# Country types specify the rules by which a country plays the game. # Example: #name_of_country_type = { # can_own_empty_planets #no by default, decides if empty planets belonging to country are automatically removed from the country. # playable = yes #if this type is available for players. used when listing countries for hot-joining players # has_pulse_events = no #if this type gets checked for country-specific pulse events from on_action # has_deficits = yes #if this type suffers from resource deficits # randomize_ethos = no #does this empire have a randomly generated ethos? # shuffle_pop_ethos = no #if pops belonging to this country type should mutate their ethos every now and then # sub_title = "EXAMPLE_COUNTRY" #sub title that will be shown for this empire. Like "Example Federation - Fallen Empire" # sub_title_desc = "EXAMPLE_COUNTRY_DESC" #description for the sub title. used in tooltips # needs_survey = no #default no, if yes then planets must be surveyed before they can be colonized, also if yes a science ship is needed for exploration. # has_complete_sensor = no #default no, if yes then empire has complete sensor of the galaxy # has_capital = yes #default is yes, capital always exists but toggling this no hides any mention of the capital planet being a capital. # enforces_borders = yes #default is yes, if the country doesn't enforce it's borders people are always free to enter. # can_planets_be_attacked = yes #default yes, if no then planets owned by this country type can not be attacked # colonizing_title = "COLONIZING_PLANET_DEFAULT" #localization key for colonization view title # colonizing_desc = "PLANET_VIEW_UNDER_COLONIZATION_DEFAULT_DESC" #localization key for colonization view desc # orbital_bombardment = yes #default yes, does orbital bombardment # diplomatic_wars = no #default no, decides if the country needs to declare war to be hostile, only works against countries who also have diplomatic wars toggled on # attack_unarmed_orbital_stations = no #default no, decides if the country should attack unarmed orbital (mining, research & observation stations) without explicit orders to do so # ship_disengagement = no #default no, decides if the country's ships can flee from battle instead of fighting to the death # army_disengagement = no #default no, decides if the country's armies can flee from battle instead of fighting to the death # min_navy_for_wars = 0 #default 0, decides how large a navy this country wants (out of desired size) before declaring any wars # min_assault_armies_for_wars = 1 #default 1, deciades how many assault armies the country wants before declaring any wars # share_communications = no #default yes, decides if they share communciations with anyone you have contact with # relations = no #default no, this controls whether the country makes us of opinion # fallen_empire = no #default no, this controls whether the empire uses the special Fallen Empire AI # awakened_fallen_empire = no #default no, this controls whether the empire uses the special Awakened Fallen Empire AI # piracy_risk = no #default no, this controls whether the empire has piracy risk # uses_special_buildables = no #default no, this controls whether this empire builds global ship designs that are defined as special buildables instead of normal designable ships # show_in_contacts_list = yes #default yes, whether to show an entry in the contacts list # minimalist_contacts_list_profile = no #default no, whether to show only empire name and flag in diplomacy panel in the contacts list # government = no #default yes, if yes then the country has a government # custom_starbase = x #if this is set, country will defined ship size for constructed starbases instead of building outposts # destroys_starbases = no #if this is set to yes, country will destroy starbases instead of disabling them # can_have_their_comms_shared #if this is set to yes, other countries in contact with this one will be able to share that contact (for countries that use custom_diplomacy) # observable = no #Fairly self explanatory. Will not show up in list of observable countries, and cannot be tagged to as observer. # can_use_invalid_technology = yes #this this is set to no, there will be a hardcoded block on assigning tech whose potential trigger does not evaluate to the country # ignore_ftl_inhibitors = yes #Setting would to true, would enable the country to ignore FTL Inhibitors. # prevent_automatic_genocidal_hostilities = yes #default no, if this is set then genocidal empires do not automatically attack the country before communications are established # # faction = { #these values are copied to the country and can be changed during the game # neutral = no #if yes, fleets will never attack anything and will never be attacked # hostile = no #if yes, fleets will attack everything on sight ( except neutral fleets ) # follow = no #if yes, fleets will follow the fleets of allies # auto_delete = yes #if yes, country will be automatically deleted when considered dead ( usually when out of colonies and colony ships ). Should be yes in most cases but can be useful to turn off for some countries that are created by events. # needs_border_access = yes #decides if a country needs to have explicit border access from another country to enter its borders. # generate_borders = yes #decides if a country generates borders or not # needs_colony = yes #decides if a country needs a colony ( or a colony ship ) to be considered alive. # primitive = no #primitive countries can have observation stations build by others in orbit of their planets # primitive_age = "STONE_AGE" #if primitive = yes, localization string. Remember that these values are dynamic and this value will most likely be overwritten instantly by the same event that created the country. This field can probably be left empty # hostile_when_attacked = yes #toggles if country turns hostile against attacker. # show_borders_in_us = yes #if no, borders for countries of this type will not be shown if in uncharted space # intel_effects_surveyed = yes # toggle if the intel system is allowed to change any surveyed planets to unsurveyed depending on intel level with this country # } # # ai = { #block of AI settings # enabled = yes #run ai for this country type? default no # declare_war = yes #should AI declare wars? default