_active } if = { limit = { exists = event_target:gray_juggernaut } event_target:gray_juggernaut = { save_event_target_as = gray_warship_location } } else = { random_controlled_fleet = { limit = { has_fleet_flag = gray_juggernaut_fleet } save_event_target_as = gray_warship_location } } } else_if = { limit = { has_country_flag = gray_army_active } if = { limit = { any_owned_army = { army_type = gray_army exists = planet } } random_owned_army = { limit = { army_type = gray_army } planet = { save_event_target_as = gray_warship_location } } } else = { random_owned_army = { limit = { army_type = gray_army } fleet = { save_event_target_as = gray_warship_location } } } } else_if = { limit = { has_country_flag = gray_governor_active } if = { limit = { any_owned_planet = { exists = sector.leader sector.leader = { has_leader_flag = gray_governor } } } random_owned_planet = { limit = { exists = sector.leader sector.leader = { has_leader_flag = gray_governor } } save_event_target_as = gray_warship_location } } else = { capital_scope = { save_event_target_as = gray_warship_location } } } else = { capital_scope = { save_event_target_as = gray_warship_location } } every_owned_leader = { if = { ###等级检测 limit = { has_leader_flag = rg_gray_leader NOT = { has_leader_flag = rg_gray_leader_temp } } export_trigger_value_to_variable = { trigger = has_skill variable = rg_gray_level_temp } owner = { set_variable = { which = rg_gray_level value = prev.rg_gray_level_temp } } clear_variable = rg_gray_level_temp } } every_owned_leader = { limit = { has_leader_flag = rg_gray_leader } set_owner = event_target:rg_gray_country set_leader_flag = rg_gray_leader_temp # kill_leader = { show_notification = no } } if = { limit = { exists = event_target:gray_leader_admiral } event_target:gray_leader_admiral = { set_owner = event_target:gray_owner remove_leader_flag = rg_gray_leader_temp } } else = { create_leader = { class = admiral species = event_target:gray_species name = "NAME_Gray" immortal = yes event_leader = yes gender = female skill = 10 set_age = 18 traits = { trait = RG_leader_trait_admiral_gray trait = leader_trait_gale_speed } effect = { save_global_event_target_as = gray_leader_admiral set_leader_flag = rg_gray_leader set_leader_flag = gray_admiral } } } set_country_flag = gray_warship_active if = { limit = { has_country_flag = rg_gray_level_2 } create_fleet = { name = "NAME_Gray" settings = { can_upgrade = no can_disband = no can_change_composition = no can_change_leader = yes uses_naval_capacity = no spawn_debris = no } effect = { set_owner = prev create_ship = { name = "NAME_Gray" design = "NAME_Gray_Warship" prefix = no upgradable = yes } set_fleet_stance = aggressive set_location = { target = event_target:gray_warship_location distance = 0 angle = random } set_fleet_flag = gray_fleet save_global_event_target_as = gray_warship assign_leader = event_target:gray_leader_admiral } } } else_if = { limit = { has_country_flag = rg_gray_level_3 NOT = { has_country_flag = gray_warship_is_juggernaut } } create_fleet = { name = "NAME_Gray" settings = { can_upgrade = no can_disband = no can_change_composition = no can_change_leader = yes uses_naval_capacity = no spawn_debris = no } effect = { set_owner = prev create_ship = { name = "NAME_Gray" design = "NAME_gray_capitalship" prefix = no upgradable = yes } set_fleet_stance = aggressive set_location = { target = event_target:gray_warship_location distance = 0 angle = random } set_fleet_flag = gray_fleet save_global_event_target_as = gray_warship assign_leader = event_target:gray_leader_admiral } } } else_if = { limit = { has_country_flag = gray_warship_is_juggernaut } create_fleet = { name = "NAME_Gray" settings = { can_upgrade = no can_disband = no can_change_composition = no can_change_leader = yes uses_naval_capacity = no spawn_debris = no } effect = { set_owner = prev create_ship = { name = "NAME_Gray" design = "NAME_gray_juggernautship" prefix = no upgradable = yes } set_fleet_stance = aggressive set_location = { target = root.capital_scope distance = 0 angle = random } set_fleet_flag = gray_fleet save_global_event_target_as = gray_warship } } } else = { create_fleet = { name = "NAME_Gray" settings = { can_upgrade = no can_disband = no can_change_composition = no can_change_leader = yes uses_naval_capacity = no spawn_debris = no } effect = { set_owner = prev create_ship = { name = "NAME_Gray" design = "NAME_Gray_Warship_base" prefix = no upgradable = yes } set_fleet_stance = aggressive set_location = { target = event_target:gray_warship_location distance = 0 angle = random } set_fleet_flag = gray_fleet save_global_event_target_as = gray_warship assign_leader = event_target:gray_leader_admiral } } } every_owned_army = { limit = { army_type = gray_army } if = { limit = { exists = leader } unassign_leader = leader } remove_army = yes } every_owned_fleet = { limit = { has_fleet_flag = gray_constship } delete_fleet = { target = this kill_leader = no destroy_template = yes } } remove_country_flag = gray_constship_active remove_country_flag = gray_governor_active remove_country_flag = gray_army_active random_owned_leader = { limit = { has_leader_flag = gray_admiral } set_skill = owner.rg_gray_level } }