# FOCUS CARDS # # Documentation: common\country_focus\focus_cards\99_HOW_TO_FOCUS.txt # # Note that each card ID increments by 2 instead of 5 to try to keep them within a tier ################### # Core Focus Cards ################### # Found a Colony core_focus_100 = { category = core_focus tier = 1 background = "GFX_focus_card_background_core_tier_1" name = "core.100.name" desc = "core.100.desc" hint = "core.100.hint" lore = "core.100.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.100.fail" success_text = "core.100.success" has_country_flag = first_colony_finished } } on_success = { # Don't change the order of these three, as it corresponds to the card icon order add_focus_progress = { category = development amount = 10 } add_focus_progress = { category = conquest amount = 10 } add_focus_progress = { category = exploration amount = 10 } create_focus_completed_message = { CATEGORY = CORE } } } # Set a Colony Designation # Not on starting planet core_focus_102 = { base = core_focus_100 name = "core.102.name" desc = "core.102.desc" hint = "core.102.hint" lore = "core.102.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.102.fail" success_text = "core.102.success" simple_progress = { any_owned_planet = { is_under_colonization = no NOT = { solar_system = { starting_system = yes } } NOR = { has_designation = col_capital has_designation = col_capital_hive has_designation = col_capital_machine has_designation = col_wilderness_capital } } } } } } # Build a Mining Station core_focus_104 = { base = core_focus_100 name = "core.104.name" desc = "core.104.desc" hint = "core.104.hint" lore = "core.104.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.104.fail" success_text = "core.104.success" has_country_flag = mining_station_built } } } # Build a Building core_focus_106 = { base = core_focus_100 name = "core.106.name" desc = "core.106.desc" hint = "core.106.hint" lore = "core.106.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.106.fail" success_text = "core.106.success" has_country_flag = planet_building_built } } } # Build a Starbase Module core_focus_108 = { base = core_focus_100 name = "core.108.name" desc = "core.108.desc" hint = "core.108.hint" lore = "core.108.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.108.fail" success_text = "core.108.success" simple_progress = { any_owned_starbase = { OR = { AND = { # Starting system starts with modules fleet.solar_system = { starting_system = yes } count_starbase_modules = { count > 2 } } AND = { # Not starting system NOT = { fleet.solar_system = { starting_system = yes } } count_starbase_modules = { count > 0 } } } } } } } } # Build a Starbase Building core_focus_110 = { base = core_focus_100 name = "core.110.name" desc = "core.110.desc" hint = "core.110.hint" lore = "core.110.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.110.fail" success_text = "core.110.success" simple_progress = { any_owned_starbase = { OR = { AND = { # Starting system starts with building fleet.solar_system = { starting_system = yes } count_starbase_buildings = { count > 1 } } AND = { # Not starting system NOT = { fleet.solar_system = { starting_system = yes } } count_starbase_buildings = { count > 0 } } } } } } } } # Adopt a Tradition core_focus_112 = { base = core_focus_100 name = "core.112.name" desc = "core.112.desc" hint = "core.112.hint" lore = "core.112.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.112.fail" success_text = "core.112.success" num_tradition_categories > 0 } } } # Activate an Edict # Fired from on_edict_activated # Root = Country core_focus_114 = { base = core_focus_100 name = "core.114.name" desc = "core.114.desc" hint = "core.114.hint" lore = "core.114.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.114.fail" success_text = "core.114.success" has_country_flag = has_activated_edict } } } # Complete 3 Agendas core_focus_116 = { base = core_focus_100 name = "core.116.name" desc = "core.116.desc" hint = "core.116.hint" lore = "core.116.