# 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) # Building spawned armies can't be built normally, but only created from pops working buildings # Rebel Armies rebel_army = { rebel = yes damage = 0.5 health = 0.5 morale = 1.0 icon = GFX_army_type_rebel potential_country = { always = no } } # Rebel Slave Armies rebel_slave_defense_army = { defensive = yes time = 60 health = 0.80 damage = 0.80 morale = 1.80 icon = GFX_army_type_rebel potential_country = { always = no } } # Primitive Armies primitive_army = { defensive = yes is_pop_spawned = yes damage = 0.1 health = 0.5 morale = 0.8 icon = GFX_army_type_primitive potential_country = { is_primitive = yes OR = { has_country_flag = bronze_age has_country_flag = iron_age has_country_flag = late_medieval_age has_country_flag = renaissance_age has_country_flag = steam_age } NOT = { has_country_flag = humans_late_medieval_age } } } # Primitive Armies - used in case a planet needs more defensive armies than their jobs could reasonably produce primitive_additional_army = { defensive = yes damage = 0.1 health = 0.5 morale = 0.8 icon = GFX_army_type_primitive use_armynames_from = primitive_army potential_country = { always = no } } # Industrial Armies industrial_army = { defensive = yes is_pop_spawned = yes damage = 0.4 health = 0.5 morale = 0.8 icon = GFX_army_type_primitive potential_country = { is_primitive = yes OR = { has_country_flag = machine_age has_country_flag = industrial_age } NOT = { has_country_flag = humans_machine_age } } } # Post-Atomic Armies postatomic_army = { defensive = yes is_pop_spawned = yes damage = 0.6 health = 1 morale = 1 icon = GFX_army_type_primitive potential_country = { is_primitive = yes OR = { has_country_flag = atomic_age has_country_flag = early_space_age } NOT = { has_country_flag = humans_early_space_age } } } # Robot Uprising Armies robot_uprising_army = { defensive = yes damage = 1 morale_damage = 1 health = 2 has_morale = no icon = GFX_army_type_robot has_species = no potential_country = { always = no } } # Subterranean Industrial Armies subterranean_industrial_army = { defensive = yes damage = 0.4 health = 0.5 morale = 0.8 icon = GFX_army_type_primitive potential_country = { is_primitive = yes OR = { has_country_flag = machine_age has_country_flag = industrial_age } NOT = { has_country_flag = humans_machine_age } } } # Subterranean Post-Atomic Armies subterranean_postatomic_army = { defensive = yes damage = 0.6 health = 1 morale = 1 icon = GFX_army_type_primitive potential_country = { is_primitive = yes OR = { has_country_flag = atomic_age has_country_flag = early_space_age } NOT = { has_country_flag = humans_early_space_age } } } # Mutant Horror Armies mutant_army = { defensive = yes damage = 1.5 morale_damage = 1.5 health = 2 has_morale = no icon = GFX_army_type_xenomorph has_species = no potential_country = { always = no } } # Swarm Armies swarm_army = { damage = 2.0 morale_damage = 2.0 health = 2.0 has_morale = no time = 180 icon = GFX_army_type_xenomorph has_species = no potential_country = { is_country_type = "swarm" } } # Rampaging Tree Armies tree_army = { defensive = yes damage = 1.0 morale_damage = 1.0 health = 1.0 has_morale = no icon = GFX_army_type_xenomorph has_species = no potential_country = { always = no } } # Enraged Colonist Armies enraged_army = { defensive = yes damage = 0.5 health = 0.5 morale = 1.0 has_morale = no icon = GFX_army_type_xenomorph has_species = no potential_country = { always = no } } # Pre-Space Ketling Armies ketling_army = { defensive = yes damage = 0.6 health = 1.0 morale = 1.0 icon = GFX_army_type_primitive potential_country = { always = no } } # Titanic life troops # Can build on planets with titanic life if you get event + special project there # Should be very strong