#Defensive armies can't transport off 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) #ai_weight: as standard, but note that it pre-filters by whether the country can recruit this army (measuring by whether it is an assault army, whether it has the tech prereqs, and whether it passes potential_country) # Assault Armies assault_army = { damage = 1.00 health = 1.00 morale = 1.00 morale_damage = 1.00 collateral_damage = 1.00 war_exhaustion = 1.00 time = 90 icon = GFX_army_type_assault prerequisites = { "tech_assault_armies" } resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 100 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 100 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 1 } } show_tech_unlock_if = { OR = { is_machine_empire = no has_valid_civic = civic_machine_assimilator has_origin = origin_shroud_forged } } potential_country = { OR = { is_machine_empire = no has_valid_civic = civic_machine_assimilator has_origin = origin_shroud_forged } is_wilderness_empire = no } potential = { from = { OR = { has_trait = trait_shroud_forged NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" has_trait = "trait_limited_cybernetic" is_sapient = no } } } } ai_weight = { base = 100 modifier = { set = 0 OR = { is_fallen_empire = yes has_technology = tech_telepathy has_technology = tech_gene_seed_purification AND = { is_militarist = yes has_technology = tech_gene_banks } } } modifier = { factor = 0.01 #cannot guarantee that they actually have slaves/robots to get armies from OR = { AND = { has_ai_personality_behaviour = slaver has_technology = tech_neural_implants } AND = { has_ai_personality_behaviour = robot_liberator has_technology = tech_droid_workers } has_valid_civic = civic_reanimated_armies } } } } # Slave Armies slave_army = { damage = 1.00 health = 1.00 morale = 0.75 morale_damage = 0.75 collateral_damage = 1.50 war_exhaustion = 0.50 time = 60 icon = GFX_army_type_slave resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 50 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 50 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 0.5 } } prerequisites = { "tech_neural_implants" } allow = { custom_tooltip = { fail_text = "requires_slave_processing_facility" OR = { has_building = building_slave_processing AND = { exists = orbital_defence orbital_defence = { exists = starbase starbase = { has_starbase_building = ring_slave_processing_facility } } } } } any_owned_pop_group = { is_pop_category = slave } } potential_country = { OR = { has_policy_flag = slavery_allowed has_exploited_disconnected_drones = yes } is_machine_empire = no is_wilderness_empire = no } potential = { owner = { any_owned_pop_group = { is_pop_category = slave is_same_species = from } } from = { NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" has_trait = "trait_limited_cybernetic" is_sapient = no } } } ai_weight = { base = 100 modifier = { set = 0 OR = { is_fallen_empire = yes NOT = { has_ai_personality_behaviour = slaver } has_technology = tech_telepathy has_technology = tech_gene_seed_purification AND = { is_militarist = yes has_technology = tech_gene_banks } AND = { has_ai_personality_behaviour = robot_liberator has_technology = tech_droid_workers } } } } } # Clone Armies clone_army = { damage = 1.00 health = 1.00 morale = 1.00 collateral_damage = 1.25 war_exhaustion = 0.50 time = 30 icon = GFX_army_type_clone pop_limited = no resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 75 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 75 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 0.75 } } prerequisites = { "tech_gene_banks" } show_tech_unlock_if = { OR = { is_machine_empire = no has_civic = civic_machine_assimilator } } potential_country = { OR = { is_machine_empire = no has_civic = civic_machine_assimilator } is_wilderness_empire = no } potential = { from = { NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" has_trait = "trait_limited_cybernetic" is_sapient = no } } } ai_weight = { base = 100 modifier = { set = 0 OR = { is_fallen_empire = yes has_technology = tech_telepathy has_technology = tech_gene_seed_purification NAND = { is_militarist = yes has_technology = tech_gene_banks } } } modifier = { factor = 2 has_origin = origin_clone_army } } } # Robotic Armies robotic_army = { damage = 1.00 health = 2.00 morale_damage = 1.00 collateral_damage = 1.5 war_exhaustion = 0.50 has_morale = no time = 90 icon = GFX_army_type_robot has_species = yes resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 150 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 150 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 1.5 } } potential_country = { is_machine_empire = no is_wilderness_empire = no } potential = { from = { has_trait = "trait_mechanical" } } prerequisites = { "tech_droid_workers" } allow = { owner = { NOT = { has_policy_flag = robots_outlawed } } } ai_weight = { base = 100 modifier = { set = 0 OR = { NOT = { has_policy_flag = robots_outlawed } has_technology = tech_telepathy has_technology = tech_gene_seed_purification NAND = { has_ai_personality_behaviour = robot_liberator has_technology = tech_droid_workers } } is_fallen_empire = no } modifier = { set = 0 is_fallen_empire = yes NOT = { is_fanatic_materialist = yes } } } } # Psionic Armies psionic_army = { damage = 2.0 morale_damage = 1.5 health = 1.75 morale = 2.5 collateral_damage = 0.5 war_exhaustion = 3.0 time = 120 icon = GFX_army_type_psionic resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 250 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 250 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 2.5 } } prerequisites = { "tech_telepathy" } potential_country = { OR = { is_machine_empire = no has_origin = origin_shroud_forged } is_wilderness_empire = no } potential = { from = { OR = { NOT = { host_has_dlc = "Utopia" } has_psionic_species_trait = yes } OR = { has_trait = trait_shroud_forged NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" has_trait = "trait_limited_cybernetic" is_sapient = no } } } } ai_weight = { base = 100 modifier = { set = 0 OR = { NOT = { has_technology = tech_telepathy } has_technology = tech_gene_seed_purification } } modifier = { set = 0 is_fallen_empire = yes NOT = { is_fanatic_spiritualist = yes } } } } # Xenomorph Armies xenomorph_army = { damage = 2.0 morale_damage = 2.0 collateral_damage = 5.0 war_exhaustion = 0.25 health = 2.0 has_morale = no time = 100 icon = GFX_army_type_xenomorph has_species = no resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 200 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 200 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 2 } } potential_country = { is_machine_empire = no is_wilderness_empire = no } prerequisites = { "tech_morphogenetic_field_mastery" } ai_weight = { base = 10 modifier = { factor = 10 is_fallen_empire = yes has_ethic = ethic_fanatic_xenophobe } modifier = { set = 0 OR = { is_pacifist = yes is_xenophile = yes } } } } # Gene Warrior Armies gene_warrior_army = { damage = 2.0 health = 2.5 morale = 2.5 morale_damage = 1.0 collateral_damage = 0.75 war_exhaustion = 3.0 time = 150 icon = GFX_army_type_gene_warrior resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 300 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 300 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 3 } } prerequisites = { "tech_gene_seed_purification" } potential_country = { is_machine_empire = no is_wilderness_empire = no } potential = { from = { NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" has_trait = "trait_limited_cybernetic" is_sapient = no } } } ai_weight = { base = 100 modifier = { set = 0 is_fallen_empire = yes is_fanatic_xenophile = no } } } # Wilderness Pre-sapient Army wilderness_pre_sapient_assault_army = { defensive = no is_pop_spawned = no health = 3.25 damage = 1.50 morale = 0.5 morale_damage = 1.25 has_morale = yes collateral_damage = 5.0 war_exhaustion = 0.0 icon = GFX_wilderness_army_type_assault prerequisites = { "tech_assault_armies" } has_species = no pop_limited = no resources = { category = armies cost = { food = 200 } upkeep = { food = 1 energy = 1 } } time = 90 potential = { exists = owner owner = { is_wilderness_empire = yes } } } # Abominations abomination_army = { damage = 1.33334 # 2.00 - 4.00 health = 1.5 # 300 morale = 1.5 # 300 morale_damage = 1.5 # 3.00 - 6.00 collateral_damage = 2.50 war_exhaustion = 0.50 time = 100 icon = GFX_army_type_slave resources = { category = armies cost = { minerals = 50 } upkeep = { energy = 0.5 } } prerequisites = { "tech_neural_implants" } show_tech_unlock_if = { is_twisted_experimenters_empire = yes } potential_country = { is_twisted_experimenters_empire = yes OR = { has_policy_flag = slavery_allowed has_exploited_disconnected_drones = yes } is_machine_empire = no } potential = { owner = { any_owned_pop_group = { is_enslaved = yes is_same_species = from } } from = { NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" has_trait = "trait_limited_cybernetic" is_sapient = no } } } allow = { custom_tooltip = { fail_text = "requires_slave_processing_facility" OR = { has_building = building_slave_processing AND = { exists = orbital_defence orbital_defence = { exists = starbase starbase = { has_starbase_building = ring_slave_processing_facility } } } } } any_owned_pop_group = { is_enslaved = yes } } ai_weight = { base = 100 modifier = { set = 0 OR = { is_fallen_empire = yes NOT = { has_ai_personality_behaviour = slaver } has_technology = tech_telepathy has_technology = tech_gene_seed_purification AND = { is_militarist = yes has_technology = tech_gene_banks } AND = { has_ai_personality_behaviour = robot_liberator has_technology = tech_droid_workers } } } } } ### Machine Empire Armies # Hunter-Killer Armies machine_assault_1 = { damage = 1.00 health = 1.00 has_morale = no morale_damage = 1.00 collateral_damage = 2.0 war_exhaustion = 0.5 time = 90 has_species = yes icon = GFX_army_type_machine_assault resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 100 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 100 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 1 } } potential_country = { is_machine_empire = yes } potential = { from = { has_trait = "trait_machine_unit" } } show_tech_unlock_if = { is_machine_empire = yes } prerequisites = { "tech_assault_armies" } ai_weight = { base = 100 modifier = { set = 0 has_technology = tech_adaptive_combat_algorithms } } } # Battle Frames machine_assault_2 = { damage = 1.5 health = 2.5 has_morale = no morale_damage = 1.5 collateral_damage = 2.0 war_exhaustion = 1.0 time = 120 has_species = yes icon = GFX_army_type_machine_assault resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 200 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 200 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 2 } } potential_country = { is_machine_empire = yes } potential = { from = { has_trait = "trait_machine_unit" } } prerequisites = { "tech_adaptive_combat_algorithms" } ai_weight = { base = 100 } } # Mega-Warform machine_assault_3 = { damage = 4.0 health = 6.0 has_morale = no morale_damage = 1.5 collateral_damage = 4.0 war_exhaustion = 4.0 time = 500 has_species = no icon = GFX_army_type_machine_assault resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 800 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 800 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 8 } } potential_country = { is_machine_empire = yes } prerequisites = { "tech_biomechanics" } ai_weight = { base = 50 } } # Undead Armies undead_army = { damage = 1.00 health = 1.00 has_morale = no collateral_damage = 1.25 morale_damage = 1.75 war_exhaustion = 0.50 time = 60 icon = GFX_army_type_undead pop_limited = no disband_if_species_lacks_rights = no #i.e. if you resurrect your enemies, you get to keep these armies, even if you are a purifier prerequisites = { "tech_assault_armies" } resources = { category = armies cost = { energy = 100 } upkeep = { energy = 0.75 } } show_tech_unlock_if = { has_valid_civic = civic_reanimated_armies } potential_country = { has_valid_civic = civic_reanimated_armies } potential = { from = { NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" is_sapient = no } } planet = { has_active_building = building_dread_encampment } } ai_weight = { base = 100 } } # Warplings warpling_army = { damage = 5.0 morale_damage = 2.0 collateral_damage = 0.50 war_exhaustion = 0.50 health = 2.5 has_morale = no time = 100 icon = GFX_army_type_xenomorph has_species = no resources = { category = armies cost = { astral_threads = 100 } upkeep = { energy = 1 astral_threads = 0.1 } } potential_country = { has_astral_planes_dlc = yes has_country_flag = unlocked_warplings } ai_weight = { base = 100 } } # Flamestorm Troopers Armies flamestorm_troopers_army = { damage = 2.0 health = 3.0 morale = 3.0 morale_damage = 3.0 collateral_damage = 5.0 war_exhaustion = 0.5 time = 150 icon = GFX_army_type_flamestorm resources = { category = armies cost = { astral_threads = 100 } upkeep = { energy = 3 } } potential_country = { has_astral_planes_dlc = yes has_country_flag = unlocked_flamestorm_troopers } ai_weight = { base = 100 modifier = { set = 0 is_fallen_empire = yes } } } ### Machine Empire Armies # IM Armies individual_machine_assault_1 = { damage = 1.00 health = 1.00 morale = 1.00 morale_damage = 1.00 collateral_damage = 2.0 war_exhaustion = 0.5 time = 90 has_species = yes icon = GFX_army_type_machine_assault resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 100 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 100 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 1 } } potential_country = { is_individual_machine = yes } potential = { from = { has_trait = "trait_machine_unit" } } show_tech_unlock_if = { is_individual_machine = yes } prerequisites = { "tech_assault_armies" } ai_weight = { base = 100 modifier = { set = 0 has_technology = tech_adaptive_combat_algorithms } } } # IM Armies 2 individual_machine_assault_2 = { damage = 1.5 health = 2.5 morale = 1.5 morale_damage = 1.5 collateral_damage = 2.0 war_exhaustion = 1.0 time = 120 has_species = yes icon = GFX_army_type_machine_assault resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 200 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 200 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 2 } } potential_country = { is_individual_machine = yes } potential = { from = { has_trait = "trait_machine_unit" } } prerequisites = { "tech_adaptive_combat_algorithms" } ai_weight = { base = 100 } } # IM Armies 3 individual_machine_assault_3 = { damage = 4.0 health = 6.0 morale = 2.0 morale_damage = 1.5 collateral_damage = 4.0 war_exhaustion = 4.0 time = 500 has_species = no icon = GFX_army_type_machine_assault resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 800 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 800 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 8 } } potential_country = { is_individual_machine = yes } prerequisites = { "tech_biomechanics" } ai_weight = { base = 50 } } # Perfected Clone Armies perfected_clone_army = { damage = 1.5 # 2.25 - 4.50 health = 1.5 # 300 morale = 1.5 # 300 morale_damage = 1 # 1.50 - 3.00 collateral_damage = 0.50 # 50% war_exhaustion = 0.25 # 25% time = 30 icon = GFX_army_type_clone pop_limited = no resources = { category = armies cost = { trigger = { from = { country_uses_bio_ships = no } } minerals = 100 } cost = { trigger = { from = { country_uses_bio_ships = yes } } food = 100 mult = @mineral_to_food_cost_ratio } upkeep = { energy = 1 } } show_tech_unlock_if = { OR = { has_active_tradition = tr_cloning_somatic_synthesization has_active_tradition = tr_cloning_somatic_synthesization_clone_army } } potential_country = { OR = { has_active_tradition = tr_cloning_somatic_synthesization has_active_tradition = tr_cloning_somatic_synthesization_clone_army } } potential = { from = { NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" has_trait = "trait_limited_cybernetic" is_sapient = no } } } ai_weight = { base = 100 modifier = { set = 0 is_fallen_empire = yes } modifier = { factor = 2 has_origin = origin_clone_army } } } # Ember Legion ember_legion = { damage = 2.0 morale_damage = 2.25 collateral_damage = 1.25 war_exhaustion = 0.25 health = 2.5 has_morale = yes time = 180 icon = GFX_army_type_ember has_species = yes resources = { category = armies cost = { minerals = 250 } upkeep = { energy = 2 } } potential_country = { has_civic = civic_pyrolatry } potential = { from = { NOR = { has_trait = "trait_mechanical" has_trait = "trait_machine_unit" has_trait = "trait_limited_cybernetic" is_sapient = no } } planet = { # If habitability changes, adjust civic_pyrolatry_effects habitability = { who = from value <= 0.2 } } } ai_weight = { base = 10 modifier = { factor = 10 has_ethic = ethic_fanatic_xenophobe } modifier = { set = 0 OR = { is_pacifist = yes is_xenophile = yes } } } } # Living Metal Imbued Army # Note: This army is available for regular and machine empires lm_imbued_army = { damage = 2.0 morale_damage = 2.0 collateral_damage = 1.25 war_exhaustion = 0.25 health = 2.5 has_morale = no time = 180 icon = GFX_army_type_robot has_species = yes resources = { category = armies cost = { sr_living_metal = 150 } upkeep = { energy = 2 minerals = 1 } } potential_country = { is_galvanic_empire = yes } potential = { OR = { from = { has_trait = "trait_infernal" } owner = { has_valid_civic = civic_machine_galvanic_symbiosis } } } ai_weight = { base = 10 modifier = { factor = 5 has_ethic = ethic_fanatic_xenophobe } modifier = { factor = 2 owner = { has_monthly_income = { resource = sr_living_metal value > 30 } } } modifier = { factor = 5 is_genocidal_infernal = yes } } }