yes # colonizer = yes #should AI colonize? default yes # internal_policies = yes #should AI update internal policies? such as edicts, changing government types etc. default yes # modification = yes #should AI genemod & terraform? default yes # construction = yes #should AI build ships and buildings? default yes # tech = yes #should AI advance its technology? default yes # espionage = yes #should AI use espionage? default yes # # modules = { #List of diferent ai modules this country type should have # military_minister_module # foreign_minister_module # interior_minister_module # } # } # # #Note: these effects are also covered by on_actions on_fleet_contract_started, on_fleet_contract_expired, on_fleet_contract_cancelled and on_fleet_contract_broken # fleet_manager = { #block of Country Fleet Manager settings # on_contract_started = { #effect fired when fleet owned by country is hired # } #Scope - Fleet, From - Country that hired the fleet, FromFrom - Country that owns fleet, FromFromFrom - Country that initiated the ending of the contract # on_contract_expired = { #effect fired when hire contract of a fleet owned by country is expired # } #Scope - Fleet, From - Country that hired the fleet, FromFrom - Country that owns fleet, FromFromFrom - Country that initiated the ending of the contract # on_contract_cancelled = { #effect fired when hire contract of a fleet owned by country is cancelled (when controller prematurely finishes the contract or when the contract cancellation is a part of trade deal) # } #Scope - Fleet, From - Country that hired the fleet, FromFrom - Country that owns fleet, FromFromFrom - Country that initiated the ending of the contract (trade deal actor when the contract cancellation is a part of trade deal) # on_contract_broken = { #effect fired when hire contract of a fleet owned by country is broken (when country is attacked by someone of when a war is started) # } #Scope - Fleet, From - Country that hired the fleet, FromFrom - Country that owns fleet, FromFromFrom - Country that initiated the ending of the contract (main attacker in a case of war) # } # # modules = { #List of modules countries of this should have. # #A module controls what code a country will use for a specific system, for instance we can decide to run a completely different economy module that uses cats as main currency ( if such a module exists, that is ) # #Only one module per module type is allowed # standard_event_module = {} # standard_economy_module = {} # standard_leader_module = {} # standard_diplomacy_module = {} # #contact_rule: auto (default: has first contact sites formed upon); does_first_contact_sites (uses first contact sites on others); on_action_only (no first contact site on this country, only on_first_contact event); never; always (fires on_first_contact immediately, but no site formed) # standard_technology_module = {} # standard_trade_routes_module = {} # standard_pop_factions_module = {} # standard_expansion_module = {} # } #} default = { has_difficulty_bonuses = yes counts_for_victory = yes pop_growth = yes playable = yes has_pulse_events = yes has_deficits = yes piracy_risk = yes randomize_ethos = yes shuffle_pop_ethos = yes needs_survey = yes diplomatic_wars = yes ship_disengagement = yes army_disengagement = yes relations = yes observable = yes can_use_invalid_technology = no can_receive_envoys = yes ownership_limits = default do_critters_age = yes ai = { enabled = yes declare_war = yes min_navy_for_wars = 0.5 min_assault_armies_for_wars = @armies_for_declaring_war colonizer = yes internal_policies = yes modification = yes government = yes traditions = yes ascension_perks = yes construction = yes follow = yes can_use_market = yes modules = { military_minister_module foreign_minister_module interior_minister_module mercenary_buyer_minister_module enclave_founder_minister_module } } trade_routes_available = { is_gestalt = no } modules = { standard_event_module = {} standard_economy_module = {} standard_leader_module = {} standard_diplomacy_module = { contact_rule = does_first_contact_sites } standard_technology_module = {} standard_pop_factions_module = {} standard_expansion_module = {} standard_species_rights_module = {} standard_grand_archive_module = {} standard_shroud_module = {} } resources = { category = country_base produces = { energy = 20 minerals = 20 physics_research = 10 society_research = 10 engineering_research = 10 influence = 3 unity = 10 alloys = 5 } produces = { trigger = { OR = { is_gestalt = no has_valid_civic = civic_machine_servitor } } consumer_goods = 15 } produces = { trigger = { OR = { #Either # You're a non-lithoid non-individual machine, regular empire or hive mind AND = { is_individual_machine = no is_lithoid_empire = no is_infernal_empire = no OR = { is_regular_empire = yes is_hive_empire = yes } } # You are a lithoid empire with a non-lithoid subspecies AND = { is_lithoid_empire = yes has_country_flag = non_lithoid_subspecies } # Or a machine empire with a non-lithoid secondary species AND = { has_country_flag = non_lithoid_subspecies is_machine_empire = yes } # Or an individual machine with a non-lithoid species AND = { is_individual_machine = yes has_country_flag = non_lithoid_subspecies } # Or have bioships country_uses_bio_ships = yes } } food = 20 } produces = { trigger = { # Either OR = { # You're a lithoid regular empire or hive mind AND = { is_lithoid_empire = yes OR = { is_regular_empire = yes is_hive_empire = yes } } # Or a machine empire with a lithoid secondary species AND = { has_country_flag = lithoid_subspecies is_machine_empire = yes } # Or a machine empire with no secondary species AND = { is_machine_empire = yes NOR = { has_country_flag = lithoid_subspecies has_country_flag = non_lithoid_subspecies } } } } minerals = 20 } produces = { trigger = { is_machine_empire = yes } energy = 20 } produces = { trigger = { is_lithoid_empire = yes has_valid_civic = civic_hive_cordyceptic_drones } food = 10 minerals = -10 } produces = { trigger = { OR = { is_infernal_empire = yes # Or a machine with an infernal species AND = { has_country_flag = infernal_subspecies is_machine_empire = yes } } } alloys = 10 } } # planet scope branch_office_resources = { category = planet_branch_offices cost = { trade = 1000 influence = 75 } } } # Global Event Country - Do Not Remove