and quite expensive, but cannot get attachments and can be built only in limited numbers # Currently limited to 3. Ideally it would be X * Num of planets you have done the project one, but that is too complex for scripts titanic_assault_army = { damage = 3.0 health = 5.0 morale = 3.0 morale_damage = 2.0 collateral_damage = 3.0 war_exhaustion = 2.0 time = 90 icon = GFX_army_type_xenomorph has_species = no resources = { 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 = 1 } } potential_country = { has_country_flag = titanic_life_soldiers } potential = { custom_tooltip = { text = titanic_troop_limit_tooltip planet = { has_planet_flag = titanic_life_can_build } } } allow = { custom_tooltip = { text = titanic_troop_limit_tooltip planet = { has_planet_flag = titanic_life_can_build } owner = { has_country_flag = titanic_life_soldiers NOT = { check_variable = { which = "titanic_life_soldier_count" value = 3 } } } } } on_queued = { owner = { change_variable = { which = "titanic_life_soldier_count" value = 1 } } } on_unqueued = { owner = { change_variable = { which = "titanic_life_soldier_count" value = -1 } } } } # Azizian Army: Based on titanic life assault army titanic_azizian_assault_army = { damage = 3.0 health = 5.0 morale = 2.0 morale_damage = 2.0 time = 90 icon = GFX_army_type_xenomorph has_species = no resources = { category = armies cost = { energy = 50 } 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 = 1 } } potential_country = { has_country_flag = titanic_azizian_soldiers } potential = { custom_tooltip = { text = azizian_troop_limit_tooltip planet = { has_planet_flag = titanic_azizian_can_build } } } allow = { custom_tooltip = { text = azizian_troop_limit_tooltip planet = { has_planet_flag = titanic_azizian_can_build } owner = { has_country_flag = titanic_azizian_soldiers NOT = { check_variable = { which = "titanic_azizian_soldier_count" value = 3 } } } } } on_queued = { owner = { change_variable = { which = "titanic_azizian_soldier_count" value = 1 } } } on_unqueued = { owner = { change_variable = { which = "titanic_azizian_soldier_count" value = -1 } } } } #Can't be built, is spawned on Titanic life planets after special project + event. Partly as reward, partly to ensure having this on multiple planets is always useful. titanic_guardian_army = { defensive = yes damage = 2.0 health = 8.0 morale = 3.0 morale_damage = 2.0 time = 5 icon = GFX_army_type_xenomorph has_species = no resources = { category = armies upkeep = { energy = 1 } } potential_country = { always = no } } # Given as a reward from the Shroud shroud_army = { damage = 5.0 health = 7.0 has_morale = no morale_damage = 2.0 war_exhaustion = 5.0 time = 5 icon = GFX_army_type_psionic has_species = no resources = { category = armies produces = { energy = 1 } } potential_country = { always = no } } # Gray Nanite Army gray_army = { damage = 10.0 health = 18.0 has_morale = no morale_damage = 6.0 collateral_damage = 5.0 war_exhaustion = 4.0 time = 5 resources = { category = armies produces = { energy = 1 } } has_species = no icon = GFX_army_type_machine_assault potential_country = { always = no } } # Mega-Warform care_defensive_protocols = { defensive = yes 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 potential_country = { always = no } } # Sentinels sentinel_army = { defensive = yes damage = 4 morale_damage = 5 health = 7 has_morale = no icon = GFX_army_type_machine_assault has_species = no potential_country = { always = no } } # Improved Mega-Warform, unlocked by War Forge relic cybrex_warform = { damage = 5.0 health = 7.0 has_morale = no morale_damage = 2 collateral_damage = 5.0 war_exhaustion = 4.0 time = 500 has_species = no icon = GFX_army_type_machine_assault resources = { category = armies cost = { alloys = 250 } upkeep = { energy = 8 } } potential_country = { has_relic = r_war_forge } potential = { custom_tooltip = { planet = { is_capital = yes } } } ai_weight = { base = 50 } } # Imperial Legions imperial_legion = { damage = 2.5 health = 3.0 morale = 3.0 morale_damage = 1.0 collateral_damage = 0.75 war_exhaustion = 3.0 time = 150 icon = GFX_army_type_imperial has_species = no 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 } } potential_country = { is_galactic_emperor = yes is_active_resolution = "resolution_emperor_imperial_legions" } allow = { } on_queued = { } on_unqueued = { } ai_weight = { base = 500 } } giant_undead_army = { damage = 3.00 health = 7.00 has_morale = no collateral_damage = 3.5 morale_damage = 3 war_exhaustion = 0.50 icon = GFX_army_type_undead pop_limited = no prerequisites = { "tech_assault_armies" } resources = { category = armies upkeep = { energy = 1.5 } } potential_country = { always = no } } # Ice Armies ice_army = { defensive = yes damage = 1.5 morale_damage = 1.5 health = 2 has_morale = no icon = GFX_army_type_xenomorph has_species = no potential_country = { always = no } } # Mercenary Armies mercenary_army = { damage = 1.10 health = 1.00 morale = 0.50 morale_damage = 1.00 collateral_damage = 2.50 war_exhaustion = 0.50 icon = GFX_army_type_assault resources = { category = armies upkeep = { energy = 2 } } potential = { always = no } } # Mechanized Mercenary Armies mecha_army = { damage = 2.20 health = 1.80 morale = 1.00 morale_damage = 1.00 collateral_damage = 3.00 war_exhaustion = 0.50 icon = GFX_army_type_assault resources = { category = armies upkeep = { energy = 5 } } potential = { always = no } } # Crystal Kraken crystal_kraken_army = { defensive = yes damage = 35 morale_damage = 50 health = 55 has_morale = no icon = GFX_army_type_undead has_species = no potential = { always = no } } # Zroni Legacy - Shroud Creatures shroud_monstrosities = { defensive = yes damage = 15.00 health = 15.00 morale_damage = 2.00 collateral_damage = 5.00 icon = GFX_army_type_psionic has_species = no has_morale = no resources = { category = armies } potential = { always = no } } # Subterranean Invasion Defense Force subterranean_defense_army = { defensive = yes damage = 0.8 health = 1 morale = 1 icon = GFX_army_type_primitive potential = { always = no } } new_world_order_defensive_army = { defensive = yes damage = 0.1 health = 20.0 morale = 6.0 morale_damage = 0.1 time = 5 icon = GFX_army_type_primitive has_species = no resources = { category = armies upkeep = { energy = 1 } } potential_country = { always = no } } new_world_order_offensive_army = { defensive = no damage = 0.1 health = 20.0 morale = 6.0 morale_damage = 0.1 time = 5 icon = GFX_army_type_assault has_species = no resources = { category = armies upkeep = { energy = 1 } } potential_country = { always = no } } # Thorn Army # Spawned by WEEDS_ARMY_PROJECT, (Fruitful Partnership Origin) fruitful_army = { defensive = yes damage = 2.0 morale_damage = 2.0 collateral_damage = 5.0 war_exhaustion = 0.25 health = 2.0 has_morale = no icon = GFX_army_type_xenomorph potential_country = { always = no } } # behemoth Armies # Spawned when a planet is being bombed by a small behemoth behemoth_army = { defensive = yes damage = 6.0 morale_damage = 6.0 collateral_damage = 6.0 war_exhaustion = 0 health = 10.0 has_morale = no icon = GFX_army_type_behemoth has_species = no potential_country = { always = no } } # Stormwardens, given by the Mindwarden Enclave mindwarden_army = { damage = 1.10 health = 1.00 morale = 0.50 morale_damage = 1.00 collateral_damage = 2.50 war_exhaustion = 0.50 icon = GFX_army_type_assault resources = { category = armies upkeep = { energy = 2 } } army_modifier = { army_damage_against_psionic_mult = 1 } potential = { always = no } }