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.116.fail" success_text = "core.116.success" check_variable = { which = "focus_agendas_completed" value >= @focus_goal_agendas_completed } } } } # Have 1000 Energy Credits core_focus_118 = { base = core_focus_100 name = "core.118.name" desc = "core.118.desc" hint = "core.118.hint" lore = "core.118.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.118.fail" success_text = "core.118.success" if = { limit = { has_country_flag = energy_storage_1000 } custom_progress = { has_country_flag = energy_storage_1000 current_val_coeff = 1000 final_val_coeff = 1000 } } else = { custom_progress = { has_resource = { type = energy amount >= 1000 } mode = clamped } } } } } # Have 1000 Minerals core_focus_120 = { base = core_focus_100 name = "core.120.name" desc = "core.120.desc" hint = "core.120.hint" lore = "core.120.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.120.fail" success_text = "core.120.success" if = { limit = { has_country_flag = mineral_storage_1000 } custom_progress = { has_country_flag = mineral_storage_1000 current_val_coeff = 1000 final_val_coeff = 1000 } } else = { custom_progress = { has_resource = { type = minerals amount >= 1000 } mode = clamped } } } } } # Have 1000 Food core_focus_122 = { base = core_focus_100 name = "core.122.name" desc = "core.122.desc" hint = "core.122.hint" lore = "core.122.lore" possible = { country_uses_food = yes has_global_flag = game_started } condition_for_achievement = { custom_tooltip = { fail_text = "core.122.fail" success_text = "core.122.success" if = { limit = { has_country_flag = food_storage_1000 } custom_progress = { has_country_flag = food_storage_1000 current_val_coeff = 1000 final_val_coeff = 1000 } } else = { custom_progress = { has_resource = { type = food amount >= 1000 } mode = clamped } } } } } # Have 1000 Consumer Goods core_focus_124 = { base = core_focus_100 name = "core.124.name" desc = "core.124.desc" hint = "core.124.hint" lore = "core.124.lore" possible = { country_uses_consumer_goods = yes has_global_flag = game_started } condition_for_achievement = { custom_tooltip = { fail_text = "core.124.fail" success_text = "core.124.success" if = { limit = { has_country_flag = consumer_goods_storage_1000 } custom_progress = { has_country_flag = consumer_goods_storage_1000 current_val_coeff = 1000 final_val_coeff = 1000 } } else = { custom_progress = { has_resource = { type = consumer_goods amount >= 1000 } mode = clamped } } } } } # Have 1000 Alloys core_focus_126 = { base = core_focus_100 name = "core.126.name" desc = "core.126.desc" hint = "core.126.hint" lore = "core.126.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.126.fail" success_text = "core.126.success" if = { limit = { has_country_flag = alloys_storage_1000 } custom_progress = { has_country_flag = alloys_storage_1000 current_val_coeff = 1000 final_val_coeff = 1000 } } else = { custom_progress = { has_resource = { type = alloys amount >= 1000 } mode = clamped } } } } } # Build a Hive District core_focus_127 = { base = core_focus_100 name = "core.127.name" desc = "core.127.desc" hint = "core.127.hint" lore = "core.127.lore" possible = { is_hive_empire = yes is_wilderness_empire = no } condition_for_achievement = { custom_tooltip = { fail_text = "core.127.fail" success_text = "core.127.success" has_country_flag = built_hive_district } } } # Build a Communal Biome District core_focus_127_1 = { base = core_focus_100 name = "core.127_1.name" desc = "core.127.desc" hint = "core.127_1.hint" lore = "core.127_1.lore" possible = { is_wilderness_empire = yes } condition_for_achievement = { custom_tooltip = { fail_text = "core.127_1.fail" success_text = "core.127_1.success" has_country_flag = built_district_craglands } } } # Build a City District core_focus_128 = { base = core_focus_100 name = "core.128.name" desc = "core.128.desc" hint = "core.128.hint" lore = "core.128.lore" possible = { is_hive_empire = no is_machine_empire = no } condition_for_achievement = { custom_tooltip = { fail_text = "core.128.fail" success_text = "core.128.success" has_country_flag = built_city_district } } } # Build a Nexus District core_focus_129 = { base = core_focus_100 name = "core.129.name" desc = "core.129.desc" hint = "core.129.hint" lore = "core.129.lore" possible = { is_machine_empire = yes } condition_for_achievement = { custom_tooltip = { fail_text = "core.129.fail" success_text = "core.129.success" has_country_flag = built_nexus_district } } } # Build an Industrial District #core_focus_130 = { # base = core_focus_100 # # name = "core.130.name" # desc = "core.130.desc" # hint = "core.130.hint" # lore = "core.130.lore" # # condition_for_achievement = { # custom_tooltip = { # fail_text = "core.130.fail" # success_text = "core.130.success" # has_country_flag = built_industrial_district # } # } #} # Build a Generator District core_focus_132 = { base = core_focus_100 name = "core.132.name" desc = "core.132.desc" hint = "core.132.hint" lore = "core.132.lore" possible = { is_wilderness_empire = no } condition_for_achievement = { custom_tooltip = { fail_text = "core.132.fail" success_text = "core.132.success" has_country_flag = built_generator_district } } } # Build a Photosynthesis Field core_focus_132_1 = { base = core_focus_100 name = "core.132_1.name" desc = "core.132.desc" hint = "core.132_1.hint" lore = "core.132_1.lore" possible = { is_wilderness_empire = yes } condition_for_achievement = { custom_tooltip = { fail_text = "core.132_1.fail" success_text = "core.132_1.success" has_country_flag = built_district_photosynthesis_fields } } } # Build a Mining District core_focus_134 = { base = core_focus_100 name = "core.134.name" desc = "core.134.desc" hint = "core.134.hint" lore = "core.134.lore" possible = { is_wilderness_empire = no } condition_for_achievement = { custom_tooltip = { fail_text = "core.134.fail" success_text = "core.134.success" has_country_flag = built_mining_district } } } # Build a Hollow Mountain District core_focus_134_1 = { base = core_focus_100 name = "core.134_1.name" desc = "core.134.desc" hint = "core.134_1.hint" lore = "core.134_1.lore" possible = { is_wilderness_empire = yes } condition_for_achievement = { custom_tooltip = { fail_text = "core.134_1.fail" success_text = "core.134_1.success" has_country_flag = built_district_hollow_mountains } } } # Build an Agriculture District core_focus_136 = { base = core_focus_100 name = "core.136.name" desc = "core.136.desc" hint = "core.136.hint" lore = "core.136.lore" possible = { is_wilderness_empire = no country_uses_food = yes has_global_flag = game_started } condition_for_achievement = { custom_tooltip = { fail_text = "core.136.fail" success_text = "core.136.success" has_country_flag = built_farming_district } } } # Build an Orchard Forest core_focus_136_1 = { base = core_focus_100 name = "core.136_1.name" desc = "core.136.desc" hint = "core.136_1.hint" lore = "core.136_1.lore" possible = { is_wilderness_empire = yes } condition_for_achievement = { custom_tooltip = { fail_text = "core.136_1.fail" success_text = "core.136_1.success" has_country_flag = built_district_orchard_forests } } } # Enact a Planetary Decision core_focus_138 = { base = core_focus_100 name = "core.138.name" desc = "core.138.desc" hint = "core.138.hint" lore = "core.138.lore" condition_for_achievement = { custom_tooltip = { fail_text = "core.138.fail" success_text = "core.138.success" has_country_flag = planetary_decision_enacted } } } # Establish a Branch Office (MegaCorp) core_focus_139 = { base = core_focus_100 name = "core_focus_139.name" desc = "core_focus_139.desc" hint = "core_focus_139.hint" lore = "core_focus_139.lore" possible = { is_megacorp = yes } condition_for_achievement = { custom_tooltip = { fail_text = core_focus_139.fail success_text = core_focus_139.success has_country_flag = has_established_branch_office } } on_success = { add_focus_progress = { category = development amount = 10 } add_focus_progress = { category = conquest amount = 10 } add_focus_progress = { category = exploration amount = 10 } create_focus_completed_message = { CATEGORY = CORE } set_country_flag = core_focus_139_completed } }