global_event = { share_communications = no default_ships = no government = no observable = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } modules = { standard_event_module = {} # Needed for events exclusive_diplomacy_module = { contact_rule = on_action_only } } } faction = { government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { # Nothing is allowed, but we need this for relationships. contact_rule = on_action_only } basic_technology_module = {} } } nice_faction = { government = no observable = no ai = { enabled = no } faction = { neutral = yes hostile = no needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { # Nothing is allowed, but we need this for relationships. contact_rule = on_action_only } basic_technology_module = {} } } origin_dragon = { #origin_here_be_dragons dragon. Settings copied from a leviathan, for now scaled_difficulty_bonuses = 0.5 # scales to setting is_space_critter = yes government = no blocks_piracy = yes destroys_starbases = yes observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. basic_technology_module = {} standard_event_module = {} # For bouncing events } } dragon_dummy = { #This country type is only needed for the origin_here_be_dragons first contact story. It should never be used for anything else. government = no observable = no share_communications = no ai = { enabled = no } faction = { needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } modules = { exclusive_diplomacy_module = { # Nothing is allowed, but we need this for relationships. } basic_technology_module = {} } } clutch_of_whelps = { #Whelp nation spawned from killing origin_dragon scaled_difficulty_bonuses = 0.5 # scales to setting is_space_critter = yes government = no blocks_piracy = yes destroys_starbases = yes observable = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } basic_technology_module = {} } } adversary = { show_in_contacts_list = no government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { basic_technology_module = {} standard_event_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only can_receive = { action_declare_war action_offer_peace } } } } neutral_faction = { is_space_critter = yes government = no observable = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } } nomad = { show_in_contacts_list = yes observable = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no } custom_diplomacy = yes modules = { basic_technology_module = {} standard_event_module = {} exclusive_diplomacy_module = {} } } pirate = { attack_unarmed_orbital_stations = yes government = no observable = no uses_origins = no ai = { enabled = no } faction = { hostile = yes pirate = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. all_technology_module = {} standard_event_module = {} } } dormant_marauders = { attack_unarmed_orbital_stations = yes scaled_difficulty_bonuses = 1.0 # scales to setting show_in_contacts_list = yes custom_diplomacy = yes share_survey_data = no enforces_borders = no needs_survey = no government = yes has_complete_sensor = yes can_have_their_comms_shared = yes custom_starbase = starbase_marauder observable = no ai = { enabled = no } faction = { hostile = yes pirate = yes needs_border_access = no generate_borders = yes needs_colony = no auto_delete = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. tiered_technology_module = { tier = 3 rare = no } standard_event_module = {} } } ruined_marauders = { # Diplomacy no longer possible government = no observable = no ai = { enabled = no } faction = { hostile = yes pirate = yes needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. tiered_technology_module = { tier = 3 rare = no } standard_event_module = {} } } awakened_marauders = { attack_unarmed_orbital_stations = yes scaled_difficulty_bonuses = 2.0 # scales to setting destroys_starbases = yes show_in_contacts_list = yes counts_for_victory = yes share_survey_data = no custom_diplomacy = yes mid_game_crisis = yes enforces_borders = no needs_survey = no has_complete_sensor = yes can_have_their_comms_shared = yes custom_starbase = starbase_marauder observable = yes ai = { enabled = yes modules = { horde_interior_minister_module horde_military_minister_module } } faction = { hostile = yes needs_border_access = no generate_borders = yes needs_colony = no } modules = { exclusive_diplomacy_module = { # Nothing is allowed, but we need this for relationships. contact_rule = always } tiered_technology_module = { tier = 3 rare = no } standard_event_module = {} } } fallen_empire = { scaled_difficulty_bonuses = 1.0 # scales to setting counts_for_victory = yes sub_title = "COUNTRY_FALLEN_EMPIRE" sub_title_desc = "COUNTRY_FALLEN_EMPIRE_DESC" share_survey_data = no relations = yes fallen_empire = yes needs_survey = no diplomatic_wars = yes ship_disengagement = yes army_disengagement = yes uses_special_buildables = yes observable = yes faction = { needs_border_access = no } ai = { enabled = yes declare_war = yes min_navy_for_wars = 0.0 min_assault_armies_for_wars = @armies_for_declaring_war colonizer = no internal_policies = no modification = no construction = no starbase_upgrade = no limited_construction = yes tech = no modules = { military_minister_module foreign_minister_module interior_minister_module } } modules = { all_technology_module = {} standard_event_module = {} standard_leader_module = {} standard_economy_module = {} standard_species_rights_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only can_receive = { action_declare_war action_offer_peace action_make_rival action_end_rivalry action_offer_trade_deal action_cancel_trade_deal action_insult action_make_claims_diplomacy_view } can_send = { action_declare_war action_make_rival action_end_rivalry action_offer_peace action_offer_trade_deal action_cancel_trade_deal action_open_borders action_close_borders } } } resources = { category = country_base produces = { energy = 1000 minerals = 250 food = 100 alloys = 100 consumer_goods = 200 rare_crystals = 10 exotic_gases = 10 volatile_motes = 10 sr_dark_matter = 2 sr_living_metal = 2 sr_zro = 2 influence = 3 } } } awakened_fallen_empire = { scaled_difficulty_bonuses = 1.0 # scales to setting counts_for_victory = yes sub_title = "COUNTRY_AWAKENED_FALLEN_EMPIRE" sub_title_desc = "COUNTRY_AWAKENED_FALLEN_EMPIRE_DESC" share_survey_data = no relations = yes