# The Portraits defined here are generally not available to the character creator, but will instead appear in AI empires across the galaxy. # 'graphical_culture' is connected to the looks used for ships and cities; see "common/graphical_culture/". # These may be overwitten in an "extendable" manner, meaning (for example) you can create a second "HUM" with extra portraits in it. # playable = yes/no/trigger (default: yes) if this species class can is playable # randomized = yes/no/trigger (default: yes) if this species class is randomized # custom_portraits = {} # randomized = yes/no/trigger (default: yes) to specify if portraits are randomized # playable = yes/no/trigger (default: yes) to specify if portraits are playable # portraits = list portrait keys # species_trait_points base number of species trait points available for this species class # species_max_traits maximum number of traits that species of this class can have (doesn't count those with cost == 0) # possible ethics/government requirements; see common/governments/readme_requirements.txt # gender = yes/no (default: yes) whether the species has a gender # portrait_modding yes/no (default: yes) whether the portrait can be modified with e.g. genemodding or robomodding GRAY_SPECIES = { archetype = OTHER playable = { always = no } randomized = no gender = female portraits = { "Gray" } move_pop_sound_effect = "moving_pop_confirmation" } RG_MACHINE = { archetype = MACHINE playable = no randomized = no # possible = { always = yes } # possible_secondary = { always = no text = SECONDARY_SPECIES_CLASS_INVALID } gender = no use_climate_preference = no portrait_modding = yes leader_age_min = 2 leader_age_max = 10 species_trait_points = 10 species_max_traits = 6 custom_portraits = { # use custom_portraits instead of portraits so we can put them after the custom_portraits above portraits = { "rg_machine_maid" } } graphical_culture = mammalian_01 move_pop_sound_effect = "robot_pops_move" resources = {} }