103 lines
3.7 KiB
Plaintext
103 lines
3.7 KiB
Plaintext
# example_class = {
|
|
# name = <name_key>
|
|
# name_plural = <name_plural_key>
|
|
# description = <description_key>
|
|
#
|
|
# #all the following default to no
|
|
# can_lead_army = yes/no # Applies skill_<class_id>_army scaled by level to armies
|
|
# can_lead_navy = yes/no # Applies skill_<class_id>_navy scaled by level to fleets
|
|
# can_govern_planet = yes/no # Applies skill_<class_id>_planet_governor scaled by level to governed planet
|
|
# Applies skill_<class_id>_sector_governor scaled by level to governed sector, if governing the sector capital
|
|
# Applies skill_<class_id>_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 = <num>
|
|
# leader_capacity = <num> # 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 = <num>
|
|
# 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 = <num>
|
|
# modifier = {}
|
|
# }
|
|
#
|
|
# minimum_ai_target = <num>
|
|
#
|
|
# leader_background_job_weight = {
|
|
# job_name = <weight>
|
|
# # etc
|
|
# }
|
|
# }
|
|
#
|
|
# icon = 1 # 1-based index in the icon file. might be replaced by an icon name later
|
|
#
|
|
# paragon_background_selector = <name of an asset_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"
|
|
} |