fallen_empire = yes awakened_fallen_empire = yes needs_survey = no diplomatic_wars = yes ship_disengagement = yes army_disengagement = yes pop_growth = yes uses_special_buildables = yes observable = yes faction = { needs_border_access = no } ai = { enabled = yes declare_war = yes min_navy_for_wars = 0.2 min_assault_armies_for_wars = @armies_for_declaring_war colonizer = yes internal_policies = yes modification = no government = no construction = yes tech = yes traditions = yes #but no ascension perks! modules = { military_minister_module foreign_minister_module interior_minister_module } } modules = { all_technology_module = {} standard_event_module = {} standard_leader_module = {} standard_economy_module = {} standard_expansion_module = {} standard_species_rights_module = {} exclusive_diplomacy_module = { contact_rule = always can_receive = { action_declare_war action_offer_peace action_make_rival action_end_rivalry action_offer_trade_deal action_cancel_trade_deal action_insult action_ask_to_become_thrall action_ask_to_become_dominion action_ask_to_become_satellite action_ask_to_become_signatory action_ask_to_be_released_subject action_ask_to_join_federation action_invite_to_federation action_leave_federation action_kick_from_federation action_build_spy_network action_manage_spy_network } can_send = { action_declare_war action_make_rival action_end_rivalry action_offer_peace action_offer_trade_deal action_cancel_trade_deal action_demand_thrall action_demand_dominion action_demand_satellite action_demand_signatory action_release_subject action_invite_to_federation action_leave_federation action_kick_from_federation action_open_borders action_close_borders } } } resources = { category = country_base produces = { energy = 1000 minerals = 250 food = 100 alloys = 100 consumer_goods = 100 rare_crystals = 10 exotic_gases = 10 volatile_motes = 10 sr_dark_matter = 2 sr_living_metal = 2 sr_zro = 2 influence = 3 } } } primal_mind = { government = no observable = no is_space_critter = yes blocks_piracy = yes ai = { enabled = no } faction = { neutral = yes hostile = no needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes } modules = { exclusive_diplomacy_module = { # Nothing is allowed, but we need this for relationships. contact_rule = on_action_only } basic_technology_module = {} } } primitive = { randomize_ethos = yes shuffle_pop_ethos = yes observable = no relations = yes ai = { enabled = yes declare_war = no #should AI declare wars? default yes colonizer = no #should AI colonize? default yes internal_policies = no #should AI update internal policies? such as edicts, changing government types etc. default yes modification = no #should AI genemod & terraform? default yes construction = no #should AI build ships and buildings? default yes tech = no #should AI advance its technology? default yes espionage = no #should AI use espionage? default yes modules = { foreign_minister_module } } faction = { hostile = no primitive = yes needs_border_access = no generate_borders = no needs_colony = yes intel_effects_surveyed = no } hide_names_if_no_communication = no show_in_contacts_list = yes #custom_diplomacy = yes # This makes primitives show up in the galaxy empire view. modules = { standard_event_module = {} basic_technology_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only can_receive = { action_improve_relation action_harm_relation action_reveal_presence action_build_spy_network action_manage_spy_network action_societal_enlightenment action_stop_societal_enlightenment action_open_technological_enlightenment action_stop_open_technological_enlightenment action_stratified_technological_enlightenment action_stop_stratified_technological_enlightenment action_pre_ftl_trade action_stop_pre_ftl_trade action_open_pre_ftl_homeworld } } } } rebel = { observable = no randomize_ethos = yes ai = { #enabled = no enabled = yes declare_war = yes colonizer = yes internal_policies = yes modification = no government = no construction = yes #modules = { # military_minister_module # foreign_minister_module # interior_minister_module #} } modules = { standard_event_module = {} #standard_economy_module = {} standard_leader_module = {} #standard_diplomacy_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only } standard_technology_module = {} #standard_species_rights_module = {} } } # ambient object country type for moving props around ambient = { show_in_contacts_list = no government = no observable = no uses_origins = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. #basic_technology_module = {} } } enclave = { blocks_piracy = yes show_in_contacts_list = yes can_have_their_comms_shared = yes government = yes is_enclave = yes prevent_automatic_genocidal_hostilities = yes observable = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no } custom_diplomacy = yes custom_opinion = yes modules = { basic_technology_module = {} standard_event_module = {} exclusive_diplomacy_module = { } # Nothing is allowed, but we need this for relationships. #basic_technology_module = {} } } mindwarden_enclave = { blocks_piracy = yes show_in_contacts_list = yes can_have_their_comms_shared = yes government = yes is_enclave = yes prevent_automatic_genocidal_hostilities = yes observable = no ai = { enabled = yes modules = { enclave_mercenary_military_minister_module interior_minister_module standard_species_rights_module enclave_mercenary_seller_minister_module } declare_war = no colonizer = no internal_policies = no modification = no construction = no limited_military_construction = yes limited_leaders = yes tech = yes espionage = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } custom_diplomacy = yes custom_opinion = yes modules = { standard_technology_module = {} standard_event_module = {} standard_leader_module = {} standard_economy_module = {} exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. } resources = { category = country_base produces = { energy = 500 minerals = 500 food = 500 alloys = 250 consumer_goods = 100 rare_crystals = 1 exotic_gases = 1 volatile_motes = 1 sr_dark_matter = 1 sr_living_metal = 1 sr_zro = 1 physics_research = 100 engineering_research = 100 society_research = 100 unity = 50 } produces = { trigger = { mid_game_years_passed > 0 } energy = 500 minerals = 500 food = 500 alloys = 250 rare_crystals = 10 exotic_gases = 10 