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