rg_create_fallen_empire_reinforcements = { create_fleet = { effect = { set_owner = prev.owner while = { count = 4 rg_create_fallen_empire_large_ship = yes } while = { count = 8 rg_create_fallen_empire_small_ship = yes } random_list = { 25 = { set_location = { target = prev distance = 30 angle = random } } 25 = { set_location = { target = prev distance = 45 angle = random } } 25 = { set_location = { target = prev distance = 60 angle = random } } 25 = { set_location = { target = prev distance = 75 angle = random } } } } } } rg_create_fallen_empire_fleet = { owner = { create_leader = { class = commander species = owner_main_species name = random skill = 10 leader_age_min = 25 leader_age_max = 45 } } create_fleet = { effect = { set_owner = prev.owner while = { count = 8 rg_create_fallen_empire_large_ship = yes } while = { count = 18 rg_create_fallen_empire_small_ship = yes } random_list = { 25 = { set_location = { target = prev distance = 30 angle = random } } 25 = { set_location = { target = prev distance = 45 angle = random } } 25 = { set_location = { target = prev distance = 60 angle = random } } 25 = { set_location = { target = prev distance = 75 angle = random } } } } } last_created_fleet = { assign_leader = last_created_leader } } rg_create_fallen_empire_starting_navy = { rg_create_fallen_empire_fleet = yes rg_create_fallen_empire_fleet = yes random = { chance = 33 rg_create_fallen_empire_fleet = yes } if = { limit = { host_has_dlc = "Apocalypse" } random = { chance = 10 create_fleet = { effect = { set_owner = prev.owner rg_create_fallen_empire_colossus = yes set_location = { target = prev distance = 30 angle = random } } } } } random = { chance = 25 create_fleet = { effect = { set_owner = prev.owner rg_create_fallen_empire_titan = yes set_location = { target = prev distance = 20 angle = random } } } } create_fleet = { effect = { set_owner = prev.owner rg_create_fallen_empire_construction_ship = yes set_location = { target = prev distance = 60 angle = random } } } create_fleet = { effect = { set_owner = prev.owner rg_create_fallen_empire_construction_ship = yes set_location = { target = prev distance = 80 angle = random } } } create_fleet = { effect = { set_owner = prev.owner rg_create_fallen_empire_construction_ship = yes set_location = { target = prev distance = 100 angle = random } } } } rg_create_fallen_empire_platform = { if = { limit = { owner = { has_authority = auth_machine_intelligence } } create_ship = { name = random design = "NAME_Gray_Sigma" graphical_culture = owner } } } rg_create_fallen_empire_colossus = { if = { limit = { owner = { has_authority = auth_machine_intelligence } } create_ship = { name = random design = "NAME_Gray_Omega" graphical_culture = owner } } } rg_create_fallen_empire_titan = { if = { limit = { owner = { has_authority = auth_machine_intelligence } } create_ship = { name = random design = "NAME_Gray_Alpha" graphical_culture = owner } } } rg_create_fallen_empire_large_ship = { if = { limit = { owner = { has_authority = auth_machine_intelligence } } create_ship = { name = random design = "NAME_Gray_Beta" graphical_culture = owner } } } rg_create_fallen_empire_small_ship = { if = { limit = { owner = { has_authority = auth_machine_intelligence } } create_ship = { name = random design = "NAME_Gray_Gamma" graphical_culture = owner } } } rg_create_fallen_empire_construction_ship = { if = { limit = { owner = { has_authority = auth_machine_intelligence } } create_ship = { name = random design = "NAME_Gray_Theta" graphical_culture = owner } } } rg_create_fe_citadel = { create_starbase = { size = "starbase_citadel" module = "shipyard" module = "anchorage" module = "anchorage" module = "hangar_bay" module = "gun_battery" module = "gun_battery" building = "crew_quarters" building = "command_center" building = "target_uplink_computer" building = "dark_matter_listening_post" effect = { set_owner = event_target:rg_scion_fe while = { count = 4 rg_create_fallen_empire_platform = yes } } } } #scope = scion rg_create_scion_wormhole_link = { capital_scope = { solar_system = { save_event_target_as = home_system } } event_target:rg_scion_master = { random_system_within_border = { save_event_target_as = fe_target_system } } event_target:home_system = { event_target:fe_target_system = { prev = { # done this way to ensure we don't spawn "orphan wormholes (wormholes that aren't linked to anything) spawn_natural_wormhole = { bypass_type = wormhole random_pos = no orbit_angle = 360 } } spawn_natural_wormhole = { bypass_type = wormhole random_pos = no orbit_angle = 270 } link_wormholes = prev } } set_country_flag = encountered_first_wormhole add_seen_bypass_type = wormhole }