103 lines
3.8 KiB
Plaintext
103 lines
3.8 KiB
Plaintext
# example_class = {
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# name = <name_key>
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# name_plural = <name_plural_key>
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# description = <description_key>
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#
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# #all the following default to no
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# can_lead_army = yes/no # Applies skill_<class_id>_army scaled by level to armies
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# can_lead_navy = yes/no # Applies skill_<class_id>_navy scaled by level to fleets
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# can_govern_planet = yes/no # Applies skill_<class_id>_planet_governor scaled by level to governed planet
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# Applies skill_<class_id>_sector_governor scaled by level to governed sector, if governing the sector capital
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# Applies skill_<class_id>_background_planet_governor scaled by level togoverned planet, if governing their homeworld
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# can_be_envoy = yes/no
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# can_research_tech = yes/no
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# can_research_special_projects = yes/no
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# can_crew_science_ship = yes/no
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# can_research_anomalies = yes/no
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# can_research_archaeology_site = yes/no
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# can_survey = yes/no
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# can_boost_cloaking_detection = yes/no
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# can_explore_rifts = yes/no
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# can_conduct_active_reconnaissance = yes/no
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# can_govern_planet = yes/no
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# can_have_traits = yes/no # defaults to yes, if no this class will not gain LEADER_ASSIGNED_MONTHLY_EXPERIENCE when assigned
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# can_rule_empire = yes/no # defaults to yes
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# recruitable = yes/no # defaults to yes
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# max_trait_points = <num>
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# leader_capacity = <num> # maximum number of leader of this type before you get maluses, 0 means no cap
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# 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
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# # can appear multiple times
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#
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# resources = { #upkeep
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# category = leader_scientists/etc
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# cost = {
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# ...
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# }
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# }
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#
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# ai_weight = { # used to determine which type of leader the AI prefers (frex: commanders for warlike leaders, and governor for pacifists)
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# base = <num>
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# modifier = {}
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# }
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#
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# ai_location_weight = { # used to evaluate a specific leader for an assignment to a specific location (right now only used for fleet),
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# # scope is the leader, from is the leader location (can be a planet, a fleet, an army etc)
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# # if the score is 0 or less, the leader will not be assigned to that location
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# base = <num>
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# modifier = {}
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# }
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#
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# minimum_ai_target = <num>
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#
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# leader_background_job_weight = {
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# job_name = <weight>
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# # etc
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# }
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# }
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#
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# icon = 1 # 1-based index in the icon file. might be replaced by an icon name later
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#
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# paragon_background_selector = <name of an asset_selector>, used to display a background behind paragon portraits
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#
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#
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# How the AI assigns leaders now:
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#
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# 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)
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# Step 2: Sort all available leaders by skill
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# Step 3: for each leader in order, calculate a location weight based on the ai_location_weight of their class
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# Step 4: Assign the highest leader/location pair based on the weight
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# Step 5: if no leader was assigned, see if hiring a leader is possible repeating the same steps
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# rg_nanite_leader = {
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# name = rg_nanite_leader
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# name_plural = rg_nanite_leader_plural
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# description = rg_nanite_leader_description
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#
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# can_lead_army = yes
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# can_lead_navy = yes
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# can_govern_planet = yes
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# can_be_envoy = yes
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# can_research_tech = yes
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# can_research_special_projects = yes
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# can_crew_science_ship = yes
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# can_research_anomalies = yes
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# can_research_archaeology_site = yes
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# can_survey = yes
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# can_boost_cloaking_detection = yes
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# can_explore_rifts = yes
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# can_conduct_active_reconnaissance = yes
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# can_govern_planet = yes
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# can_have_traits = yes
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# can_rule_empire = yes
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# recruitable = no
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# max_trait_points = 3
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# leader_capacity = 3
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#
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# ai_weight = {
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# modifier = {
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# factor = 0
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# }
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# }
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# icon = 4
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# paragon_background_selector = "paragon_background_selector"
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# } |