# example_class = { # name = # name_plural = # description = # # #all the following default to no # can_lead_army = yes/no # Applies skill__army scaled by level to armies # can_lead_navy = yes/no # Applies skill__navy scaled by level to fleets # can_govern_planet = yes/no # Applies skill__planet_governor scaled by level to governed planet # Applies skill__sector_governor scaled by level to governed sector, if governing the sector capital # Applies skill__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 = # leader_capacity = # 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 = # 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 = # modifier = {} # } # # minimum_ai_target = # # leader_background_job_weight = { # job_name = # # etc # } # } # # icon = 1 # 1-based index in the icon file. might be replaced by an icon name later # # paragon_background_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" }