volatile_motes = 10 physics_research = 250 engineering_research = 250 society_research = 250 } produces = { trigger = { end_game_years_passed > 0 } energy = 500 minerals = 500 food = 500 alloys = 250 sr_dark_matter = 5 sr_living_metal = 5 sr_zro = 5 physics_research = 400 engineering_research = 400 society_research = 400 } produces = { trigger = { has_technology = tech_rare_crystals } rare_crystals = 10 } produces = { trigger = { has_technology = tech_exotic_gases } exotic_gases = 10 } produces = { trigger = { has_technology = tech_volatile_motes } volatile_motes = 10 } produces = { trigger = { has_technology = tech_mine_dark_matter } sr_dark_matter = 5 } produces = { trigger = { has_technology = tech_mine_living_metal } sr_living_metal = 5 } } } enclave_mercenary = { blocks_piracy = yes show_in_contacts_list = yes can_have_their_comms_shared = yes government = yes is_enclave = yes prevent_automatic_genocidal_hostilities = yes observable = yes # no playable = no needs_survey = no ship_disengagement = yes has_complete_sensor = no orbital_bombardment = yes attack_unarmed_orbital_stations = yes destroys_starbases = yes ai = { enabled = yes modules = { enclave_mercenary_military_minister_module interior_minister_module standard_species_rights_module enclave_mercenary_seller_minister_module } declare_war = no colonizer = no internal_policies = no modification = no construction = no limited_military_construction = yes limited_leaders = yes tech = yes espionage = no } fleet_manager = { on_contract_started = { if = { limit = { is_active_resolution = resolution_defenseprivatization_corporate_warlords } add_modifier = { modifier = hired_mercenary_fleet_naval_cap_usage_galcom_5 } } else_if = { limit = { is_active_resolution = resolution_defenseprivatization_security_business } add_modifier = { modifier = hired_mercenary_fleet_naval_cap_usage_galcom_4 } } else_if = { limit = { is_active_resolution = resolution_defenseprivatization_condottieri } add_modifier = { modifier = hired_mercenary_fleet_naval_cap_usage_galcom_3 } } else_if = { limit = { is_active_resolution = resolution_defenseprivatization_private_support_troops } add_modifier = { modifier = hired_mercenary_fleet_naval_cap_usage_galcom_2 } } else_if = { limit = { is_active_resolution = resolution_defenseprivatization_defense_contracts } add_modifier = { modifier = hired_mercenary_fleet_naval_cap_usage_galcom_1 } } else = { add_modifier = { modifier = hired_mercenary_fleet_naval_cap_usage_no_galcom } } } on_contract_expired = { remove_fleet_contract_modifiers = yes } on_contract_cancelled = { remove_fleet_contract_modifiers = yes } on_contract_broken = { remove_fleet_contract_modifiers = yes } } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no } custom_diplomacy = yes custom_opinion = yes modules = { standard_technology_module = {} standard_event_module = {} standard_leader_module = {} standard_economy_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. } resources = { category = country_base produces = { energy = 500 minerals = 500 food = 500 alloys = 250 consumer_goods = 100 rare_crystals = 1 exotic_gases = 1 volatile_motes = 1 sr_dark_matter = 1 sr_living_metal = 1 sr_zro = 1 physics_research = 100 engineering_research = 100 society_research = 100 unity = 50 } produces = { trigger = { mid_game_years_passed > 0 } energy = 500 minerals = 500 food = 500 alloys = 250 rare_crystals = 10 exotic_gases = 10 volatile_motes = 10 physics_research = 250 engineering_research = 250 society_research = 250 } produces = { trigger = { end_game_years_passed > 0 } energy = 500 minerals = 500 food = 500 alloys = 250 sr_dark_matter = 5 sr_living_metal = 5 sr_zro = 5 physics_research = 400 engineering_research = 400 society_research = 400 } produces = { trigger = { has_technology = tech_rare_crystals } rare_crystals = 10 } produces = { trigger = { has_technology = tech_exotic_gases } exotic_gases = 10 } produces = { trigger = { has_technology = tech_volatile_motes } volatile_motes = 10 } produces = { trigger = { has_technology = tech_mine_dark_matter } sr_dark_matter = 5 } produces = { trigger = { has_technology = tech_mine_living_metal } sr_living_metal = 5 } produces = { trigger = { has_technology = tech_mine_zro } sr_zro = 5 } } } shroud = { is_the_shroud = yes show_in_contacts_list = yes minimalist_contacts_list_profile = yes share_communications = no default_ships = no government = no observable = no uses_origins = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } custom_diplomacy = yes modules = { basic_technology_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only } } } shroud_spirits = { is_space_critter = yes blocks_piracy = yes government = no observable = no uses_origins = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } basic_technology_module = {} standard_event_module = {} } } gdf = { blocks_piracy = yes government = no observable = no uses_origins = no playable = no needs_survey = no ship_disengagement = yes has_complete_sensor = yes ai = { enabled = yes modules = { military_minister_module galactic_community_patrol_military_minister_module } } faction = { hostile = no needs_border_access = yes generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = always } all_technology_module = {} standard_event_module = {} } } ################# # CRISIS-RELATED ################# swarm = { attack_unarmed_orbital_stations = yes scaled_difficulty_bonuses = 3.0 # scales to setting end_game_crisis = yes destroys_starbases = yes can_own_empty_planets = yes needs_survey = no has_complete_sensor = yes can_planets_be_attacked = no has_capital = no enforces_borders = no government = no colonizing_title = "COLONIZING_PLANET_SWARM" colonizing_desc = "PLANET_VIEW_UNDER_COLONIZATION_SWARM_DESC" home_system = swarm_invasion_target_1 custom_starbase = starbase_swarm observable = yes uses_origins = no ai = { enabled = yes colonizer = yes construction = yes modules = { swarm_interior_minister_module swarm_military_minister_module } } faction = { needs_colony = no hostile = yes needs_border_access = no } custom_diplomacy = yes modules = { standard_event_module = {} standard_leader_module = {} all_technology_module = {} exclusive_diplomacy_module = { contact_rule = always } } } extradimensional = { attack_unarmed_orbital_stations = yes scaled_difficulty_bonuses = 3.0 # scales