namespace = rg_maid country_event = { id = rg_maid.1 hide_window = yes is_triggered_only = yes immediate = { if = { limit = { NOT = { exist = event_target:rg_maid_species } } create_species = { name = 纳米构造体 class = RG_MACHINE portrait = "rg_machine_maid" traits = { trait = trait_machine_unit trait = rg_machine_maid_trait trait = trait_robot_mass_produced } can_be_modified = yes namelist = root.species effect = { save_event_target_as = rg_maid_species } } } capital_scope = { while = { count = 5 create_pop = { species = event_target:rg_maid_species } } } } } # country_event = { # id = rg_maid.2 # hide_window = yes # is_triggered_only = yes # immediate = { # every_playable_country = { # limit = { # any_owned_species = { # has_trait = rg_machine_maid_trait # } # } # triggered_planet_modifier = { # potential = { # can_assemble_budding_pop = yes # } # planet_pop_assembly_organic_add = @plantoid_budding_rate # mult = value:budding_multiplier # } # } # capital_scope = { # while = { # count = 5 # create_pop = { # species = event_target:rg_maid_species # } # } # } # } # } # planet_event = { #Braiiiins # id = rg_maid.3 # is_triggered_only = yes # hide_window = yes # # trigger = { # fromfrom = { # is_organic_species = yes # NOT = { has_trait = trait_zombie } # } # owner = { has_valid_civic = civic_permanent_employment } # has_building = building_posthumous_employment_center # } # # immediate = { # fromfrom = { # make_pop_zombie = yes # } # } # after = { # fromfrom = { # clear_pop_category = yes #To make sure that the zombie pop does not spawn as a non worker strata # } # } # }