#Defensive armies can't transport of the planet #maintenance is directly scripted here. 0.25 translates to 0.25 monthly cost (excluding other upkeep modifiers) #morale_damage = 1 # average morale damage of the army, default: auto (calculated from morale * MORALE_DAMAGE_MULT) #building spawned armies can't be built normally, but only created from pops working buildings #spawn_chance: only works on defensive armies; pop scope check that lets you give weights for what sort of army should be spawned # Calculation is health * spawn_chance (default: 1), and it always picks the best one # Defense Armies defense_army = { defensive = yes is_pop_spawned = yes health = 1.25 damage = 1.50 morale = 1.25 collateral_damage = 0.0 war_exhaustion = 0.0 # No WE from defense armies icon = GFX_army_type_defensive resources = { category = armies produces = { trigger = { exists = owner owner = { has_active_tradition = tr_unyielding_resistance_is_frugal } } unity = 0.5 } } potential = { from = { NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" is_sapient = no } } owner = { is_primitive = no OR = { is_machine_empire = no has_valid_civic = civic_machine_assimilator } is_wilderness_empire = no } } } # Undead Armies undead_defense_army = { defensive = yes is_pop_spawned = yes health = 1.75 damage = 1.50 collateral_damage = 0.0 has_morale = no morale_damage = 1.75 war_exhaustion = 0.0 icon = GFX_army_type_undead use_armynames_from = undead_army potential = { from = { NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" is_sapient = no } } planet = { OR = { has_active_building = building_dread_encampment has_planet_flag = active_dread_outpost } } } resources = { category = armies produces = { trigger = { exists = owner owner = { has_active_tradition = tr_unyielding_resistance_is_frugal } } unity = 0.5 } } spawn_chance = { factor = 100 } } # Robotic Armies robotic_defense_army = { defensive = yes is_pop_spawned = yes damage = 1.00 health = 1.25 morale_damage = 1.00 collateral_damage = 0.0 war_exhaustion = 0.0 # No WE from defense armies has_morale = no icon = GFX_army_type_robot has_species = yes potential = { from = { has_trait = "trait_mechanical" } owner = { is_machine_empire = no } } resources = { category = armies produces = { trigger = { exists = owner owner = { has_active_tradition = tr_unyielding_resistance_is_frugal } } unity = 0.5 } } allow = { owner = { NOT = { has_policy_flag = robots_outlawed } } } } ### Machine Empire Armies machine_defense = { defensive = yes is_pop_spawned = yes health = 1.10 damage = 1.10 has_morale = no morale_damage = 1.00 collateral_damage = 0.0 war_exhaustion = 0.0 # No WE from defense armies icon = GFX_army_type_machine_defensive has_species = yes potential = { owner = { is_machine_empire = yes } from = { has_trait = "trait_machine_unit" } } resources = { category = armies produces = { trigger = { exists = owner owner = { has_active_tradition = tr_unyielding_resistance_is_frugal } } unity = 0.5 } } } offspring_defense = { defensive = yes is_pop_spawned = yes health = 2 damage = 1.75 has_morale = no morale_damage = 1.30 collateral_damage = 0.0 war_exhaustion = 0.0 icon = GFX_army_type_xenomorph has_species = yes potential = { OR = { AND = { exists = planet.owner.overlord has_holding = { holding = holding_offspring_nest owner = planet.owner.overlord } } AND = { planet.owner = { has_origin = origin_progenitor_hive } OR = { AND = { has_building = building_offspring_nest num_assigned_jobs = { job = spawning_drone value >= 100 } } has_deposit = d_progenitor } } } } resources = { category = armies produces = { trigger = { exists = owner owner = { has_active_tradition = tr_unyielding_resistance_is_frugal } } unity = 0.5 } } } # Wilderness Defense wilderness_pre_sapient_defence_army = { defensive = yes is_pop_spawned = yes health = 1.25 damage = 1.50 morale = 1.25 collateral_damage = 0.0 war_exhaustion = 0.0 # No WE from defense armies icon = GFX_wilderness_army_type_defensive potential = { exists = owner owner = { is_wilderness_empire = yes } } } ################################ # Sovereign Guardianship Civic # ################################ fanatic_guardian = { defensive = yes is_pop_spawned = yes health = 2.5 damage = 3 morale = 2.5 collateral_damage = 0.0 war_exhaustion = 0.0 # No WE from defense armies icon = GFX_army_type_defensive resources = { category = armies produces = { trigger = { exists = owner owner = { has_active_tradition = tr_unyielding_resistance_is_frugal } } unity = 0.5 } } potential = { owner = { is_gestalt = no is_sovereign_guardianship_empire = yes } } army_modifier = { army_damage_empire_sprawl_penalty_mult = 1 } } machine_fanatic_guardian = { # Actually gestalt defensive = yes is_pop_spawned = yes health = 2.20 damage = 2.20 has_morale = no morale_damage = 2.00 collateral_damage = 0.0 war_exhaustion = 0.0 # No WE from defense armies icon = GFX_army_type_machine_defensive has_species = yes potential = { owner = { is_gestalt = yes is_sovereign_guardianship_empire = yes } } army_modifier = { army_damage_empire_sprawl_penalty_mult = 1 } resources = { category = armies produces = { trigger = { exists = owner owner = { has_active_tradition = tr_unyielding_resistance_is_frugal } } unity = 0.5 } } } ### Individual Machine Empire Armies individual_machine_defense = { defensive = yes is_pop_spawned = yes health = 1.10 damage = 1.10 morale = 1.25 morale_damage = 1.00 collateral_damage = 0.0 war_exhaustion = 0.0 # No WE from defense armies icon = GFX_army_type_machine_defensive has_species = yes potential = { owner = { is_individual_machine = yes } from = { has_trait = "trait_machine_unit" } } resources = { category = armies produces = { trigger = { exists = owner owner = { has_active_tradition = tr_unyielding_resistance_is_frugal } } unity = 0.5 } } }