tech_gray_weapon_lance_1 = { area = physics cost = 5000 tier = 5 is_rare = yes is_reverse_engineerable = no category = { particles } ai_update_type = military prerequisites = { "tech_object_gray_5" "tech_zero_point_power" } weight = @tier2weight3 ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } tech_minilaser_gray_1 = { cost = 2000 area = physics tier = 5 is_rare = yes is_reverse_engineerable = no category = { particles } ai_update_type = military prerequisites = { "tech_gray_weapon_lance_1" "tech_zero_point_power" } weight = @tier2weight3 ## unlock ai_weight = { factor = 0 } } # Elite Cloaking Devices tech_gray_cloaking_3 = { cost = @tier4cost3 area = physics tier = 4 category = { field_manipulation } ai_update_type = all is_rare = yes prerequisites = { "tech_cloaking_3" "tech_gray_weapon_lance_1" } is_reverse_engineerable = no weight = @tier4weight3 potential = { has_first_contact_dlc = yes } prereqfor_desc = { hide_prereq_for_desc = component custom = { title = "TECH_UNLOCK_RG_CLOAKING_3_TITLE" desc = "TECH_UNLOCK_RG_CLOAKING_3_DESC" } } weight_modifier = { modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_curator } } modifier = { factor = value:tech_weight_likelihood has_trait_in_council = { TRAIT = leader_trait_fotd_scientist } } modifier = { factor = @ap_technological_ascendancy_rare_tech has_ascension_perk = ap_technological_ascendancy } modifier = { factor = @federation_perk_factor has_federation = yes federation = { has_federation_perk = rare_tech_boost any_member = { has_technology = tech_cloaking_3 } } } modifier = { factor = 5 has_tradition = tr_subterfuge_adopt } } ai_weight = { factor = 0 } } tech_gray_matter_remix_2 = { area = engineering cost = 5000 tier = 5 is_rare = yes category = { materials } ai_update_type = military weight = @tier2weight3 is_reverse_engineerable = no prerequisites = { "tech_gray_weapon_lance_1" "tech_ship_armor_5" } ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } tech_gray_nano_fusion_3 = { area = physics cost = 5000 tier = 5 is_rare = yes is_reverse_engineerable = no category = { particles } ai_update_type = military weight = @tier2weight3 prerequisites = { "tech_gray_matter_remix_2" "tech_zero_point_power" } ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } tech_gray_nano_boost_3 = { area = engineering cost = 5000 tier = 5 is_rare = yes category = { propulsion } ai_update_type = military weight = @tier2weight3 is_reverse_engineerable = no prerequisites = { "tech_gray_matter_remix_2" "tech_thrusters_4" } ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } tech_gray_interdictor_4 = { area = engineering cost = 5000 tier = 5 is_rare = yes category = { voidcraft } ai_update_type = military weight = @tier2weight3 is_reverse_engineerable = no prerequisites = { "tech_gray_nano_boost_3" "tech_battleships" } ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } tech_gray_matter_spray_5 = { area = engineering cost = 5000 tier = 5 is_rare = yes category = { propulsion } ai_update_type = military weight = @tier2weight3 is_reverse_engineerable = no prerequisites = { "tech_gray_interdictor_4" "tech_kinetic_artillery_2" } ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } tech_gray_buffnut_6 = { area = engineering cost = 5000 tier = 5 is_rare = yes category = { voidcraft } ai_update_type = military weight = @tier2weight3 is_reverse_engineerable = no prerequisites = { "tech_gray_interdictor_4" "tech_juggernaut" } ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } tech_gray_army_7 = { area = society cost = 5000 tier = 5 is_rare = yes category = { military_theory } ai_update_type = military weight = @tier2weight3 is_reverse_engineerable = no prerequisites = { "tech_gray_matter_remix_2" "tech_self_aware_logic" } ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } tech_gray_juggernaut_8 = { area = engineering cost = 5000 tier = 5 is_rare = yes category = { voidcraft } ai_update_type = military weight = @tier2weight3 is_reverse_engineerable = no prerequisites = { "tech_gray_matter_remix_2" "tech_juggernaut" "tech_mega_engineering" } ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } tech_gray_repair_system_1 = { area = engineering cost = 5000 tier = 5 is_rare = yes category = { voidcraft } is_reverse_engineerable = yes ai_update_type = military weight = 0 ai_weight = { factor = 0 #weapons are good modifier = { factor = 1.25 has_ethic = ethic_militarist } modifier = { factor = 1.5 has_ethic = ethic_fanatic_militarist } } } # UNLOCKED BY PROJECT tech_object_gray_5 = { cost = 5000 area = engineering tier = 5 is_rare = yes is_reverse_engineerable = no category = { voidcraft } weight = 0 ## unlock ai_weight = { factor = 1 } } tech_object_gray_6 = { cost = 2000 area = physics tier = 5 is_rare = yes is_reverse_engineerable = no category = { particles } weight = 0 ## unlock ai_weight = { factor = 0 } } tech_object_gray_7 = { cost = 2000 area = physics tier = 5 is_rare = yes is_reverse_engineerable = no category = { particles } weight = 0 ## unlock ai_weight = { factor = 0 } } tech_gray_machine = { area = society cost = 2000 tier = 5 is_rare = yes category = { biology } weight = 0 ## unlock ai_weight = { factor = 0 } } tech_gray_noway = { cost = 2000 area = physics tier = 5 is_rare = yes is_reverse_engineerable = no category = { particles } weight = 0 ## unlock ai_weight = { factor = 0 } }