# Materialist fallen_empire_1 = { graphical_culture = "fallen_empire_02" initializer = "fallen_1" weight_modifier = { base = 100 modifier = { factor = 99999 has_origin = origin_scion } } create_country_effect = { create_species = { name = random class = random_non_machine portrait = random traits = random extra_trait_points = 3 allow_negative_traits = no } last_created_species = { modify_species = { species = this add_trait = trait_cybernetic effect = { set_species_flag = organic_fallen_empire_pop } } } create_country = { name = random type = fallen_empire ignore_initial_colony_error = yes authority = auth_imperial civics = { civic = civic_lethargic_leadership civic = civic_empire_in_decline } species = last_created_species ethos = { ethic = ethic_fanatic_materialist } flag = random origin = "origin_fallen_empire" effect = { set_country_flag = fallen_empire_1 add_resource = { minerals = 10000 energy = 10000 food = 1000 influence = 500 } # must initialize global designs here add_global_ship_design = "NAME_Enforcer" add_global_ship_design = "NAME_Savant" add_global_ship_design = "NAME_Scholar" add_global_ship_design = "NAME_Sage" add_global_ship_design = "NAME_Cloaker" add_global_ship_design = "NAME_Librarian" add_global_ship_design = "NAME_Seeker" add_global_ship_design = "NAME_FE_MATERIALIST_Citadel_1" add_global_ship_design = "NAME_FE_MATERIALIST_Citadel_2" add_global_ship_design = "NAME_FE_MATERIALIST_Citadel_3" add_global_ship_design = "NAME_FE_Starbase" ruler = { add_skill = 9 } } } } } # Spiritualist fallen_empire_2 = { graphical_culture = "fallen_empire_01" initializer = "fallen_2" weight_modifier = { base = 100 modifier = { factor = 99999 has_origin = origin_scion } } create_country_effect = { create_species = { name = random class = random_non_machine portrait = random traits = random extra_trait_points = 3 allow_negative_traits = no } last_created_species = { add_psionic_trait = yes } last_created_species = { # To avoid having to update the psionic effect above set_species_flag = organic_fallen_empire_pop } create_country = { name = random type = fallen_empire ignore_initial_colony_error = yes authority = auth_imperial civics = { civic = civic_lethargic_leadership civic = civic_empire_in_decline } species = last_created_species ethos = { ethic = ethic_fanatic_spiritualist } flag = random origin = "origin_fallen_empire" effect = { set_country_flag = fallen_empire_2 add_resource = { minerals = 10000 energy = 10000 food = 1000 influence = 500 } # must initialize global designs here add_global_ship_design = "NAME_Cleanser" add_global_ship_design = "NAME_Eternal" add_global_ship_design = "NAME_Avatar" add_global_ship_design = "NAME_Zealot" add_global_ship_design = "NAME_Penitent" add_global_ship_design = "NAME_Faith" add_global_ship_design = "NAME_Pilgrim" add_global_ship_design = "NAME_FE_SPIRITUALIST_Citadel_1" add_global_ship_design = "NAME_FE_SPIRITUALIST_Citadel_2" add_global_ship_design = "NAME_FE_SPIRITUALIST_Citadel_3" add_global_ship_design = "NAME_FE_Starbase" ruler = { add_skill = 9 } } } } } # Xenophile fallen_empire_3 = { graphical_culture = "fallen_empire_03" initializer = "fallen_3" weight_modifier = { base = 100 } create_country_effect = { create_species = { name = random class = random_non_machine portrait = random traits = random extra_trait_points = 5 allow_negative_traits = no effect = { set_species_flag = organic_fallen_empire_pop } } create_country = { name = random type = fallen_empire ignore_initial_colony_error = yes authority = auth_imperial civics = { civic = civic_lethargic_leadership civic = civic_empire_in_decline } species = last_created_species ethos = { ethic = ethic_fanatic_xenophile } flag = random origin = "origin_fallen_empire" effect = { set_country_flag = fallen_empire_3 add_resource = { minerals = 10000 energy = 10000 food = 1000 influence = 500 } # must initialize global designs here add_global_ship_design = "NAME_Adjuster" add_global_ship_design = "NAME_Keeper" add_global_ship_design = "NAME_Custodian" add_global_ship_design = "NAME_Overseer" add_global_ship_design = "NAME_Watcher" add_global_ship_design = "NAME_Seeder" add_global_ship_design = "NAME_Builder" add_global_ship_design = "NAME_FE_XENOPHILE_Citadel_1" add_global_ship_design = "NAME_FE_XENOPHILE_Citadel_2" add_global_ship_design = "NAME_FE_XENOPHILE_Citadel_3" add_global_ship_design = "NAME_FE_Starbase" ruler = { add_skill = 9 } } } } } # Xenophobe fallen_empire_4 = { graphical_culture = "fallen_empire_04" initializer = "fallen_4" weight_modifier = { base = 100 } create_country_effect = { create_species = { name = random class = random_non_machine portrait = random traits = random extra_trait_points = 5 allow_negative_traits = no effect = { save_global_event_target_as = fallen_4_species set_species_flag = organic_fallen_empire_pop } } create_country = { name = random type = fallen_empire ignore_initial_colony_error = yes authority = auth_imperial civics = { civic = civic_lethargic_leadership civic = civic_empire_in_decline } species = last_created_species ethos = { ethic = ethic_fanatic_xenophobe } flag = random origin = "origin_fallen_empire" effect = { set_country_flag = fallen_empire_4 add_resource = { minerals = 10000 energy = 10000 food = 1000 influence = 500 } # must initialize global designs here add_global_ship_design = "NAME_Reaper" add_global_ship_design = "NAME_Imperium" add_global_ship_design = "NAME_Supremacy" add_global_ship_design = "NAME_Glory" add_global_ship_design = "NAME_Devastator" add_global_ship_design = "NAME_Servitor" add_global_ship_design = "NAME_Destiny" add_global_ship_design = "NAME_FE_XENOPHOBE_Citadel_1" add_global_ship_design = "NAME_FE_XENOPHOBE_Citadel_2" add_global_ship_design = "NAME_FE_XENOPHOBE_Citadel_3" add_global_ship_design = "NAME_FE_Starbase" ruler = { add_skill = 9 } } } } } # Machine fallen_machine_empire = { graphical_culture = "fallen_machine_empire_01" initializer = "fallen_machine" weight_modifier = { base = 100 } possible = { host_has_dlc = "Synthetic Dawn Story Pack" } create_country_effect = { create_species = { name = random class = MACHINE namelist = MACHINE3 portrait = random traits = { ideal_planet_class = pc_ringworld_habitable trait = trait_machine_unit trait = random_traits } extra_trait_points = 3 allow_negative_traits = no } create_country = { name = random type = fallen_empire ignore_initial_colony_error = yes authority = auth_machine_intelligence civics = { civic = civic_machine_remnants civic = civic_custodian_directives } species = last_created_species ethos = { ethic = ethic_gestalt_consciousness } flag = random origin = "origin_fallen_empire" effect = { set_country_flag = fallen_empire_machine add_resource = { minerals = 10000 energy = 10000 food = 1000 influence = 500 } # must initialize global designs here add_global_ship_design = "NAME_Omega" add_global_ship_design = "NAME_Alpha" add_global_ship_design = "NAME_Beta" add_global_ship_design = "NAME_Gamma" add_global_ship_design = "NAME_Theta" add_global_ship_design = "NAME_Tau" add_global_ship_design = "NAME_Sigma" add_global_ship_design = "NAME_FE_MACHINE_Citadel_1" add_global_ship_design = "NAME_FE_MACHINE_Citadel_2" add_global_ship_design = "NAME_FE_MACHINE_Citadel_3" add_global_ship_design = "NAME_FE_Starbase" ruler = { add_skill = 9 } } } } } # Hive fallen_hive_empire = { graphical_culture = "biogenesis_01_fallen_empire" initializer = "fallen_hive_last_thought" weight_modifier = { base = 100 modifier = { factor = 5 country_uses_bio_ships = yes } } possible = { has_biogenesis_dlc = yes } allow_custom_empire_design = no # prevent the choosing of a custom empire design so all fragments share species create_country_effect = { set_global_flag = hive_fe_spawned create_species = { name = random class = random_non_machine namelist = HIVE2 portrait = random traits = { ideal_planet_class = pc_hive trait = trait_hive_mind trait = random_traits } extra_trait_points = 3 allow_negative_traits = no effect = { save_global_event_target_as = hive_fe_species set_species_flag = organic_fallen_empire_pop } } random_list = { #Future proofing if we want multiple personalities 1 = { # War create_hive_fe_fragment_war = yes } 1 = { # Growth create_hive_fe_fragment_growth = yes } 1 = { # Control create_hive_fe_fragment_control = yes } } last_created_country = { set_country_flag = first_hive_fe_fragment country_event = { id = bio.3010 days = 1 } } } }