to setting end_game_crisis = yes destroys_starbases = yes needs_survey = no has_complete_sensor = yes can_planets_be_attacked = no has_capital = no enforces_borders = no home_system = extradimensional_origin_system custom_starbase = starbase_exd_0 observable = yes uses_origins = no targets = { extradimensional_2 extradimensional_3 } government = no ai = { enabled = yes colonizer = yes construction = yes modules = { invaders_military_minister_module invaders_interior_minister_module } } faction = { needs_colony = no hostile = yes needs_border_access = no } custom_diplomacy = yes modules = { standard_event_module = {} standard_leader_module = {} all_technology_module = {} exclusive_diplomacy_module = { contact_rule = always } } } extradimensional_2 = { attack_unarmed_orbital_stations = yes scaled_difficulty_bonuses = 3.0 # scales to setting end_game_crisis = yes destroys_starbases = yes needs_survey = no has_complete_sensor = yes can_planets_be_attacked = no has_capital = no enforces_borders = no home_system = extradimensional_second_portal_system custom_starbase = starbase_exd observable = yes uses_origins = no targets = { extradimensional extradimensional_3 } government = no ai = { enabled = yes colonizer = yes construction = yes modules = { invaders_military_minister_module } } faction = { needs_colony = no hostile = yes needs_border_access = no } custom_diplomacy = yes modules = { standard_event_module = {} standard_leader_module = {} all_technology_module = {} exclusive_diplomacy_module = { contact_rule = always } } } extradimensional_3 = { attack_unarmed_orbital_stations = yes scaled_difficulty_bonuses = 3.0 # scales to setting end_game_crisis = yes destroys_starbases = yes needs_survey = no has_complete_sensor = yes can_planets_be_attacked = no has_capital = no enforces_borders = no home_system = extradimensional_third_portal_system custom_starbase = starbase_exd observable = yes uses_origins = no targets = { extradimensional extradimensional_2 } government = no ai = { enabled = yes colonizer = yes construction = yes modules = { invaders_military_minister_module } } faction = { needs_colony = no hostile = yes needs_border_access = no } custom_diplomacy = yes modules = { standard_event_module = {} standard_leader_module = {} all_technology_module = {} exclusive_diplomacy_module = { contact_rule = always } } } ai_empire = { attack_unarmed_orbital_stations = yes scaled_difficulty_bonuses = 3.0 # scales to setting end_game_crisis = yes destroys_starbases = yes can_own_empty_planets = yes needs_survey = no has_complete_sensor = yes can_planets_be_attacked = yes has_capital = no playable = no government = no enforces_borders = no minimalist_contacts_list_profile = yes home_system = AI_lair hub_system = AI_hub custom_starbase = starbase_ai observable = yes uses_origins = no ai = { enabled = yes colonizer = yes government = no construction = yes modules = { machine_interior_minister_module machine_military_minister_module } } faction = { needs_colony = no hostile = yes needs_border_access = no } custom_diplomacy = yes modules = { standard_event_module = {} standard_leader_module = {} all_technology_module = {} exclusive_diplomacy_module = { contact_rule = always } } } cybrex_empire = { scaled_difficulty_bonuses = 3.0 can_own_empty_planets = yes can_planets_be_attacked = no needs_survey = no has_complete_sensor = yes government = no playable = no enforces_borders = no minimalist_contacts_list_profile = yes home_system = cybrex_beta anti_end_game_crisis = yes #fights Contingency observable = yes ai = { enabled = yes modules = { anti_crisis_military_minister_module } } faction = { hostile = no needs_border_access = no needs_colony = no generate_borders = yes } custom_diplomacy = yes modules = { exclusive_diplomacy_module = { contact_rule = always } all_technology_module = {} standard_event_module = {} } } sentinels = { scaled_difficulty_bonuses = 3.0 home_system = sentinel_system custom_diplomacy = yes share_survey_data = no enforces_borders = no needs_survey = no has_complete_sensor = yes observable = yes anti_end_game_crisis = yes #fights Prethoryn ai = { enabled = yes modules = { anti_crisis_military_minister_module } } faction = { hostile = no needs_border_access = no needs_colony = no generate_borders = yes } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. all_technology_module = {} standard_event_module = {} } } gate_builders = { scaled_difficulty_bonuses = 3.0 custom_diplomacy = yes share_survey_data = no enforces_borders = no needs_survey = no has_complete_sensor = yes observable = yes custom_starbase = starbase_gatebuilders ai = { enabled = yes modules = { anti_crisis_military_minister_module } } faction = { hostile = no needs_border_access = no needs_colony = no generate_borders = yes } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. all_technology_module = {} standard_event_module = {} standard_economy_module = {} } resources = { category = country_base produces = { energy = 100 minerals = 10 physics_research = 10 society_research = 10 engineering_research = 10 influence = 3 unity = 2 alloys = 125 volatile_motes = 20 rare_crystals = 1 exotic_gases = 1 } } } gray = { show_in_contacts_list = yes minimalist_contacts_list_profile = yes share_communications = no default_ships = no government = no uses_origins = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } custom_diplomacy = yes modules = { basic_technology_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only } } } synth_queen_storm = { attack_unarmed_orbital_stations = no scaled_difficulty_bonuses = 3.0 # scales to setting end_game_crisis = yes destroys_starbases = no can_own_empty_planets = yes needs_survey = no has_complete_sensor = yes can_planets_be_attacked = yes #has_capital = yes playable = no government = no enforces_borders = no diplomatic_wars = yes #minimalist_contacts_list_profile = yes show_in_contacts_list = no home_system = synth_queen_capital custom_starbase = starbase_synth_queen observable = yes uses_origins = no ai = { enabled = yes colonizer = yes government = no construction = yes modules = { synth_queen_interior_minister_module synth_queen_military_minister_module } } faction = { needs_colony = no hostile = no needs_border_access = no } custom_diplomacy = yes modules = { standard_event_module = {} standard_leader_module = {} all_technology_module = {} exclusive_diplomacy_module = { contact_rule = always can_receive = { action_declare_war action_offer_peace } can_send = { action_declare_war action_offer_peace } } } } synth_queen = { attack_unarmed_orbital_stations = no scaled_difficulty_bonuses = 3.0 # scales to setting end_game_crisis = yes destroys_starbases = no can_own_empty_planets = yes needs_survey = no has_complete_sensor = yes can_planets_be_attacked = yes has_capital = yes playable = no government = no enforces_borders = yes diplomatic_wars = yes minimalist_contacts_list_profile = yes home_system = synth_queen_capital custom_starbase = starbase_synth_queen observable = yes uses_origins = no ai = { enabled = yes colonizer = yes government = no construction = yes modules = { synth_queen_interior_minister_module synth_queen_military_minister_module } } faction = { needs_colony = no hostile = no needs_border_access = no } custom_diplomacy = yes custom_opinion = yes modules = { standard_event_module = {} standard_leader_module = {} all_technology_module = {} exclusive_diplomacy_module = { contact_rule = always can_receive = { action_declare_war action_offer_peace } can_send = { action_declare_war action_offer_peace } } } } awakened_synth_queen = { attack_unarmed_orbital_stations = no ship_disengagement = no army_disengagement = no scaled_difficulty_bonuses = 3.0 # scales to setting end_game_crisis = yes destroys_starbases = yes can_own_empty_planets = yes needs_survey = no has_complete_sensor = yes can_planets_be_attacked = yes has_capital = yes playable = no government = no enforces_borders = no diplomatic_wars = no #minimalist_contacts_list_profile = yes home_system = synth_queen_capital custom_starbase = starbase_synth_queen observable = yes uses_origins = no ai = { enabled = yes colonizer = yes government = no construction = yes modules = { synth_queen_interior_minister_module synth_queen_military_minister_module } } faction = { needs_colony = no hostile = no needs_border_access = no } custom_diplomacy = yes modules = { standard_event_module = {} standard_leader_module = {} all_technology_module = {} exclusive_diplomacy_module = { contact_rule = always } } } synth_queen_convoys = { show_in_contacts_list = no government = no observable = yes ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no } custom_diplomacy = yes modules = { basic_technology_module = {} standard_event_module = {} exclusive_diplomacy_module = {} } } synth_queen_outposts = { show_in_contacts_list = no government = no observable = yes enforces_borders = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no } custom_diplomacy = yes modules = { basic_technology_module = {} standard_event_module = {} exclusive_diplomacy_module = {} } } the_reckoning = { scaled_difficulty_bonuses = 3.0 # scales to setting destroys_starbases = yes end_game_crisis = yes is_space_critter = yes blocks_piracy = yes government = no observable = no uses_origins = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } basic_technology_module = {} standard_event_module = {} } } ################# # SPACE MONSTERS ################# tiyanki = { share_communications = no is_space_critter = yes government = no observable = no ai = { enabled = yes modules = { space_monsters_module } avoid_enemies = yes } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes auto_delete = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} standard_event_module = {} # For bouncing events } } # Tiyanki Spawn System Garrison tiyanki_garrison = { share_communications = no is_space_critter = yes government = no observable = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} standard_event_module = {} # For bouncing events } } amoeba = { share_communications = no is_space_critter = yes blocks_piracy = yes government = no observable = no ai = { enabled = yes modules = { space_monsters_module } avoid_enemies = yes } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes auto_delete = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } pre_communications_fleet_name = "NO_COMMUNICATIONS_AMOEBA" } amoeba_borderless = { #same as above, but will cross borders share_communications = no is_space_critter = yes blocks_piracy = yes government = no observable = no ai = { enabled = yes modules = { space_monsters_module } } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } pre_communications_fleet_name = "NO_COMMUNICATIONS_AMOEBA" } amoeba_garrison = { share_communications = no is_space_critter = yes blocks_piracy = yes government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } pre_communications_fleet_name = "NO_COMMUNICATIONS_AMOEBA" } amoeba_faction = { #same as "faction", but doesn't block first contact site from spawning government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } } crystal = { share_communications = no is_space_critter = yes blocks_piracy = yes government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes auto_delete = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } } crystal_faction = { #same as "faction", but doesn't block first contact site from spawning government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } } drone = { always_valid_target_aggressive = yes share_communications = no is_space_critter = yes blocks_piracy = yes government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } } drone_faction = { government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } } cloud = { share_communications = no is_space_critter = yes blocks_piracy = yes government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } } portal_holder = { show_in_contacts_list = no is_space_critter = yes government = no observable = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } modules = { exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. basic_technology_module = {} } } feral_prethoryn = { is_space_critter = yes blocks_piracy = yes government = no enforces_borders = no observable = no ai = { enabled = yes modules = { space_monsters_module } avoid_enemies = yes } faction = { hostile = yes needs_border_access = no generate_borders = yes needs_colony = no space_creatures = yes } modules = { standard_event_module = {} exclusive_diplomacy_module = {} basic_technology_module = {} } } feral_prethoryn_infighting = { is_space_critter = yes blocks_piracy = yes government = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes } modules = { standard_event_module = {} exclusive_diplomacy_module = {} basic_technology_module = {} } } marauder_raiders = { attack_unarmed_orbital_stations = yes scaled_difficulty_bonuses = 1.0 # scales to setting government = no observable = no ai = { enabled = no } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no } #custom_diplomacy = yes modules = { standard_event_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only } basic_technology_module = {} } } vol = { show_in_contacts_list = no observable = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } modules = { basic_technology_module = {} standard_event_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only can_receive = { action_declare_war action_offer_peace } } } } ratlings = { share_communications = no observable = no ai = { enabled = no construction = no } faction = { hostile = no primitive = no needs_border_access = no generate_borders = no needs_colony = yes intel_effects_surveyed = no } hide_names_if_no_communication = yes modules = { standard_event_module = {} basic_technology_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only } #exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. } } enigmatic_cache = { is_space_critter = yes destroys_starbases = no #blocks_pirate = yes observable = no government = no ai = { enabled = no } faction = { neutral = yes needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. basic_technology_module = {} standard_event_module = {} } } gray_goo = { attack_unarmed_orbital_stations = yes scaled_difficulty_bonuses = 1.5 # scales to setting destroys_starbases = yes show_in_contacts_list = no share_survey_data = no custom_diplomacy = no mid_game_crisis = yes enforces_borders = no needs_survey = no has_complete_sensor = yes can_have_their_comms_shared = yes government = no observable = no ai = { enabled = yes modules = { berserk_military_minister_module } } faction = { hostile = yes needs_border_access = no generate_borders = yes needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. tiered_technology_module = { tier = 3 rare = no } standard_event_module = {} } } mechanocalibrator = { share_communications = no observable = no government = no ai = { enabled = no construction = no } faction = { hostile = no primitive = no needs_border_access = no generate_borders = no needs_colony = no } hide_names_if_no_communication = yes modules = { standard_event_module = {} basic_technology_module = {} exclusive_diplomacy_module = { contact_rule = on_action_only } #exclusive_diplomacy_module = {} # Nothing is allowed, but we need this for relationships. } } vluur = { share_communications = no is_space_critter = yes government = no observable = no ai = { enabled = yes modules = { space_monsters_module } avoid_enemies = yes } faction = { hostile = no needs_border_access = no generate_borders = no needs_colony = no space_creatures = yes } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. basic_technology_module = {} standard_event_module = {} # For bouncing events } } # Used for the Payback dig site security system slavers_dummy = { attack_unarmed_orbital_stations = no scaled_difficulty_bonuses = 1.0 # scales to setting show_in_contacts_list = no government = no observable = no uses_origins = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. all_technology_module = {} standard_event_module = {} } } debt_collectors = { attack_unarmed_orbital_stations = no scaled_difficulty_bonuses = 1.0 # scales to setting show_in_contacts_list = no government = no observable = no uses_origins = no ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. all_technology_module = {} standard_event_module = {} } } jaunting_traveler_dummy = { #This country type is only needed for the Jaunting Traveler first contact story. It should never be used for anything else. government = no observable = no share_communications = no ai = { enabled = no } faction = { needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } modules = { exclusive_diplomacy_module = { # Nothing is allowed, but we need this for relationships. } basic_technology_module = {} } } no_contact_neutral_faction = { is_space_critter = yes destroys_starbases = no #blocks_pirate = yes observable = no government = no ai = { enabled = no } faction = { neutral = yes needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. basic_technology_module = {} standard_event_module = {} } } abandoned_hatchery = { scaled_difficulty_bonuses = 1 blocks_piracy = yes can_own_empty_planets = yes has_capital = yes government = no enforces_borders = no observable = no uses_origins = no home_system = starlit_sealed_1 ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } basic_technology_module = {} standard_event_module = {} } } behemoth_hatchling = { scaled_difficulty_bonuses = 0.5 # scales to setting government = no attack_unarmed_orbital_stations = yes destroys_starbases = yes observable = yes orbital_bombardment = yes ai = { enabled = no } faction = { hostile = yes needs_border_access = no generate_borders = no needs_colony = no auto_delete = yes } modules = { exclusive_diplomacy_module = { contact_rule = always } # Nothing is allowed, but we need this for relationships. basic_technology_module = {} standard_event_module = {} # For bouncing events } } voidspawn_boss = { scaled_difficulty_bonuses = 2.5 # scales to setting is_space_critter = yes government = no destroys_starbases = yes observable = yes ai = { enabled = no modules = { swarm_military_minister_module } } faction = { needs_colony = no hostile = yes needs_border_access = no } modules = { standard_event_module = {} basic_technology_module = {} exclusive_diplomacy_module = { contact_rule = always } } } dummy_miners = { # This country type is only needed for the red_giant origin attack_unarmed_orbital_stations = no scaled_difficulty_bonuses = 1.0 # scales to setting show_in_contacts_list = no government = no observable = no share_communications = no uses_origins = no ai = { enabled = no } faction = { hostile = no neutral = yes needs_border_access = no generate_borders = no needs_colony = no auto_delete = no } modules = { exclusive_diplomacy_module = { contact_rule = on_action_only } # Nothing is allowed, but we need this for relationships. all_technology_module = {} } }